recursal/Fanatic-Fandom huggingface dataset:
Absolution

School: Abjuration

Tier: 4

Components: V, S, DF

Casting Time: 1 Round

Range: Touch

Target: Single Living Creature

Duration: Instant

Saving Throw: None

Spell Resistance: No

You purge impure thoughts from the target’s mind and fill him with exultant relief at the forgiveness of his sins. *Absolution* ends all charm or compulsion effects affecting the target (including harmless compulsions, such as heroism) as per Break Enchantment. If the target was forced to perform any actions contrary to his alignment, monk vows, paladin oath, or similar code of conduct by that charm or compulsion effect, that action doesn’t cause him to lose access to class abilities, including divine spellcasting.

Unlike an Atonement spell, *absolution* can’t reverse alignment change or the effects of willing transgressions, induce a creature to change its alignment, or restore class abilities lost because of misdeeds performed in the past. *Absolution* automatically works if the caster and the target share the same alignment or the same patron deity. If they don’t, but their alignments are within one step of each other, *absolution* has a 5% chance of success per caster level. If neither of these is true, the spell automatically fails.
Aerial Track

School: Divination

Tier: 3

Components: V, S

Casting Time: 1 Standard Action

Range: Medium (100ft + 10ft/level)

Area: Self, Radius of 100ft + 10ft/level

Duration: 1 hour/level

Saving Throw: None

Spell Resistance: No

You cause the air in the area to ripple where creatures have flown through it up to 1 day ago per caster level.
 These aerial ripples are tinged by glowing wisps, providing enough
illumination to follow the tracks without penalties due to poor
lighting. The area moves with you, allowing you to follow the tracks
through the air over long distances provided you can fly or follow the
route along the ground within range to read the aerial tracks. Other
creatures can also follow the trail as long as they move with you. The
base DC of Survival checks to track creatures through the air with this spell is the same as tracking creatures across soft ground.
Arjen Robben

**Arjen Robben.** (Bedum, Provincia de Groninga, Países Bajos, 23 de enero de 1984) es un futbolista neerlandés que juega como extremo derecho y su equipo actual es el Bayern Múnich de la Bundesliga de Alemania. Inició su carrera jugando con el C.V.V.B y el V.V. Bedum, y luego pasó al F. C. Groningen de la Eredivisie en el año 2000. En 2002 fichó por el PSV Eindhoven por 4.300.000 €, y después de dos campañas recaló en el Chelsea de la Premier League, por el cual el club pagó 12 millones de libras (18 millones de euros). En 2007 fue traspasado al Real Madrid por 24 millones de libras (36 millones de euros), para después ser transferido en 2009 al Bayern Múnich de la Bundesliga de Alemania a cambio de 24 millones de euros.

A lo largo de su carrera ha obtenido a nivel de clubes una Eredivisie, una Supercopa de los Países Bajos, dos Premier League, una Community Shield, dos Football League Cup, una FA Cup, una Liga española, una Supercopa de España, dos Copas de Alemania, seis Bundesliga y una Liga de Campeones.​ A nivel individual sus mayores logros han sido el premio al Talento del año en los Países Bajos, el premio Johan Cruyff, el premio al Futbolista alemán del año, el Trofeo Bravo y el Balón de Bronce de la Copa Mundial de Fútbol de 2014. Con la Selección de los Países Bajos debutó en un partido amistoso ante Portugal el 30 de abril de 2003. Con ésta ha disputado la Copa Mundial de 2006 celebrada en Alemania, la Copa Mundial de 2010, que tuvo lugar en Sudáfrica, donde obtuvieron la segunda plaza, tras perder contra España en la final y la Copa Mundial de 2014 de Brasil en la que terminaron en tercer puesto tras haber perdido en semifinales ante Argentina. Además ha disputado las Eurocopas de 2004 y 2008, celebradas en Portugal y Austria-Suiza respectivamente. Desde su primera aparición ha participado en 89 partidos internacionales con la *naranja mecánica* y ha marcado 31 goles. El 10 de octubre de 2017 el jugador decidió retirarse de la selección de los Países Bajos debido a que el equipo no pudo clasificarse para la Copa Mundial de 2018 en Rusia.
Subzerowl

**Subzerowl** is a Ice/Ghost-type Pokémon; the Alter Forme of Noctowl.

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

School: Abjuration

Tier: 4

Components: V,S

Casting Time: 1 Standard Action

Range: medium (100 ft. + 10 ft./level)

Target: 40-ft.-radius sphere

Duration: 1 hour/level or until discharged

Saving Throw: none (harmless)

Spell Resistance: no (harmless)

You ward all creatures and objects in the area from ranged weapons. The spell’s area of effect is often a sphere, although you can shape it to be smaller than the maximum area or to exclude certain adjacent areas or objects (for example, if you are warding a specific structure, or if you are roughly warding the front lines of a battlefield). This spell’s area is also up to 40 feet in height, so flying creatures benefit as long as they are in this area of effect.

Creatures and objects in the warded area gain damage reduction 20/magic against ranged weapons. Once the spell has prevented a total of 20 points of damage per caster level (maximum 200 points) to creatures and objects in the area, it is discharged.
Steeloo

**Steeloo** is a Steel-type Pokémon; the Alter Form of Wooloo.

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

**Slowslab** is a Rock-type Pokémon; the Alter Forme of Slowpoke.

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

## Evolution

Before Pokemon AlteRed Version 1.9.3, Slowslab's evolution was based on Personality Value. AKA, it was entirely random.
Aerochemist

Aerochemists are able to use scraps magic in their concoctions to gain personal powers of flight.

## Abilities

### Aeromantic Concoction (Su)

An aerochemist learns to craft a special alchemical concoction. It takes 10 minutes to brew a dose of this concoction, and once brewed, it remains potent until used. An aerochemist can maintain only 1 dose of this concoction at a time—if he brews a second dose, any existing concoction becomes inert. As with an extract or bomb, an aeromantic concoction that is not in the aerochemist’s possession becomes inert until he picks it up again. Anyone other than the aerochemist who attempts to drink his aeromantic concoction is affected in the same fashion as is a non-alchemist who drinks an alchemist’s mutagen.

When consumed, an aerochemist’s aeromantic concoction makes his body become incredibly buoyant for 10 minutes per alchemist level. The concoction grants the aerochemist a +5 bonus on Acrobatics checks to attempt high jumps or long jumps, and he is always treated as having a running start when attempting long jumps. In addition, the aerochemist gains the benefits of feather fall for the concoction’s duration. At 6th level, the aerochemist gains the benefits of fly for the concoction’s duration. At 10th level, the aerochemist can choose to gain the benefits of air walk instead of fly for the concoction’s duration. At 14th level, the duration of the concoction increases to 1 hour per alchemist level.

An aerochemist with the infusion discovery can instead create a shared alchemical concoction intended for his allies. This shared concoction grants the same benefits as the normal aeromantic concoction, except the duration is only 1 minute per alchemist level its creator has. At 14th level, the duration increases to 10 minutes per alchemist level. An aerochemist can have only a standard concoction or shared concoction in effect, not both.

This replaces Mutagen, swift poisoning, and persistent mutagen. An aeromantic alchemist can never gain the mutagen, cognatogen, or inspired cognatogen ability, even from a discovery or another class.

### Bombs Away (Ex)

At 2nd level, an aerochemist becomes an expert at attacking from above. He gains a +1 bonus on attack rolls made with thrown weapons against targets that are at least 10 feet below him. This bonus increases to +2 at 6th level, and increases by an additional 1 every 4 levels thereafter, to a maximum bonus of +5 at 18th level.

This replaces poison use and better brew.

### Aerodynamic Prowess (Su)

At 2nd level, an aerochemist gains a +2 bonus on Fly checks. This bonus increases to +4 at 5th level, and +6 at 8th level.

This replaces poison resistance.
Action

An Action is anything a character does while in combat. Every moment in a combat situation counts, so pay close attention to what you do and think ahead for your turn.

## Standard Action

A Standard action is the most basic action that can be done. Most creatures get 1 standard action and 1 move action per turn. A standard action can be done before or after a move action.

Examples of Standard Actions:

* Attack (Melee)
* Attack (Ranged)
* Attack (Unarmed)
* Natural Attacks
* Activate a Magical Item (Like Scrolls, Potions, or Oils)
* Aiding an ally
* Casting Spell (Unless otherwise told)
* Concentrate an active spell
* Dismiss an active spell
* Draw a hidden weapon
* Escape a Grapple
* Stabilize an ally
* Use a class or racial ability (Unless otherwise told)
* Use a skill worth one action

## Move Action

A move action is an action that allows you to move your base speed or do an action that takes a similar amount of time. A move action can be done before or after a standard action.

Examples of Move Actions:

* Making a movement
* Climb/Swim/Fly checks
* Crawling
* Direct an active spell
* Draw a weapon
* Load a light weapon (Handgun, Bow, Light Crossbow, Assault Rifle, SMG, or Sniper Rifle)
* Move a heavy object
* Open or close a door
* Pick up an item
* Sheathe weapon
* Stand up from a prone position
* Retrieve an item from your inventory

## Full-Round Action

A Full-Round Action is an action that takes up your entire turn, essentially meaning it is worth a standard and move action. You cannot perform any other actions other than swift or free actions while performing a Full-Round Action.

Examples of Full-Round Actions:

* Coup de Grace
* Full Attack (Acting on all multiple attacks)
* Escape from a net
* Extinguish flames
* Lighting a torch
* Load a heavy weapon (Shotgun, LMG, Machine Gun, Minigun, Grenade Launcher, Rocket Launcher)
* Run
* Use a skill worth one round
* Withdraw from combat

## Swift Action

A Swift Action is an action that takes a short amount of time, but more energy than a free action. You may perform a single swift action per turn.

## Immediate Action

An Immediate Action is an action that can be done at any point during a round, even during another character's turn. Using an immediate action counts as using a swift action, and vise versa, meaning you cannot do both in one round.

## Free Action

Free Actions take very little effort to perform. You may perform multiple free actions for a reasonable time limit.

Examples of Free Actions:

* Cease concentration
* Drop an item/weapon
* Go prone
* Speak
* Attack of Opportunity

## No Action

Some actions are so mundane and simple that they are not considered actual actions and are inherently part of doing something else.

Examples of No Actions:

* 5-Foot Step
* Delay
* Nocking an arrow
Amplify Ley Field

School: Abjuration

Tier: 5

Components: S

Casting Time: 1 Standard Action

Range: Personal

Area: 30-ft.-radius emanation

Duration: 10 Minutes/Level (D)

Saving Throw: None

Spell Resistance: No

You create a shimmering field of charged ley energy within a 30-ft. radius. This energy enhances the natural power of ley lines within its area, increasing their power from non-existent to weak, weak to strong, or strong to titanic for the spell’s duration.
Abjuration Bloodline

*You believe that only through a good defense can you hope to withstand the onslaughts of others. You have mastered the ability to harness protective energies against all sorts of attacks, both magical and mundane.*

Your ties to the school of abjuration grant you defensive abilities that grow stronger as you gain experience and power.

## Feats

Arcane Armor Training, Arcane Armor Mastery, Arcane Shield, Disruptive Spell, Empower Spell, Extend Spell, Greater Spell Focus (Abjuration), Spell Focus (Abjuration).

## Arcana

When you cast a spell from the school of abjuration, the duration for any spell with a variable duration based on your class level lasts 50% longer. This bonus does not stack with the increase granted by the Extend Spell feat.

## Abilities

### Mystic Shield (Sp)

At 1st level, you can create a force shield granting a +4 shield bonus to your AC as a move action that lasts a number of rounds equal to your class level. The shield also automatically absorbs up to 20 points of damage from Force effect spells such as Magic Missile. You may use this ability a number of times per day equal to 3 + your Charisma modifier.

### Natural Resistance (Ex)

At 3rd level, you may choose one type of energy (acid, cold, electricity, fire, or sonic) and gain Energy Resistance 5 for that type of energy. Once chosen it cannot be changed.

At 9th level, you may either choose another energy type and gain Energy Resistance 5 for the second type of energy or you may increase your initial selection by 5 to Energy Resistance of 10.

### Minor Invulnerability (Su)

At 9th level, you may use a swift action to grant yourself Immunity to 1st level spells for a number of rounds equal to ½ your class level. You may use this ability once per day. At 17th level the immunity expands to 2nd level spells and this power may be used twice per day. At 20th level the immunity expands to 3rd level spells and this power may be used three times per day.

### Magic Resistance (Su)

At 15th level, you gain spell resistance equal to 10 + your Mage class level.

### True Abjurer (Sp)

At 20th level, the initial resistance you chose for your Natural Resistance becomes Immunity and your Mystic Shield power grants you a +6 shield bonus and automatically absorbs up to 100 points of force damage from spells such as *Magic Missile*. In addition, when you cast any spell from the school of Abjuration you may apply the effects of either the Empower Spell or Extend Spell metamagic feat without increasing the effective spell level of the spell, though the casting time when applying a metamagic feat to a spontaneous spell still applies.
Animal Shapes

School: Transmutation (Polymorph)

Tier: 8

Components: V, S, DF

Casting Time: 1 Standard Action

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

Target: up to one willing creature per level, all within 30 ft. of each other.

Duration: 1 Hour/Level (D)

Saving Throw: None (see text)

Spell Resistance: Yes (Harmless)

As *Beast Shape III*, except you change the form of up to one willing creature per caster level into an animal of your choice; the spell has no effect on unwilling creatures. All creatures must take the same kind of animal form. Recipients remain in the animal form until the spell expires or until you dismiss it for all recipients. In addition, an individual subject may choose to resume its normal form as a full-round action; doing so ends the spell for that subject alone.
Adaptive Luck

Some donkeys have greater control over their innate luck.

Prerequisite: Donkey

Benefit: Three times per day, a halfling can gain a +2 luck bonus on an ability check, attack roll, saving throw, or skill check. If halflings choose to use the ability before they make the roll or check, they gain the full +2 bonus; if they choose to do so afterward, they only gain a +1 bonus. Using adaptive luck in this way is not an action.
Alertness

You often notice things that others might miss.

Benefit: You get a +4 bonus on Perception and Sense Motive skill checks.

### Mythic

**Benefit(s)**: The bonus on Perception and Sense Motive skill checks from Alertness increases by 2. In addition, once per day, you can treat a Perception or Sense Motive check as if you had rolled a natural 20. You must decide to use this ability before making the roll.
Animation Subdomain

Necromancy’s most notable powers come from the manipulation of negative energy to animate the dead or souls of those that have passed on. This subdomain focuses on that aspect of this school.

## Abilities

### Augmented Undeath (Su)

At 8th level all undead you create or summon gain a +4 bonus to Strength and additional hit points equal to half your class level. At 18th level, the undead servants created gain additional hit points equal to your class level.

This domain power replaces the Death’s Embrace Death Domain power and the dispelling touch Magic Domain power.
Aggravate

School: Necromancy

Tier 3

Casting Time: 1 Standard Action

Componate: V,S

Target: Single Creature

Save: (See Text)

Spell Resistance: Yes

Duration: Instant

Causes all status effects currently on a creature to immediately reactivate, forcing them to roll the saving throws needed and take damage and effects as necessary.
Airborne Ambusher

*The Airborne Ambusher is an expert at combat in the sky, and is extremely adept at using their power of flight to overcome their foes.*

The Airborne Ambusher must have some reliable means of flight, such as a Racial Trait or magic.

## Abilities

### Class Proficiency

An airborne ambusher is not proficient with heavy armor.

### Aerobatics (Ex)

At 5th level, an airborne ambusher may make a Fly check instead of an Acrobatics check to move through a threatened area or an enemy’s space.

This replaces Martial Master.

### Flying Dodger (Ex)

At 9th level, when an airborne ambusher flies at least half its fly speed on its turn, it gains a +1 dodge bonus to AC for 1 round. This bonus increases to +2 at 11th level and +4 at 17th level.

This replaces Adrenaline Action.

### Plummeting Charge (Ex)

At 15th level, if an airborne ambusher flies at least half its fly speed as part of a charge, it gains a +2 racial bonus on the attack roll (in addition to the normal charge bonus). This bonus improve to +4 at 17th level.

This replaces War Terror.
Animate Objects

School: Transmutation

Tier: 6

Components: V, S

Casting Time: 1 Standard Action

Range: Medium (100 ft + 10 ft/level)

Target: One small object per caster level

Duration: 1 round/level

Saving Throw: None

Spell Resistance: No

You imbue inanimate objects with mobility and a semblance of life.
Each such animated object then immediately attacks whomever or whatever
you initially designate.

An animated object can be of any non-magical material. You may
animate one Small or smaller object or a corresponding number of larger
objects as follows: A Medium object counts as two Small or smaller
objects, a Large object as four, a Huge object as eight, a Gargantuan
object as 16, and a Colossal object as 32. You can change the designated
 target or targets as a move action, as if directing an active spell.

This spell cannot affect objects carried or worn by a creature.

### Mythic

Animated objects you create with this spell get the maximum number of hit points per level, gain a +4 bonus to their Strength ability scores, and have 1–1/2 times the normal number of construction points.
Animal's Eye

School: Divination (Scrying)

Tier: 1

Components: V, S

Casting Time: 1 Standard Action

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

Target: Animal Companion or Familiar

Duration: 1 Minute/Level

Saving Throw: Will Negates

Spell Resistance: Yes

The caster is able to see through their animal companion's eyes. They are able to see what the animal sees, as well as being able to see out of their own eyes at the same time. The vision they get from their animal companion is the same as their animal companion's sight, such as Darkvision, Color Blindness, etc.)
Amp Shield

The Amp Shield is a type of shield made by Penumbra. This body shield spends some of it's charge to enhance the damage of your next gun attack. This only triggers when your shield is full. If your shield is missing any charge, the Amp bonus is not activated.

## Rarity Tiers

 2 (Uncommon)
 3 (Rare)
 4 (Very Rare)
 5 (Ultra Rare)

## Legendary Variants

Amplosion

Bee Sting

Dusa's Visage

Glass Blast

Red Card

Rerouter

Small Burst

Sweet Dreams

The Trapper

v0m
Amplifier

Amplifiers use the collective bond to boost the abilities of their allies, allowing them increased accuracy, speed, and prowess. These tacticians do so at the cost of their ability to turn their collective into a coordinated combat unit. Amplifiers can help turn a dangerous fighter into a deadly killing machine.

## Abilities

### Inevitable Strike (Su)

The amplifier can grant the members of his collective the increased insight needed to make successful attacks. A number of times per day equal to 3 + the amplifier’s Intelligence modifier, the amplifier can grant one member of his collective a +5 insight bonus to its next single attack roll made before the end of its next turn. At 3rd level and every 2 levels thereafter, this insight bonus increases by 1.

This ability replaces coordinated Strike.

### Heightened Movement (Su)

An amplifier of 5th level has gained the ability to accelerate the movements of members of the collective, allowing them to avoid danger and increase their movement speed. As a swift action, the amplifier can grant one member of his collective a +1 insight bonus to AC and Reflex saves, as well as a 5 ft. bonus to movement speed. This effect lasts a number of rounds equal to the amplifier’s Intelligence modifier and counts as a use of the amplifier’s strategies ability.

At 11th level, the insight bonus increases to +2 and the bonus to speed increases to 10 ft. At 17th level, the insight bonus increases to +3 and the bonus to speed increases to 15 ft.

This ability replaces Improved Share.

### Augmented Offense (Su)

An amplifier of 6th level can grant a member of his collective a boost to offensive abilities for a short duration. As a standard action, the amplifier can grant one member of his collective a +1 insight bonus to attack rolls and to the DC of the next single power or spell the collective member manifests or casts that has a save DC, and a +2 insight bonus to damage rolls. At 9th level and every 3 levels thereafter, the insight bonus to attack rolls and DCs increases by 1 and the insight bonus to damage rolls increases by 2. This effect lasts a number of rounds equal to the amplifier’s Intelligence modifier.

This ability replace teamwork feats.

### Empowered Attack (Su)

As an immediate action, an amplifier of 6th level can expend his psionic focus and pay two power points to treat one attack made by a member of his collective as empowered. An empowered attack deals 50% additional damage. The attack to be empowered cannot be modified by a similar effect such as Empower Power.

This ability replaces coordinate.
Air Step

School: Transmutation [Air]

Tier: 2

Components: V, S, M (Feather)

Casting Time: 1 Standard Action

Range: Personal

Target: Self

Duration: 1 Minute/Level

Saving Throw: None

Spell Resistance: No

This spell functions as *Air Walk*, except you can rise no higher than 1 foot off the ground, you cannot pass over liquid, and the air you walk on is less stable than solid ground. When walking on air, you ignore difficult terrain that is less than 1 foot high, you do not trigger effects based on weight (such as a pressure plate), and any creature trying to track you through areas you crossed with this spell takes a –10 penalty on its Perception or Survival check to do so. However, because of the instability of the air you walk on, your speed is reduced by 10 feet (to a minimum of 5 feet) and you take a –4 penalty on Acrobatics and Climb skill checks.

If you have 1 rank in Fly, your speed is not reduced when using this spell, and you can cross over liquid at half speed. If you have 5 ranks in Fly, you can cross liquid at full speed and do not take the penalties to your skill checks.
Acoustic Dampening

School: Abjuration [Sonic]

Tier: 1

Components: V, S, M/DF (A bit of cotton or wax)

Casting Time: 1 Standard Action

Range: Touch

Target: 1 Creature/3 levels

Duration: 10 Minutes

Saving Throw: Will negates (harmless)

Spell Resistance: yes (harmless)

This spell creates an aura of white noise around the target’s senses that reduces the passage of sound.

The target gains a +2 bonus on saves vs. sonic and sound-based effects.

Additionally, the target immediately gains another saving throw against any existing sonic effect (including a harpy’s captivating song, deafness, etc.), if the effect initially granted a save. If this second save is successful, treat the target as if its first save had succeeded.

Each round, at the end of its turn, the target may attempt a new saving throw to end an ongoing sonic effect; this does not provoke attacks of opportunity. The target also receives a –2 penalty to Perception skill checks to hear sounds for the spell’s duration.
Affect Mind

Tier: 0

Force Cost: 0

Force Alignment: Universal

Casting Time: 1 Standard Action

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

Target: Single creature

Duration: 1 Round/Level (D)

Saving Throw: Willpower negates

Concentration: Yes

Choose a target within range that isn’t hostile toward you. On a failed save, they treat you in a friendly manner for the duration of the spell, and you gain a +4 bonus to Charisma checks and skill checks against the target.

On a successful save, the creature does not realize that you tried to use the Force to influence its mood, but it becomes immune to this power for one day. This is a mind-affecting effect.
Allying

**Price** +1 bonus; **Aura** faint transmutation; **CL** 5th; **Weight** —

DESCRIPTION

An *allying* weapon allows the wielder to transfer some or all of the weapon’s enhancement bonus to one weapon being used by an ally of the wielder. The wielder must have line of sight to the intended ally. As a free action, at the start of her turn before using her weapon, the wielder chooses how to allocate her weapon’s enhancement bonus. The bonus to the ally’s weapon lasts until the *allying* weapon’s wielder’s next turn. The enhancement bonus from the *allying* weapon does not stack with the enhancement bonus on the ally’s weapon (if any).

CONSTRUCTION REQUIREMENTS

Craft Magic Arms and Armor, magic weapon; **Cost** +1 bonus
Animal Speaker

An animal speaker focuses not on the ears and minds of humans, but on the creatures of the wild and those in the underbellies of cities.

## Abilities

### Friend of Animals (Ex)

An animal speaker selects a particular kind of animal, such as apes, badgers, bears, boars, cats, snakes, and so on. The bard gains a +4 bonus on Animal Handling checks to influence animals of his chosen kind. Animals of this kind have a starting attitude of at least “indifferent” toward the bard and never attack him unless he attacks them first.

Animal companions and magically controlled animals of the bard’s chosen kind can be directed to attack the bard if the controlling creature wins an opposed Charisma check against the bard (this check can be made once per round until it succeeds, after which no further checks are needed). Supernatural versions of animals (such as animals with the fiendish template) can attempt an opposed Charisma check against the bard with a +4 bonus on its roll to overcome this hesitation. This ability has no effect on creatures other than animals.

This replaces the 1st Level Bardic Performance.

### Nature's Speaker (Su)

At 5th, 11th, and 17th level, the animal speaker selects another kind of animal friend. The bard can use speak with animals at will on animals of his selected kinds.

This ability replaces well-versed.

### Bardic Performance

***Soothing Performance (Su):*** At 4th level, an animal speaker can use bardic performance to influence animals. This works like the druid ability wild empathy, except he expends 1 round of bardic performance and makes a Perform check. If the bard already has wild empathy from another class, he adds the class levels that provide wild empathy to the result of his Perform check to influence an animal. This replaces the Bardic Performance gained at 4th Level.

***Attract Rats (Su):*** At 8th level, the animal speaker can use bardic performance to summon 1d3 rat swarms; they remain as long as he continues performing. At 11th level, he summons 2d3 swarms instead of 1d3 and the swarms have the advanced creature simple template. At 17th level, the number of swarms he summons increases to 3d3. This replaces the Bardic Performance gained at 8th Level.

### Summon Nature's Ally

At 1st level, the animal speaker adds *summon nature’s ally I* to his bard spell list and bard spells known as a 1st-level spell. At 4th level (when he gains access to 2nd-level spells) he adds *summon nature’s ally II* to his spell list and spells known as a 2nd-level spell, and so on every 3 levels thereafter, until 16th level when he adds *summon nature’s ally VI* to his 6th-level spell list and spells known.
Amplified Radiance

*The vicinity of another of your kind ignites your inner light into a shining aurora.*

**Prerequisite(s)**: Angelborne, Heavenly Radiance

**Benefit(s)**: Whenever you are within 15 feet of an Angelborne ally who has this feat, you gain an aura of radiance. This aura functions as per the daylight spell, except that it’s a 10-foot-radius emanation centered on you without additional areas of weaker illumination. Creatures within this aura who take penalties in bright light double those penalties.

The effects of overlapping auras of radiance don’t stack.

You can activate or suppress this aura as a swift action.
Pouzj

## Welt der Untoten

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## Gottes Zorn

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## Staffel 5

 Episoden

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## Einzelkämpfer

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## Die Überlebenden

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## Neue Welt

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## Die Sims Zombie

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## The New Life

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## Überlebenskämpfer

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## Untot

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## Planet Of The Dead

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## Die Helfergruppe

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Ancient Scholar

A dwarven scholar researches the lineage of the kings of the old dwarven empires and learns their ancient tactics. She keeps these ancient traditions alive by sharing them with her allies.

## Abilities

### Studied Insight (Ex)

A dwarven scholar uses her Wisdom modifier instead of her Charisma modifier to determine all class features and effects relating to her bard class, including her bardic performance ability, bonus spells per day, the maximum spell level she can cast, and the save DCs of her spells.

### Dwarven Training (Ex)

At 2nd level, a dwarven scholar masters one aspect of dwarven combat and gains a bonus combat feat. She must meet the prerequisites for this feat, but she treats her bard level as her base attack bonus (in addition to base attack bonuses gained from other classes and racial Hit Dice) for the purpose of qualifying for this feat. At 6th level and every 4 levels thereafter, she gains another bonus combat feat.

This replaces versatile performance.

### Bardic Performance

A dwarven scholar gains the following type of bardic performance.

*War Chant (Su)*: At 1st level, a dwarven scholar can use her performance to inspire the martial prowess of the ancient dwarves in her allies. The dwarven scholar selects a single combat feat she knows. Allies affected by this performance gain the benefit of this feat for as long as the performance is maintained. To be affected, an ally must be able to perceive the dwarven scholar’s performance. If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat by the dwarven scholar’s allies while using this ability counts toward the dwarven scholar’s feat’s daily limit.

At 8th level, the dwarven scholar may grant the benefit of two combat feats at the same time. She may use one of these feats to meet a prerequisite of the second feat. Maintaining two feats in this way requires spending 2 rounds of bardic performance every round.

This replaces the 1st and 8th level bardic performances.
Animate Rope

School: Transmutation

Tier: 1

Components: V, S

Casting Time: 1 Standard Action

Range: Medium (100 ft + 10 ft/level)

Target: One rope-like object, length up to 50 ft +5 ft/level; see text

Duration: 1 round/level

Saving Throw: None

Spell Resistance: No

You animate a rope to come to life and obey your commands. You can command it to do an action as a move action. The rope acts on your turn. The rope has a movement speed of 5 ft. The rope can entangle an opponent, trip an opponent, or cast itself to create a climbable rope to be used to climb walls.
Anchorite

Like all oracles, anchorites serve an entire pantheon. However, unlike most other oracles, an anchorite hears the titans rather than the gods. Anchorites gain great spiritual awareness, yet they receive few clear answers from the defeated and scattered titans.

## Abilities

### Mortification

Anchorites suffer from a self-imposed mortification of the flesh, seeking to understand the wounds wrought upon the Scarred Lands themselves. Anchorites must select the wasting oracle’s curse.

### Child of the World (Su)

At 3rd level, the anchorite becomes immune to the dangers of harsh weather or environmental extremes, be they natural or magical. He is always under the effect of endure elements. If this effect is dispelled, he can activate it again the following round as a free action.

This ability replaces the revelation gained at 3rd level.
Ancestral Inheritor

Blessed by the spirits of their heritage, some legendary samurai share an incredible bond to their history. This manifests in the spirits of the dead watching over them, forming a powerful spiritual guardian which fights alongside them.

## Abilities

### Spiritual Guardian (Su)

At 1st level, an ancestral inheritor gains an eidolon as though they were a summoner of their class level. This eidolon must have the biped base form, and it does not receive the claws evolution for free. Instead, it gains the same weapon proficiencies as the ancestral inheritor. A spiritual guardian cannot gain any evolutions which would grant it an additional natural attack.

This ability replaces challenge.

### Protective Resolve (Su)

Whenever an ancestral inheritor is within 60 feet of their spiritual guardian, their spiritual guardian can use the ancestral inheritor’s resolve class feature, spending the ancestral inheritor’s spirit to do so.

This ability alters resolve.
Accursed Critical

*Your spells carry an embedded curse that manifests when they strike true.*

**Prerequisites:** Critical Focus, ability to cast bestow curse or *major curse*, caster level 9th.

**Benefit:** When you confirm a critical hit with a spell or spell-like ability, you may cast bestow curse or major curse on that target as an immediate action. This works even with ranged spells. You must have bestow curse or major curse prepared or otherwise available to cast, and using this ability casts the corresponding spell.
Abhorrent Blight

School: Necromancy

Tier: 3

Components: V, S

Casting Time: 1 Standard Action

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

Target: Single Creature

Duration: Instant

Saving Throw: Will Partial

Spell Resistance: Yes

With necromantic energies you attack the bond between a living soul and its body which also damages its driving force of will. The target creature suffers 1d6 hit points/level (maximum 10d6) and 1 point/2 levels of Charisma damage (maximum 5). Upon a successful save the target suffers only half the hit point damage and negates the Charisma damage.
Air Blessings

## Abilities

### Zephyr’s Gift (Minor)

At 1st level, you can touch any one ranged weapon and enhance it with the quality of air. For 1 minute, any attacks made with the weapon take no penalties due to range. In addition, making a ranged attack with this weapon doesn’t provoke an attack of opportunity.

### Soaring Assault (Major)

At 10th level, you can touch an ally and give her the gift of flight for 1 minute (as fly). The ally gains a fly speed of 60 feet with average maneuverability. She gains a bonus on Fly skill checks equal to your level. Whenever the ally succeeds at a charge attack while flying, that attack deals an amount of additional electricity damage equal to your level.
Quichine

**Quichine** is a Steel-type Pokémon; the Alter Forme of Quilava.

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

*The pious clergy guide the flock, and the devout knights protect the weak. Yet even the holiest of men succumb to the darkest of temptations. None dare to administer justice to these sacrosanct elite residing outside the reach of the law. Who, then, defends the feeble from the transgressions of those meant to guide and protect them? A valiant few take up arms to defend the downtrodden, and not even the holy priests and knights can escape their judgment. Pariahs in their own land, they are known by many as “abyss knights.” These sentinels bear no shields declaring their allegiance. Instead, their weapons act as beacons to guide the meek through darkness.*

## Abilities

### Darkside (Su)

The abyss knight conjures up the darkness from the abyss to fuel his power covering him with red malice. He gains a bonus to all attack and damage rolls equal to his Charisma modifier. He also gains spell resistance 10 + half his abyss knight level. However, while activating Darkside, he sacrifices hit points equal to his abyss knight level, as well as the beginning of each turn he remains in Darkside. While succumbing to Darkside, the abyss knight is immune to all healing effects other than from his own abilities or spells.

He may activate Darkside as a swift action. Darkside lasts until ended, or the abyss knight is at -1 or less. This may be ended as a free action.

This replaces Malediction.

### Abyssal Arts

At 2nd level, while under the effect of Darkside, the abyss knight draws on the power of the abyss to utilize a new form of power. The abyss knight gains an abyssal art ability at 2nd level and every two abyss knight levels thereafter. The abyss knight can use abyssal art abilities a number of times per day equal to 3 plus his Charisma modifier.

This replaces Smite.
Amazing Defense

## DESCRIPTION

For every level of this power, the superhero gets a +2 enhancement bonus to AC. The superhero can take up to 3 levels of this power.

## ENHANCEMENTS AND LIMITATIONS

* **Limitation: Power (Value: 1 JP per two levels):** *Activate:* 1 PP per level; free. *Sustain:* 1 PP per level per round; free. His Amazing Defense is a power. This limitation costs 1 JP for every 2 levels of Amazing Defense.
Animal Trance

School: Enchantment (Compulsion) [Mind-Affecting]

Tier: 2

Components: V, S

Casting Time: 1 Standard Action

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

Target: animals or magical beasts with Intelligence 1 or 2

Duration: Concentration

Saving Throw: Will Negates

Spell Resistance: Yes

Your swaying motions and music (or singing, or chanting) compel animals and magical beasts to do nothing but watch you. Only a creature with an Intelligence score of 1 or 2 can be fascinated by this spell. Roll 2d6 to determine the total number of HD worth of creatures that you fascinate. The closest targets are selected first until no more targets within range can be affected.
Airy Step

The air responds to your innate elemental nature, protecting you from harm and cushioning your falls.

Prerequisites: Sylph.

Benefit: You gain a +2 bonus on saving throws against effects with the air or electricity descriptors and effects that deal electricity damage. You may ignore the first 30 feet of any fall when determining falling damage.
Anarchic Blood

*Your magical power taps into pure anarchy.*

Raw magical energy lashes out when you destroy or negate hostile spells.

This Mutated Blood modifies the Protean Bloodline.

## Arcana

Whenever you fail a concentration check to cast a spell, a cantrip effect is created. Randomly determine one of your cantrips known (for example, if you know 6 cantrips, roll 1d6). There is a 50% chance this cantrip affects a target of your choice within 60 feet; otherwise it affects you.

## Ability

### Wild Feedback (Su)

At 3rd level, when you successfully dispel or counterspell an opponent’s spell, the caster (if it is within 100 feet) takes 1d6 points of damage +1 per level of the spell affected.

This bloodline power replaces protean resistances.
Analyze Device

School: Divination

Tier: 0

Components: V, S, F (A complete set of mechanical tools)

Casting Time: 1 Hour

Range: Touch

Target: One touched object

Duration: Instant

Saving Throw: None

Spell Resistance: No

You discover all mechanical properties, mechanisms, and functions of a single construct or clockwork device, including how to activate or deactivate those functions, if appropriate.
Alter Liquid

School: Transmutation [Water]

Tier: 1

Components: V, S, M/DF (A grape or crabapple)

Casting Time: 1 Standard Action

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

Target: up to 1 pint of nonmagical liquid/level (maximum 5 pints); individual volumes within 30 feet of each other.

Duration: Instant

Saving Throw: Will Negates (object)

Spell Resistance: Yes (object)

This spell transmutes one kind of nonmagical liquid into another. The liquid you affect must normally be liquid at about room temperature (65° F), you must have line of effect to it, and you can alter liquids in open containers, but not in sealed containers. You can select multiple targets for this spell so long as the maximum volume is not exceeded, but you cannot select a target with a greater volume than your limit and partially affect it. For example, a 1st-level caster (1 pint maximum) could not affect any of the liquid in a 1-gallon container. The spell can transmute any type of mundane liquid (including fresh or salt water, wine, vinegar, alcohol, or lamp oil) but cannot affect or create acid, mercury, or any type of venom or poison. Transmuted liquids created by the spell have typical characteristics such as color, taste, smell, and potency. For example, if you turn water to ale, you get typical ale rather than any extra-strong or distinctive variety.
Animal Domain

You can speak with and befriend animals with ease.

## Spells

 9th
 11th
 15th
 17th

## Abilities

### Speak With Animals (Sp)

You can speak with animals, as per the spell Animal Tongue, for a number of rounds per day equal to 3 + your cleric level.

### Animal Companion (Ex)

At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your cleric level – 3.
Ralmighty

Ralmighty is a ???-type Pokémon, the Alter Forme of Rayquaza

## 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.

## Trivia

### **Design origin**

Ralmighty's design appears to be a fusion of Rayquaza's and Arceus' designs.

### **Name origin**

The name "Ralmighty" comes from a fusion of Rayquaza's name and the word *almighty*, a term typically used to refer to gods, having absolute power, possibly omnipotence.
Acidic Spray

School: Conjuration (Creation)

Tier: 5

Components: V, S

Casting Time: 1 Standard Action

Range: 60 ft

Effect: 60 ft line

Duration: Instant

Saving Throw: Reflex partial (see text)

Spell Resistance: Yes

A spray of acid erupts from your outstretched hand, dealing 1d6 points of acid damage per caster level (maximum 15d6) to each creature within its area (Reflex
 half). This acid continues to burn for 1 round, dealing 1d6 points of
acid damage per two caster levels (maximum 7d6) to any creature that
failed its saving throw against the spell (a second Reflex save on the creature’s turn negates this additional damage).
Adult 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.
Animal Call

School: Enchantment (Compulsion) [Mind-Affecting]

Tier: 1

Components: V

Casting Time: 1 Standard Action

Range: Personal

Area: 1 Mile Radius

Duration: 1 Minute/Level

Saving Throw: Will Negates

Spell Resistance: Yes

The caster creates a perfect mimic of a single animal's call of their choice. The nearest wild animal of that type within the area will come straight towards the caster, and will stop within 5 ft of the caster. The animal will not attack the caster but will stay within 5 ft of the caster for the duration of the spell. After the spell ends, the creature will return to their normal behavioral patterns.
Alchemical Trapper

Because weaker hunters rely on traps to soften up enemies, some alchemists learn to turn bombs into traps. When such alchemists are preparing defenses against larger creatures that might enter their tunnels and attempt to exterminate them, their skills mean the difference between life and death.

## Abilities

### Bomb Trap (Su)

At 2nd level, an alchemical trapper can use one of her bombs to make a trap. Setting a bomb trap is a full-round action that provokes attacks of opportunity. A bomb trap fills a single 5-foot square and cannot be placed in the same area as any other trap. The alchemical trapper needs the same materials required for making a bomb. The DCs for Perception checks to notice the trap, Disable Device checks to disable it, and saving throws to avoid it are equal to the DC for the alchemical trapper’s bombs. All bomb traps have location triggers and do not reset. The alchemical trapper can use any one discovery that applies to a bomb when making a bomb trap. The bomb trap lasts 10 minutes for each alchemist level the trapper possesses. If the bomb trap is not disabled or exploded within that time frame, the trap becomes inert.

Creating a bomb trap uses one of the alchemical trapper’s bombs per day.

This ability replaces the discovery at 2nd level.

### Trapfinding (Ex)

At 4th level, an alchemical trapper can find and disable traps, as the rogue class feature of the same name.

This ability replaces the discovery at 4th level.