recursal/Fanatic-Fandom huggingface dataset:
Sorcerer expanded spell lists (5e)

With the changes in Tasha's Cauldron of Everything, some sorcerer subclass options have access to many more spells. These changes help rebalance the options.

For the Aberrant Mind and Clockwork Soul, select one of the two spells presented at each level. For the other subclasses, here is a list. Choose one for each level.

## DIVINE SOUL

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The Divine Soul Sorcerer does not receive a free spell at level 1. Instead, they gain an additional spell known from the Divine Magic feature based on the other component of their alignment. If the player’s alignment is true neutral, allow them to pick for themselves.

## DRACONIC BLOODLINE

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## SHADOW MAGIC

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## STORM SORCERY

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## WILD MAGIC

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The Wild Magic sorcerer can replace one spell gained from this feature with another spell of the same level whenever they level up. The new spell must be an evocation or illusion spell from the sorcerer, warlock, or wizard spell list.
X-saber: Apex Retaliation

Level: X-Saber 9

Use: Standard Action

Duration: 1 round/level

For the duration, as long as you are wielding or controlling the X-saber, you add your relevant modifier to all telekinesis rolls. You may use Telekinesis as an Attack of Opportunity. Additionally, once per round you may add your base damage to Telekinesis OR add the effects of telekinesis to a single attack you make.
Pure Human

**Pure Human (20 RP)**

They're stronger, faster, healthier, smarter, more attractive, and all around better than any human nature has ever seen. The result of genetic engineering and eugenics has created a breed of super humans. Their only downfall is their pride.

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

**Ability Scores (6 RP):** +2 Str, +2 Dex, +2 Con, +2 Int, +2 Wis, +2 Cha

**Size (0 RP):** Medium

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

**Languages (1 RP):** Pure Humans begin play with Common and one other language of their choice. Pure Humans with high Int can choose any language (except secret languages).

**Immune System (2 RP):** Pure Humans gain a +4 bonus on Fortitude saves against diseases and poisons, even if they are magical.

**Muscle Mass (2 RP):** Pure Humans have a +1 natural armor bonus to AC.

**Confidence (2 RP):** Pure Humans have a +2 bonus against Fear effects and once per day may re-roll a natural 1.

**Enhanced Spectrum (4 RP):** Pure Humans gain See in Darkness. They can see in all light levels, including magical darkness, normally.

**Bonus Feat (4 RP):** Pure Humans may select an additional feat at first level they meet the prerequisites for.

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

**Prideful (0 RP):** Pure Humans are arrogant and think highly of themselves. They take a -4 penalty to Diplomacy checks with all creatures, but receive a +2 racial bonus on saving throws against mind-affecting effects..

**Self-Reliant (-3 RP):** Pure Humans are haughty and refuse help from others. They are unable to benefit from Aid Another or from morale bonuses produced by anyone other than themselves.

**Antibodies (-3 RP):** Due to their advanced immune systems, all potions and ingested alchemical items have their duration cut in half (minimum one round).

~~~

**Notes:** A pure Human counts as a Human for all purposes, including feats, spells, and favoured class bonuses.

### Half-Breed Rules:

Dominant: Enhanced Spectrum becomes Darkvision 60 ft, lose Immune System (-4 RP)

Non-Dominant: Gain Confidence and Muscle Mass (+4 RP)
Namekian

**Namekian (28 RP)**

**Type (5 RP):** Plant

**Ability Scores (6 RP):** +2 to every ability score

**Size (0 RP):** Medium

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

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

**Low-light Vision:** Namekians gain low-light vision.

**Sentient Plant Immunities:** Namekians are immune to paralysis, poison, polymorph, sleep, and stunning effects. Namekians do not need to sleep, but can do so if they wish. Unlike most Plants, Namekians are affected normally by mind effects.

**Regeneration (5 RP):** Namekians have regeneration 2/fire

**Stretching (3 RP):** Namekians have a 10 ft reach and can cast the spell Longarm at will.

**Superior Perception (4 RP):** Namekians receive a +4 racial bonus on Perception checks and they are immune to flanking.

### Half-Breed Rules:

Dominant: Regeneration become 1/fire and lose reach of 10 feet (-7 RP)

Non-Dominant: Cast longarm at will, regeneration 1/fire (+7 RP)
Spellweaver

**Spellweaver**

**Alignment:** Any

**Hit Die:** D6

**Class Skills:** 4+ Int mod.

**Role:** The Spellweaver is a master of Arcane magic

**Prerequisites:** Spellcraft 10 ranks, ability to cast 6th level Arcane spells, any 2 metamagic feats.

**Proficiencies:** A Spellweaver is proficient with light, medium, and heavy armor, and shields (including tower shields).

**Spellweaving:** At first level, a Spellweaver gains Weave Pool equal to 3+twice their level in this class. These points refresh whenever the Spellweaver prepares spells or regains spell slots for the day, or if a creature critically fails a saving throw against a spell the Spellweaver casts. You may spend more than 1 point on a single spell, and may select the same option more than once. You may spend a point as part of the action to cast a spell to do the following:

* Increase your Caster Level by 1
* Increase the DC by +2
* Gain a +2 bonus to the attack roll of the spell
* Decrease the level increase of a metamagic feat you know by 1 (Minimum 1).

**Flexible Focus:** At second level, a Spellweaver gains Spell Focus as a bonus feat. Whenever the Spellweaver prepares spells or regains spell slots for the day, they may swap this out for Spell Focus in a different school.

**Metaweaving:** At third level, a Spellweaver may expend points from their weave pool to do the following:

* Decrease the level increase of a metamagic feat you have by 1 (Minimum 0)
* Apply the affects of a metamagic feat you don't have to the spell.
* Force a creature that succeeds on a save to take 1/4 the effect or 1/4 the duration . This may not be selected more than once per spell.
* Cast the spell using a spell slot of 1 level lower than it is. The DC is unaffected.

**Flexible Perfection:** At fourth level, the Spellweaver gains Spell Perfection as a bonus feat, but they must select a spell of a School they have Spell Focus for. Whenever the Spellweaver prepares spells or regains spell slots for the day, they may change this out for a different spell.

**Masterweaving:** At fifth level, the Spellweaver may expend a point from their weave pool to do the following:

* Cast the Spell without expending a spell slot.
* Apply a metamagic feat you do not have to the spell, and decrease the cost by 1 (Minimum 1).
* Force a creature that succeeds on a save to take 1/2 the effect or be affected for 1/2 the duration. If they have evasion or something similar, they instead take 1/4th. This may not be selected more than once per spell.
* Apply Spell Amplification to the spell for free.
Superior Species (Kaiju Archetype)

Some Kaiju have advanced genetic components that make them biologically superior to other Kaiju.

**Superior Species (Ex)**

At 1st level, your species is much more powerful than many other Kaiju. You can select a race that has up to 36 racial points.

**This replaces your Racial Traits and 1st level Kaiju Specialization.**

**Super Beast (Ex)**

At 2nd level you evolve even further to become something you previously were not. Select a single creature of CR 10 or lower. Once this creature has been selected it cannot be altered. You are permanently effected by a Beast Shape I spell. This does not change your size or your type, you simply get the abilities listed if they apply to the monster you selected. At 6th level this becomes beast shape II and you gain a +1 bonus to whatever ability score is the selected monster's best ability score, at 10th it becomes Polymorph and the bonus becomes +2, and at 15th level it becomes greater polymorph and the bonus becomes +4. At levels 14 and 15,  you can select one unique ability the monster possesses and take it as well, using your own statistics and hit dice to determine it's strength and saving throws if any. This cannot be used to take the ability to cast spells, but can be used to take a spell like ability though only one at a time.

**This replaces your  2nd, 5th, 6th, 9th, 10th, 14th, and 15th level Kaiju Specializations.**
Segmentasapien

**Segmentasapien** **(49 RP)**

**Type (7 RP):** Magical Beast (Half-Construct)

**Ability Scores (5 RP):** +4 Str, +2 Dex, +2 Con, +2 Wis, -2 Cha

**Size (0 RP):** Medium

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

**Languages (-1 RP):** Segmentasapien begin play speaking Segmentasapien. Segmentasapiens with high Int may select common, .

**Half-Construct Traits:**

* Half-constructs gain a +2 racial bonus on saving throws against disease, mind-affecting effects, poison, and effects that cause either exhaustion or fatigue.
* Half-constructs cannot be raised or resurrected.
* Half-constructs do not breathe, eat, or sleep, unless they want to gain some beneficial effect from one of these activities. This means that a half-construct can drink potions to benefit from their effects and can sleep in order to regain spells, but neither of these activities is required for the construct to survive or stay in good health.

**Morphic Weaponry (4 RP):** As a move action, a Segmentasapien can form two primary natural attacks that each deal 1d6 points of bludgeoning, piercing, or slashing damage, chosen by the segmentasapien when they forms them. A segmentasapien can change the damage type of any number of their natural weapons as a swift action.

**Size alteration (2 RP)** Segmentasapiens can cast enlarge person on themselves at will.

**Reach (1 RP):** Segmentasapiens have a reach of 10 feet

**Regeneration (5 RP)** Members of this race gain regeneration 1/ Acid.

**Damage Reduction (10 RP):** Segmentasapiens have DR 10/-

**Fortification (22 RP)** Segmentasapiens are immune to critical hits and precision damage.

**Severe Vulnerability (-4 RP):** Segmentasapiens take 100% more (double) damage from Acid.

**Shattered Soul (-1 RP)** Members of this race who are killed are exceptionally difficult to return to life. Those who attempt to return a member of this race to life using raise dead, resurrection, or similar spells must succeed at a caster level check equal to 10 + the member's Hit Dice. If this check fails, the spell fails and the caster can’t return the member of this race to life for the next 24 hours (though the caster can try again after this period).

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

### Half-Breed Rules:

Dominant: Fortification becomes 50% (-13 RP)

Non-Dominant: Gain regeneration, morphic weaponry, and reach (+10 RP)
Vulpimancer

**Vulpimancer (24 RP)**

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

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

**Size (0 RP):** Medium

**Speed (0 RP):** 40 ft base speed

**Languages (0 RP):** Vulpimancers begin play understanding Common. Vulpimancers with high Int may select Intergalactic,

**Mute (-2 RP):** Vulpimancers cannot communicate verbally or cast spells with a verbal component. Vulpimancers can still understand languages normally and can communicate through growls and other noises. Another creature not familiar with this kind of communication cannot communicate effectively without making a DC 10 linguistics or sense motive check for basic ideas, or DC 20 for more complex ideas.

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

**Naturally blind (-2 RP):** Vulpimancers cannot see, as they have no eyes. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail, unless they would be discernible through blindsight. Vulpimancers are immune to gaze attacks, visual effects, and abilities that rely on sight.

**Quadruped (2 RP):** Vulpimancers have four legs, which grants a +4 racial bonus to CMD against trip attempts and a +10 foot bonus to their base speed.

**Scent (4 RP):** Vulpimancers gain the scent ability.

**Blindsight (6 RP):** Vulpimancers have Blindsight 30 ft.

**Claws (2 RP):** Vulpimancers possess two claw attacks that deal 1d4 damage+Str modifier each.

**Talons (2 RP):** Vulpimancers possess two talon attacks that deal 1d4 damage+Str modifier each.

**Bite (3 RP):** Vulpimancers possess a bite attack that deal 1d6 damage+Str modifier.

**Claw Rend (2 RP):** Whenever a Vulpimancer hits with both of its claw attacks, it deals an additional 1d4 damage+ 1 1/2 Str modifier.

**Talon Rend (2 RP):** Whenever a Vulpimancer hits with both of its talon attacks, it deals an additional 1d4 damage+ 1 1/2 Str modifier.

**Pounce (8 RP):** Vulpimancers may make a full attack on a charge.

### Half-Breed Rules:

Dominant: Lose pounce (-8 RP)

Non-Dominant: Gain Blindsense 30 ft, claws, and talons (+8 RP)
BroGuyNamH

**Note:**
This page is currently under construction.Credits to iStock for the image!

## History

### A new world (Around October 2020-January 2021)

He got bullied by nightbot for fun. He didn't know what was blocking. But soon he known that blocking means muting the person. But the person can still chat.

## Relationships

### No one

His relationship with him was bad when he was new. Before Nam flooded the chat with long names on trollbox.party he had no control over him.
Sonorosian

**Sonorosian** **(29 RP)**

**Type (7 RP):** Humanoid (Half-Construct)

**Ability Scores (1 RP):** +4 Dex, -2 Int, -2 Wis, -2 Cha

**Size (0 RP):** Small

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

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

**Half Construct:** Half-constructs gain a +2 racial bonus on saving throws against disease, mind-affecting effects, poison, and effects that cause either exhaustion or fatigue.

**Greater Division (16 RP):** Sonorosians can divide into multiple identical copies of themselves. They can make one copy per level, and they may be created with a standard, move, or swift action. All the copies share a single pool of resources. Each has its own pool of HP, equal to 1+Con Mod+ toughness and other such modifiers. A Sonorosian may recall any number of copies into itself as an immediate action so long as the copies are within a range equal to their move speed. The copies may flank with themselves and use the Aid Another action on one another. They are treated as separate creatures for the purposes of teamwork feats. They possess their own items but still share a pool of resources (if a copy uses a 1/day ability, it is expended for all copies).

**Elemental Weakness (-16 RP):** Sonorosians take 100% more damage from Cold, Fire, Electric, and Acid damage.

**Echolocation (4 RP):** Sonorosians possess blindsense 30 ft.

**Living Sound (21 RP):** Sonorosians are immune to Sonic damage. They possess a breath weapon that deals 1d6 sonic damage per level in a 15 ft. Cone. They may use this breath weapon once every 1d6 rounds. Sonorosians who are killed are exceptionally difficult to return to life. Those who attempt to return a Sonorosian to life using raise dead, resurrection, or similar spells must succeed at a caster level check equal to 10 + the Sonorosian's Hit Dice. If this check fails, the spell fails and the caster can’t return the Sonorosian to life for the next 24 hours (though the caster can try again after this period)

**Undersized Weapons (-2 RP)** All weapons wielded by a Sonorosian (not including natural weapons) do damage as if they were one size category smaller.

### Half-Breed Rules:

Dominant: Greater Division becomes Lesser Division (-10 RP)

Non-Dominant: Gain Echolocation and 1/day breath weapon 3d6 sonic 15 ft cone (+10 RP)
Nam Albot 2 Files

## Files

,access - Gives you access, Or not.

,Nam.VM.install.app - Install.

,aeiou - aeiou henry stickmin

,Nam.VM.create - Create.

,Nam.VM.recover - Recovers Nam VMs. You must give permissions to Real Nam VMs.

,Nam.VM.help - Helps.

,access2 - uhh

**IMPORTANT:**

ALBOT 2 IS RETIRING!!!

Albot 2 is left.

Wait what, i saw this:

October 20th 2020

Jankenpopp has announced that bots on Trollbox are now banned, and that regular checks will be done on the memberlist to temporarily ban any bots.

*You can view all news here*

I see that win93 trollbox bots are temporarily banned. So sad :(

But it's temporary, so bots will return after this.

Edit: Albot 2 is gone :(
Mech Pilot (Kaiju Archetype)

Mech Pilots are people in giant constructs designed for the purpose of fighting off Kaiju.

**Dual Nature**

Mech Pilot Kaiju are treated as both Constructs and Humanoids for all purposes, using whichever is least advantageous for effects that target them. They gain the Construct Type mutation for free at first level, but loses its immunity to mind effects. The Mech Pilot must choose a Humanoid for its Racial Traits feature. **This ability alters the Kaiju's type and Racial Traits.**

**Constructed Form (Ex)**

Mech Pilot Kaiju may apply construct modifications to themselves. They gain a construct modification of their choice at 3rd level and may choose to gain additional construct modifications at the following levels instead of the listed abilities: 4th, 7th, 12th, 16th, 17th, and 19th. **This ability replaces Ferocity and may replace Beam Weapon and/or Bonus Feats.**
Spells (5e)

## 0-level Spells

* Cheat (5e)

## 1st-level Spells

* Beguiling Gift (5e) force creature to take and use item
* Compel Attention (5e) creatures have disadvantage on insight, perception, and attack rolls against anyone against you
* Embrace Destiny (5e) roll a d20 and replace your roll with that number later
* Thought Echo (5e) set 25 word thought on repeat, attempts to read thoughts reads that message

## 2nd-Level Spells

* Compulsive Liar (5e) target cannot tell truth
* Mind Bullets (5e) psychic damage spell attacks
* Share Memory (5e) share memories to a creature

## 3rd-Level Spells

* Clouded Mind (5e) creature is treated as not proficient with any skills or tools. expertise is lost but proficiency is not.
* Impart Knowledge (5e) grant creature bonus=your casting mod to all skills you are proficient in. If they roll nat 20, spell ends

## 4th-Level Spells

* Battle Meditation (5e) advantage on all str, dex, and con skills and make extra attack using action
* Dampen Psychic Defenses (5e) you ignore resistance to psychic damage (immunity becomes resistance) and creatures have disadv on int saves
* Hypercognition (5e) advantage on all int, wis, and cha skills and cast single spell as bonus action

## 5th-Level Spells

* Permenancy (5e)
* Psywave (5e) like destructive wave but psychic
* Synapse Overload (5e) slow and psychic damage

## 6th-Level Spells

* Control Fate (5e) take natural 20 on d20 roll OR maximize damage roll
* Psychic Surgery (5e) cure int, wis, or cha damage, cure certain conditions

## 7th-Level Spells

* Insanity (5e) confusion but forever
* Thought Sense (5e) gain blindsense on any creature that can think, learn if their int score is: 3 or less, 4-15, or 16 or more

## 8th-Level Spells

* Mindscan (5e) learn everything a creature knows
* Mind Swap (5e) swap bodies with a creature. mental stats and proficiencies unchanged

## 9th-Level Spells

* Conjure Tulpa (5e) make an exact psychic duplicate
* Psychic Rift (5e) huge aoe psychic damage
Symbiote Template

*An alien entity has bonded to your DNA, granting you abilities you never dreamed of*

**CR:** +4

**Prerequisites:** bonded to a symbiote

**Alignment:** becomes Chaotic

**Type:** Monstrous Humanoid (if Humanoid) or Aberration (if non-humanoid). Do not recalculate HD, Bab, or saves.

**Ability Scores:** +6 Str, +2 Dex, -4 Wis, +4 Cha

**AC:** +6 Natural armor, +4 Dodge

**Defense:** Fast Healing 5

**Weaknesses:** -10 Sanity, double damage from fire and sonic (negates resistance/immunity)

**Offense:** Four tentacles (1d6 dmg, 10ft reach), two claws (1d8+ 1d10 rend), bite (1d6+grab)

**Skills:** +8 acrobatics, +8 stealth, +10 perception, +4 sense motive, +4 intimidate, +6 Knowledge (Planes)

**Movement:** +10 ft speed, 20 ft Climb speed (+8 bonus)

**Senses:** Blindsense 30 ft.

**Special:**

* Tentacles can make a free CMB attempt on a successful hit (does not provoke AoO) to push an enemy 10 ft away, pull them 10 ft closer, or place them anywhere inside your reach.
* Swallow whole: If the symbiote sucessfully pins a target with the grab ability from its bite, it can swallow the target by succeeding at a grapple attempt. This deals 1d6 bludgeoning and 1d6 acid damage every round. If the creature is slain in this way, you regain 5 Hit points/ HD of the creature. The stomach has AC 5, Hardness 0 and 15 hit points.
* Cast *Invisibilty* at will (self only)
* Roll twice for all saving throws and take the better result
Vampiric Power Surge

***Vampiric Power Surge***

**School:** Transmutation; **Level** Vampire 7 (3, 3, 2)

CASTING

**Casting Time** Standard Action

**Components** V, S

EFFECT

**Range** personal

**Target** self only

**Duration** 1 round/ level

DESCRIPTION

You call upon the power of your vampiric form, gaining temporary power. You gain a +2 bonus to Strength, Dexterity, and Charisma, and all of your natural attacks deal an additional 1d4 damage.
To'Kustar

**To'kustar (28 RP)**

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

**Ability Scores (2 RP):** +8 Str, -6 Dex, +2 Con

**Size (12 RP):** Huge (Gargantuan) which grants them a +2 bonus to CMB and CMD, a -3 penalty to AC and attack rolls, and a -8 penalty to stealth.

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

**Languages (0 RP):** To'kustar begin play speaking Common and To'kustar. To'kustar with high Int may select Intergalactic,

**Oversized Weapons (4 RP):** To'kustar treat weapons they wield as if they were one size category larger.

**Oversized Weapon Proficiency (2 RP):** To'kustar gain Oversized Weapon Proficiency as a bonus feat.

**Embiggened (3 RP):** To'kustar are constantly under the effects of an Enlarge Person spell effect (the bonuses for which are included above).

**Rock Throwing (3 RP):** To'kustar gain a +1 bonus to attack rolls with thrown rocks. A To'kustar may throw a rock of large size or smaller. A "rock" is any large, bulky, and relatively regularly shaped object made of any material with a hardness off at least 5. A thrown rock has a range increment of 120 feet, and can be thrown up to five range increments. Rocks do 2d6 damage plus 1 and 1/2 the To'kustar's Str mod.

**Rock Catching (2 RP):** To'kustar can catch small, medium, large, huge, or gargantuan rocks (or projectiles of a similar shape). Once per round, a To'kustar that would normally be hit by a rock can make a Reflex save to catch the rock as a free action. The DC is 15 for a small rock, 20 for a medium, 25 for large, 30 for huge, and 35 for gargantuan. If the projectile provides a magical bonus on attack rolls, the DC increases by that amount as well. The To'kustar must be aware of the attack in order to make a rock catching attempt.

### Half-Breed Rules:

Dominant: Lose Rock Throwing and Rock Catching (-5 RP)

Non-Dominant: Gain Embiggened and Oversized Weapon Proficiency (+5 RP)
Misc. House Rules (5e)

## House Rules for 5e games

Be sure to check the New Rules page and the House rule changes to existing classes!

* Warlocks automatically learn one of the spells on their expanded spell list at each spell level, and these do not count against their spells known.
* Sorcerers all have an expanded spell list, and they all learn one of these at each spell level
* Item Attunement: Characters can attune to a number of magic items equal to their proficiency bonus. Artificer still gains additional
* Bonus Proficiencies: Characters may gain one additional language, tool, or vehicle proficiency per point of their Int mod.
* Drinking a healing potion is a bonus action. Administering one to a downed creature is an action.
* All magical healing (including from potions) is rolled twice; once by the DM in secret and once by the player doing the healing. The character receiving the healing decides between the known roll and the DM's roll.
* If you fail a Death saving throw, you gain a level of exhaustion. If you are raised above 0 HP, and then hit 0 again, this can stack, but failing two consecutive saves before succeeding does not grant multiple levels of exhaustion.
Rock Thrower

**Role:** Throw Rock

**Alignment:** Any

**Hit Die:** d10

**Starting Wealth:** 3d6 × 10 gold (average 105 gold.) In addition, each character begins play with an outfit worth 10 gold or less.

**Skills:** The Rock Thrower's class skills are Throw (Rock).

**Skill Ranks per Level:**  2+ Int modifier.

**Class Features**

The following are the class features of the Rock Thrower.

**Weapon and Armor Proficiency:**

Rock Throwers are proficient with rocks

**Throw Rock**

At 1st level, A rock thrower can throw a rock. It deals 1d6 damage per level and has a range of 30 feet.

**Throw Big Rock**

At 2nd level, Rock Throwers now have Big Rocks. They have a crit multiplier of x3.

**Throw 2 Rocks**

At 3rd level, Rock Throwers can throw two rocks as a standard action.

**Throw Rock Far**

At 4th level, rocks have a range of 60 feet and a crit range of 19-20.

**THROW ROCKS**

At 5th level, Rocks now deal 2d6/level, have a crit range of 15-20, and have a x5 crit. Rock Throwers can throw 3 rocks as a standard action and have a range of 120 feet.
Lepidopterran

**Lepidopterran (24 RP)**

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

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

**Size (0 RP):** Medium

**Speed (-1 RP):** 30 ft base speed

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

**Flight (12 RP):** Lepidopterrans have a fly speed of 70 ft with perfect maneuverability.

**Web (3 RP):** Lepidopterrans can throw webbing as a ranged touch attack up to 8 times per day, entangling a creature up to one size larger than itself. The webbing has a range of 50 feet and a 10-foot range increment. Creatures entangled by the web can escape with an Escape Artist check or a Strength check (at a –4 penalty). The DC of these checks is equal to 10 + 1/2 HD +Con modifier. The webs have a Hardness of 0 and a number of hits points equal to the Lepidopterran's total Hit Dice.

**Stench Aura (4 RP):** Lepidopterrans secrete a terrible scent as a 15-foot aura that nearly every other creature finds offensive. All living creatures (except those with the stench aura ability) within the aura must succeed at a Fortitude saving throw (DC 10 + 1/2 the user's character level +Con modifier) or be sickened for 5 rounds. Creatures that succeed at the saving throw cannot be sickened by the same creature's stench aura for 24 hours. A delay poison or neutralize poison spell or similar effect removes the effect from the sickened creature. This is a poison effect.

**Stinger (1 RP):** Lepidopterrans have a sting attack that deals 1d4 damage+ Str modifier, plus the following poison.

**Poison (2 RP):** Poison (injury); save Fort negates; frequency 1/round for 4 rounds; effect 1d4 Dex damage; cure 1 save. The save DC is equal to 10 + 1/2 HD +Con modifier

**Quadruped (3 RP):** Lepidopterrans have four legs, which grants a +4 racial bonus to CMD against trip attempts and a +10 foot bonus to their base speed.

**Severe Fire Vulnerability (-4 RP):** Lepidopterrans take 100% more (double) damage from fire.

**Four Eyes (2 RP):** Lepidopterrans gain a +2 bonus to perception checks

### Half-Breed Rules:

Dominant: Lose Four Eyes and Quadruped (-5 RP)

Non-Dominant: Gain Stench Aura and Stinger (+5 RP)
Rachni

**Rachni (18 RP)**

**Type (3 RP):** Aberration

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

**Size:** Medium

**Speed (0 RP):** 40 ft base speed.

**Languages (-1 RP):** Rachni begin play speaking Rachni. Rachni with high Int may select .

**Mute (-2 RP)** Rachni cannot communicate verbally or cast spells with a verbal component. Rachni can still understand languages normally and can communicate in other ways, such as writing, sign language, or a code of grunts and clicks. Another creature not familiar with a special kind of communication cannot communicate effectively without making a DC 10 linguistics or sense motive check for basic ideas, or DC 20 for more complex ideas.

**Quadrupedal (2 RP)**: Rachni possess 4 legs and two arms, granting a +4 to CMD against trip attempts and a +10 ft bonus to move speed.

**Darkvision:** Rachni possess Darkvision out to 60 ft.

**Tentacles (2 RP):** Rachni gain two tentacle attacks that deal 1d4+Str damage each.

**Claws (2 RP):** Rachni gain 2 claw attacks that deal 1d6+Str each.

**Acid Spit (10 RP):** Four times per day as a standard action, Rachni can fire a breath weapon that deals 1d6 acid damage in a 20 ft line (reflex negates).

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

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

**Warrior Race (3 RP)** Rachni gain a +1 bonus to attack and damage rolls.

### Half-Breed Rules:

Rachni usually cannot be half breeds due to their physiology being incompatible with most other creatures (GM Discretion). The rules included below are mostly for use with the Gene Splicing feats.

Dominant: Acid Spit becomes 3 times per day, lose Quadrepedal (-6 RP)

Non-Dominant: Gain Acid Spit 1/day, Claws, and Warrior Race (+6 RP)
Life Conduit

**School:** Necromancy; **Level** Cleric/Oracle 3, Sorcerer/Wizard 3, Witch 3, Necromancer 2

CASTING

**Casting Time** Standard action

**Components** V, S, M (A drop of your own blood)

EFFECT

**Range** Personal

**Target** Self only

**Area** 30 ft radius centered on self

**Duration** instantaneous

**Saving Throw** will negates (harmless); **Spell Resistance** yes

DESCRIPTION

Using your knowledge of life and death, you can sacrifice your own life force to bolster others. You deal 1d6+relevant casting modifier damage to yourself to heal all creatures within 30 ft the same amount. You may choose to increase this by up to 1d6/level (max 10d6). The creatures must be healed by the same type of energy as you are to be effected.
Prothean

**Prothean (23 RP)**

Protheans are an ancient race that were all but exterminated nearly 50,000 years ago, with few members surviving through advanced cryostasis.

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

**Ability Scores (6 RP):** +2 Str, +2 Dex, +2 Con, +2 Int, +2 Wis, +2 Cha

**Size:** Medium

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

**Languages (1 RP):** Protheans begin play speaking Intergalactic and Prothean. Protheans with high Int may select any language.

**Psychometry (6 RP):** Protheans gain the Psychic Sensitivity feat as a bonus feat. Additionally, they may cast Share memory at will.

**All-around Vision (4 RP):** Protheans have a +4 racial bonus to perception checks and cannot be flanked.

**See Invisibility (6 RP):** Protheans are constantly under the effects of See Invisibility.

### Half-Breed Rules:

Dominant: Lose See Invisibility (-6 RP)

Non-Dominant: Gain Psychometry (+6 RP)
Serkonan

Serkonans are lithe and graceful, and known for being traders. They gain a +2 bonus to Dex

Once per day, when a Serkonan makes a Reflex saving throw, they can roll the saving throw twice and take the better result. They must decide to use this ability before attempting the saving throw. Serkonans always land on their feet even when they take lethal damage from a fall. Furthermore, they gain a +1 bonus to their CMD against trip attempts. Finally, every Serkonan begins play with the feat Additional Traits, granting Run and Reactionary.
MD Code Red

**School** **Conjuration**; **Level** Mountain Dew Domain 8

CASTING

**Casting Time** 1 Standard Action

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

EFFECT

**Range** 30 feet

**Duration** 1 minute per level

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

DESCRIPTION

Going into Red Alert, your security robot to take down your foes with great determination. This summons 1 Iron Golem with the advanced creature template. The Golem is treated as the summoner for the purpose of being the target of personal spells from the Mountain Dew Domain so long as it's summoner is within 100 feet. The Golem also gains the Fluid Form ability of the Mithral Golem in which it can turn into Mountain Dew Code Red.Fluid Form (Ex) A mithral golem’s body can take on a form like liquid silver as a swift action. While in this form, the mithral golem’s reach increases to 30 feet and its DR becomes 15/bludgeoning and adamantine. A mithral golem in this form can also move through any crack or hole in a wall or door, no matter how small, without impeding its movement. A mithral golem can maintain this form for up to 10 rounds per day, but these rounds do not need to be consecutive. Reverting to its normal form is a free action.

If struck or effected by the following spells, it gains the following effects instead of it's usual effect.

* Livewire: The Golem deals +3d6 electricity damage for 1 round.
* Voltage: The Golem heals a number of hit points equal to 1/2 of the damage dealt.
* Pitch black: The Golem gains +1d6 frost damage for 1 round.
* Throwback: The Golem's breath weapon is immediately refreshed and it gains +1 round in it's liquid form.
* Kickstart: The Golem gains a +60 bonus to it's land speed for 1 round.
* Super Nova: The Golem heals 1/2 of the damage dealt from the spell and gains a 20 foot fly speed (Poor maneuverability) for 3 rounds.

You can only have one of these golems active at a time. If you cast the spell again while one is active, it is instead fully healed and it's duration refreshed.
Scoty VS Dönni (Serie)

## Plot

In der Scoty VS Dönni Serie geht es um Dönni, Timmy und Dönea die zusammen Scoty besiegen müssen der von Cemius übernommen wurde und nun die pure Dunkelheit über alle Dimensionen verbreiten will.

## Episoden

* Das Geheimnis von Weihnachten
* Scoty VS Dönni: Der Kampf beginnt
* Scoty VS Dönni 2: Lavaforce
* Scoty VS Dönni 3: Back at home
* Scoty VS Dönni 4: End it

## Geschichte

09.12.2019

Das Geheimnis von Weihnachten und die Scoty VS Dönni Serie werden in Form des Minifilms Was nach SEVEN´S CHALLENGE geschah! angekündigt

24.12.2019

Das Geheimnis von Weihnachten erscheint in Form eines Weihnachtskurzfilms

02.03.2020

Scoty VS Dönni: Der Kampf beginnt erscheint

18.04.2020

Scoty VS Dönni 2: Lavaforce erscheint

26.05.2020

Der erste Trailer zu Scoty VS Dönni 3: Back at home erscheint

19.05.2020

SCYT kündigt an das er aufgrund von privaten Problemen nicht mehr an Scoty VS Dönni weiterarbeiten wird

12.08.2020

SCYT kündigt an das er nun an Scoty VS Dönni weiterarbeiten wird

18.08.2020

Ein zweiter Trailer zu Scoty VS Dönni 3: Back at home erscheint

21.08.2020

Scoty VS Dönni 3: Back at home erscheint

23.09.2020

Ein Trailer zu Scoty VS Dönni 4: End it erscheint

09.12.2020

Scoty VS Dönni 4: End it erscheint
Ring of Curses

**Ring of Curses**

​**Aura** strong necromancy; **CL** 18th

**Slot** ring; **Price** ; **Weight** --

This sinister looking ring is made of jagged, misshapen steel that has a single gemstone inset on it that resembles an eye.

The ring has 10 charges per day. On command, you may expend the listed number of charges to cast the corresponding spell.

* 1 charge: Bestow Curse
* 2 charges: Conditional Curse
* 5 charges: Major Curse
* 5 charges: Bestow Greater Curse
* 10 charges: Bestow Superior Curse

More information on curses can be found here and here.

A ring of curses has a 50% chance to be cursed itself.

Once worn, the ring cannot be removed willingly and the maximum amount of ring magic item slots you have is reduced by 1.
Unleash

**School:** Transmutation; **Level** Alchemist 4, Antipaladin 3, Druid 5, Sorcerer/Wizard 5, Summoner 4, Witch 5, Necromancer 5

CASTING

**Casting Time** standard action

**Components** V, S, M (See text)

EFFECT

**Range** touch

**Target** creature touched

**Duration** 1 minute per level

**Saving Throw** none or Will negates; see text **Spell Resistance** no

DESCRIPTION

Casting this spell alters a creature's body and mind to a new level. Casting this spell requires the destruction of a gem worth 500 gold. This spell may be cast on a single creature more than once but you must destroy an additional number of gems equal to the number of times they've already been effected each time you wish to effect them.

There are two ways to use this spell. The first allows for no save and applies the Advanced Simple Template to the target creature. The second allows for a will save and transforms the creature into a dire version of itself, if it has one. If it does not have a Dire form, you cannot target it with this version. You may only cast the second version of this spell on a single creature once.

One instance of this spell may be made permanent by spending 17,200 gold.
Masticate

**School:** Transmutation; **Level** Cleric/Oracle 4,  Driud 4, Shaman 4, Sorcerer/Wizard 4, Witch 4

CASTING

**Casting Time** Standard action

**Components** V, S

EFFECT

**Range** Self only

**Target** self

**Duration** 1 minute/level

**Saving Throw** None; **Spell Resistance** no

DESCRIPTION

Your teeth become more serrated and your jaws become much more powerful. As a standard action, you can cast this spell on a creature touched. That creature Gains +1d6 damage to all bite attacks. If the creature lands a successful bite attack, it can make a grapple maneuver against his CMD as a free action that provokes no attacks of opportunity. If you successfully grapple, you deal your bite damage again with an additional 1 and 1/2 your strength modifier this time.  If the creature has the swallow whole ability, they must make one more attempt to escape their mouth than usual. You deal this damage every round that you manage to maintain a grapple maneuver. This spell lasts for 1 minute per level.

If you choose to end Masticate while eating some sort of magic food or consumable item, you can eat that item as a swift action this round.
Regenerate Blood

***Regenerate Blood***

**School:** Abjuration; **Level** Vampire 8 (4, 3, 2)

CASTING

**Casting Time** standard action

**Components** V, S

EFFECT

**Target** living creature touched

**Duration** instantaneous

**Saving Throw** none or will negates, see text; **Spell Resistance** no

DESCRIPTION

This spell allows a vampire to accelerate a victim’s ability to regenerate its own blood, thereby allowing the victim to be fed from sooner. This is typically used upon a vampire’s scions, willing mortals who offer their blood freely. The spell restores 1 point of temporary Constitution damage per level. However, if the spell is used on a healthy individual, it inflicts 1d8/caster level points of damage as the victim becomes so full of blood that his body cannot hold it any longer. Veins burst, internal bleeding results, and the victim may bleed from the eyes, ears, nose, mouth, or even pores. Victims who die in this manner explode, showering everyone within a five-foot radius with blood and gore (resulting in Will saves against becoming shaken).
Mirror Geist

***Mirror Geist***

**School:** Illusion (Figment); **Level** Vampire 4 (2, 1, 1)

CASTING

**Casting Time** standard action

**Components** V, S

EFFECT

**Range** long (400 ft +40 ft/ level)

**Duration** 1 minute/ level

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

DESCRIPTION

A vampire does not appear in mirrors, still waters, or any other reflective surface. Moreover, the sight of a mirror, or more properly his lack of a reflection in​ one, causes the creature immense anguish, reinforcing its lost ties to humanity. Vampires will therefore not willingly enter an area where a mirror, or other reflective surface, is present. Mirror Geist is a spell directed at this problem, and has two functions. In the first instance, it can be cast upon a single reflective surface, creating an artificial reflection of the vampire that allows it to ignore his aversion to mirrors. The vampire remains uncomfortable in its presence, nonetheless, and can only disguise his feelings with successful Bluff checks. The spell can also be used to create frightful images within a reflective surface. Those looking in an affected mirror see figures standing behind them, witness their own face growing old or rotting, and other such horrific visions. Character must make a Will save or become shaken for 1d4 rounds +1/ level. The net result, if used over an extended period of time, is that people begin to fear mirrors. As a result, vampires will often use this spell in nearby villages to cause the superstitious locals to remove their mirrors, thus allowing the creature to operate more openly without fear of being identified or warded away.
Platinum Case: Dynamic Power Maximization

Level: Platinum Case 9

Use: Standard Action

Duration: Special, see text.

Select a single creature you have summoned. Its size is increased by 2 size categories, and it gains Ferocity and 3 Kaiju Specializations from the Kaiju prestige class. This lasts as long as the summoned creature does, or 1 round/level, whichever is less.
Petrosapien

**Petrosapien** **(25 RP)**

**Type (3 RP):** Outsider (Native, Earth)

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

**Size (0 RP):** Medium

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

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

**Darkvision:** Petrosapiens have Darkvision out to 60 ft.

**Crystalline Form (2 RP):** Petrosapiens have reflective, crystalline skin that grants them a +2 racial bonus to AC against rays. Once per day, they can deflect a single ray attack targeted at them as if they were using the Deflect Arrows feat.

**Natural Armor (12 RP):** Petrosapiens gain a +5 bonus to natural armor.

**Stability (1 RP):** Petrosapiens receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground.

**Treacherous Earth (2 RP):** Once per day, a Petrosapien can will the earth to rumble and shift, transforming a 10-foot-radius patch of earth, unworked stone, or sand into an area of difficult terrain centered on a square it can touch. This lasts for a number of minutes equal to the user's level, after which the ground returns to normal.

**Reflexive Spikes (5 RP):** For up to 1 minute per 2 levels per day, a Petrosapien may grow spikes. These rounds do not need to be consecutive. It is an immediate action to grow or retract the spikes. These spikes may be used in three different ways, each one counting towards the duration on its own. These can take the form of a pair of Spiked Gauntlets, Armor Spikes, or a Projectile weapon. If you form the armor spikes on the first round and the spiked gauntlets on the second, that would be three uses of the ability (First round armor, second round armor, second round gauntlets). The projectile weapon functions as a shuriken for all purposes (you are automatically proficient with this weapon if you are not proficient with shurikens), but each attack made with them fires two projectiles (if you normally have two attacks in a full attack, you would make four attacks total with these). Forming the projectiles is a free action, but attacking with them is not.

**Severe Sonic Vulnerability (-4 RP):** Petrosapiens take 100% more (double) damage from sonic.

**Regeneration (5 RP):** Petrosapiens have Regeneration 1/ sonic.

### Half-Breed Rules:

Dominant: Natural armor is reduced by 2 (-7 RP)

Non-Dominant: Gain Treacherous Earth and Reflexive Spikes (+7 RP)
Mythos Skill

The Mythos skill is a unique skill.

* It is not modified by any ability score.
* You may not choose to put ranks into the Mythos skill, you can only gain ranks in the Mythos skill via story experience.
* It is not a class skill for any class.
* Your maximum sanity is reduced by one for every rank you have in the Mythos skill.
* There is no maximum amount of ranks you can have in the Mythos skill.
* The first instance of mythos-related insanity grants two ranks in the Mythos skill.
* Each failed sanity check due to a mythos-related event or creature grants one rank in the Mythos skill.
Magebred Animal Template

“Magebred animal” is an inherited template that can be applied to any living animal (referred to hereafter as the

base creature). A magebred animal uses all the base creature’s statistics and special abilities except as noted here.

**Armor Class:** The base creature’s natural armor bonus increases by +2.

**Special Qualities:**

**Excellent Learner:** A magebred animal is easier to train and handle than a normal animal. A magebred animal increases the maximum number of tricks it can learn by two, and the DC for all Handle Animal checks involving a magebred animal is reduced by 2 . In addition, the time required to train a magebred animal for a purpose is reduced by 1 week (to a minimum of 1 week).  A magebred animal also gains one of the following additional special qualities.

* *Swift Breed:* One of the creature’s modes of movement increases its speed by 10 feet.
* *Thick-Skinned Breed:* The creature’s natural armor bonus to AC improves by an additional 2.
* *Tracking Breed:* The creature gains a +4 bonus on Survival checks made to follow tracks.

**Abilities:** One of the base creature’s physical ability scores (Strength, Dexterity, or Constitution) increases by 4. The other two physical ability scores increase by 2. A magebred animal always has an Intelligence score of 2.

**Feats:** A magebred animal gains one of the following feats as a bonus feat: Alertness, Athletic, Endurance, Improved Natural Attack, or Multiattack.
Summoner Feats

***Formless Spawn:***

*Your eidolon's body changes endlessly and often.*

Prerequisites: Eidolon Class feature, Cosmic Horror Eidolon base form

Benefit: Each day, when you prepare your spells, you may re-assign any evolutions selected for your eidolon. If you have the Aspect class feature you can also re-assign personal evolutions at this time. Re-allocating evolutions requires one hour of restful calm

***Summoning Savant:***

Prerequisites: Charisma 15, Summoner level 1

Benefit: You are treated as being two levels higher than you are for the purposes of selecting evolutions for your eidolon.

***Fantastic Beasts And Where to Find Them:***

Prerequisites: Summoner level 5

Benefit: You gain the service of an additional Eidolon. You treat your Summoner level as 4 lower for the purpose of abilities and evolutions regarding this second eidolon (minimum 1). When you choose to summon your eidolon, you may choose which eidolon is called. If one eidolon is slain or banished, you may still summon your second eidolon, if it still survives. Magic item slots are shared by you and all your eidolons. For instance, if you wear a magical ring, your two eidolons have only a single ring slot available between them.

*Special:* You may select this feat an additional time at summoner level 10, 15, and 20. Each new eidolon you have treats your effective summoner level as an additional 4 lower. For example, at 20th level you may have 4 eidolons, one at effective summoner level 20, one at 16, one at 12, and one at 8.