recursal/Fanatic-Fandom huggingface dataset:
Dogfighter

**Dogfighter** is an advanced class and a hero must have levels in basic classes before they are able to take this class.

## Requirements

To qualify to become a Dogfighter, a character must fulfill the following criteria.

**:** Pilot 6 ranks

**:** Starship Operation (ultralight)

**Other:** Reflex Save: +2
## Class Information

**:** 1d8
**:** 6 + one-half character level, rounded down per level.
## Skills

**:** 3 + (Int) modifier.

 (Cha)
 (Int)
 (Int)
 T (Dex)
 (Wis)
 T (Int) | **Knowledges**
Popular Culture
Streetwise
Technology | **Crafting**
Electronic

The starting  may provide additional class skills to choose from.

## Class Features

The following features pertain to the Dogfighter advanced class.

The following class features pertain to the Helix Warrior advanced class.

A Dogfighter applies his Reputation bonus to the die result whenever he spends an action point to modify an attack roll, skill check, ability check, or saving throw made aboard a starship.

At 4th level, a Dogfighter learns how rock an enemy starship with weapons fire. The Dogfighter must declare that he is using this ability before making the attack roll (thus, a failed attack roll ruins the attempt). A starship damaged by the Dogfighter’s attack is shaken for 1 round; all passengers and crewmembers (pilots and gunners included) aboard the shaken ship take a –2 penalty on attack rolls, saving throws, and skill checks for 1 round. A Dogfighter may use this ability once per day at 4th level, twice per day at 7th level, and three times per day at 10th level.

A Dogfighter can coax more thrust out of a ship’s engines, increasing its tactical speed by +500 feet. The Dogfighter must be piloting the ship to increase its tactical speed.

A Dogfighter can continue to operate a starship even after it has been reduced to negative hit points and has begun breaking apart. The ship may take one move action or one attack action each round. However, the ship cannot be repaired and continues to lose 1 hit point per round, exploding once it reaches its destruction threshold. The Dogfighter and all other personnel aboard the ship are considered shaken, taking a –2 penalty on attack rolls, saving throws, and skill checks.

## Bonus Feat

At 1st, 3rd, 6th, and 9th level, the Dogfighter gets a bonus feat. The bonus feat must be selected from the following list, and the Dogfighter must meet all the prerequisites of the feat to select it.
Jingo Raichi

Jingo Raichi est un joueur membre du projet Blue Lock, ainsi que de la Neo Egoist League.

## Apparence

Raichi est un joueur plutôt grand et blond. Durant l'arc de la première sélection, il porte la tenue de l'équipe Z. Durant l'arc U-20, il porte la tenue de remplaçant du 11 de Blue Lock. Ensuite, lors de l'arc Neo Egoist League, il porte le maillot du Bastard München.

## Compétences

Sa principale arme est son endurance. En effet, il est qualifié de "monstre endurant" par Reo Mikage. Il peut aussi miser sur l'agressivité, arme reconnue par Noël Noa.

## Répliques

Sa devise est : "Un football sexy ou rien"
Charismatic Plus

Advancements in science coupled with your drive to excel enable you to progress faster toward becoming a truly charismatic hero.

Requirements
**:**
By the letter of the rules, a character must have at least three ranks in the Fast Hero Class to take this feat.

## Benefit

Character gains two talents from the Charismatic hero’s talent trees. The talents must be selected from the following list, a talent cannot be selected from more than one talent talent tree, and the character must meet all the prerequisites of a talent to select it.

**Choose one from the following trees:**

Charm Talent Tree: Favor or Captivate

Fast-Talk Talent Tree: Dazzle or Taunt.

Leadership Talent Tree: Inspiration or Greater Inspiration

###

This feat may be selected multiple times. Each time it is selected, a different pair of talents must be choses than the previous times.
Humanoid

A humanoid usually has two arms, two legs, and one head, or a humanlike torso, arms, and head. A humanoid has few or no supernatural or extraordinary abilities. See Table: Humanoids for physical ability scores, recommended minimum Hit Dice, and damage based on size.

**Hit Die:** d8.

**Base Attack Bonus:** 3/4 of total Hit Dice (see Table: Creature Saves and Base Attack Bonuses).

**Good Saving Throws:** Choose one (usually Reflex).

**Skill Points:** 6 + Int modifier, plus 1 point per Hit Dice beyond 1 HD.

**Feats:** 1, plus 1 feat per 4 Hit Dice beyond 1 HD.

Humanoids share the following additional traits.

**Size:** Humanoids must be Medium-size or smaller.

**Weapon and Armor Proficiency:** Humanoids with more than 1 Hit Die receive one bonus feat selected from the following list: Archaic Weapons Proficiency, Armor Proficiency (light), or Simple Weapons Proficiency.

**Keen Sight (Ex):** Humanoids accustomed to living underground may have darkvision with a range of 60 feet, low-light vision, or both (as noted in their entries).
Craft/structural

**:** Intelligence

**T:** Yes

**AP:** No

## Checks

This skill allows a character to build wooden, concrete, or metal structures from scratch, including bookcases, desks, walls, houses, and so forth, and includes such handyman skills as plumbing, house painting, drywall, laying cement, and building cabinets.

 Moderate (catapult, shed, house deck)
 Complex (bunker, domed ceiling)
 Advanced (house)

When building a structure from scratch, the character describes the kind of structure he or she wants to construct; then the Gamemaster decides if the structure is simple, moderate, complex, or advanced in scope and difficulty.

### Special

* A character without a mechanical tool kit takes a -4 penalty on Craft (structural) checks.

###

**Table: Feats**
Craft/chemical

**:** Intelligence

**T:** Yes

**AP:** No

**:** Smart Hero

## Checks

This skill allows a character to mix chemicals to create acids, bases, explosives, and poisonous substances.

### Acids and Bases

Acids are corrosives substances. Bases neutralize acids but do not deal damage. A base of a certain type counteracts an acid of the same type or a less potent type.

**Table: Acids & Bases**

### Explosives

Building an explosive from scratch is dangerous. If the Craft (chemical) check fails, the raw materials are wasted. If the check fails by 5 or more, the explosive compound detonates as it is being made, dealing half of its intended damage to the builder and anyone else in the burst radius. If the check succeeds, the final product is a solid material, about the size of a brick. An explosive compound does not include a fuse or detonator. Connecting a fuse or detonator requires a Demolitions check.

### Poisonous Substances

Solid poisons are usually ingested. Liquid poisons are most effective when injected directly into the bloodstream. Gaseous poisons must be inhaled to be effective. The table below summarizes the characteristics of various poisons.

*Save DC:* The Difficulty Class of the Fortitude save to negate the effects of the poison.

*Initial Damage:* The damage a character takes immediately upon failing his or her Fortitude save.

*Secondary Damage:* The damage a character takes after 1 minute of exposure to the poison if the character fails a second saving throw. Ability score damage is temporary, unless marked with an asterisk, in which case the damage is permanent ability drain. Unconsciousness lasts for 1d3 hours, and paralysis lasts 2d6 minutes.

*Purchase DC:* The DC for the Wealth check necessary to obtain the raw materials to craft the poison, or to purchase one bottle of solid or liquid poison or one high-pressure cylinder of gaseous poison. A bottle holds four doses, while a cylinder holds enough gas to fill a 10-foot-radius area.

*Restriction:* The restriction rating for the poison, if any, and the appropriate black market purchase DC modifier. Remember to apply this modifier to the purchase DC when making a Wealth check to acquire the poison on the black market.

*Craft DC:* The DC of the Craft check to create a quantity of the poison.

*Time:* The amount of time required for the Craft check. If the Craft check succeeds, the final product is a synthesized solid or liquid poison stored in a bottle (containing 4 doses) or a gas stored in a pressurized cylinder. When released, the gas is sufficient to fill a 10-foot-radius area and takes 1 round to fill the area.

### Special

A character without a chemical kit takes a -4 penalty on Craft (chemical) checks.

**:** No. Most checks result in loss of materials.

###

See Text

**Table: Feats**
Advanced Firearms Proficiency

You can use firearms set to autofire.

Requirements
**:** Personal Firearms Proficiency

## Benefit

The character can fire any personal firearm on autofire without penalty (provided, of course, that it has an autofire setting).

###

Characters without this feat take a -4 penalty on attack rolls made with personal firearms set on autofire.

###

Burst Fire, Exotic Firearms Proficiency, Strafe.

###

Bodyguard, Gunslinger, Investigator, Soldier, Negotiator, and Dedicated Hero.
Climb

Use **Climb** to scale a cliff, get into the second story window, or move up a steep slope.

**:** Strength

**T:** No

**AP:** Yes

**:** Battle Mind, Daredevil, Infiltrator, Martial Artist, Shadow Slayer, Strong Hero, and Tough Hero.

## Checks

With each successful Climb check, the character can advance up, down, or across a slope or a wall or other steep incline (or even a ceiling with handholds). A slope is considered to be any incline of less than 60 degrees; a wall is any incline of 60 degrees or steeper.

A failed Climb check indicates that the character makes no progress, and a check that fails by 5 or more means that the character falls from whatever height he or she had already attained (unless the character is secured with some kind of harness or other equipment). The DC of the check depends on the conditions of the climb. If the climb is less than 10 feet, reduce the DC by 5.
Since the character can't move to avoid an attack, he or she is flat-footed while climbing (the character loses any Dexterity bonus to Defense).

Any time the character takes damage while climbing, make a Climb check against the DC of the slope or wall. Failure means the character falls from his or her current height and sustains the appropriate falling damage.

### Accelerated Climbing

A character can try to climb more quickly than normal. The character can move his or her full speed, but the character takes a -5 penalty on his or her Climb check. (Moving twice the character's speed in a round requires two checks, one for each move action.)

### Making Handholds and Footholds

A character can make handholds and footholds by pounding pitons into a wall. Doing so takes 1 minute per piton, and one piton is needed per 3 feet. As with any surface with handholds and footholds, a wall with pitons in it has a DC of 15. In similar fashion, a climber with an ice axe or other proper implement can cut handholds or footholds in an ice wall.

### Catching Yourself When Falling

It's practically impossible for a character to catch him or herself on a wall while falling. Make a Climb check (DC equal to wall's DC + 20) to do so. A slope is relatively easier to catch on (DC equal to slope's DC + 10).

### Special

* Someone using a rope can haul a character upward (or lower the character) by means of sheer strength. Use two times a character's maximum load to determine how much weight he or she can lift.
* A character without climbing gear takes a -4 penalty on Climb checks. At the GM's discretion, certain kinds of climbing attempts might require only a rope or some other implement, or even just one's hands and feet, rather than a full set of climbing gear to avoid the penalty.

**:** A character can take 10 while climbing

**:** No

###

* Climbing at one-half your speed is a full-round action.
* Moving half that far (one-fourth the character's speed) is a move action.
* Accelerated climbing, allowing the character to climb at his or her full speed, is a full-round action. A character can move half that far (one-half his or her speed) as a move action.

* A character with the Athletic feat gets a +2 bonus on all Climb checks.
Astronaut Trainee

As scientists and pioneers, astronaut trainees have prepared their minds and bodies for the rigors of space travel and life in space. They are elite members of a sophisticated space program, waiting for the opportunity to hurl themselves into the void to advance humanity’s understanding of science and shed light on the mysteries of the universe.

**Prerequisite:** Age 21+

**Skills:** Choose two of the following skills as permanent class skills. If a skill you select is already a class skill, you gain a +1 competence bonus on checks using that skill.

*Computer Use (Int), Craft (electronic, mechanical, or pharmaceutical) (Int), Knowledge (earth and life sciences, physical sciences, or technology) (Int), Navigate (Int), Pilot (Dex), Repair (Int), Survival (Wis).*

**Bonus Feat:** Select either Aircraft Operation (spacecraft) or Zero-G Training

**Wealth Bonus Increase:** +1
Detect Psionics

Brain Lock
Burst
Charm Person
Clairaudience/voyance
Claws of the Bear
Combat Focus
Combat Precognition
Combat Prescience
Concussion
Control Object
Darkvision
Daze
**Detect Psionics**
Detect Thoughts
Distract
Domination
Electric Charge
Far Hand
Far Punch
Finger of Fire
Fire Bolt
Fire Storm
Forced Mindlink
Greater Bioweapon
Inflict Pain
Lesser Bioweapon
Lesser Body Adjustment
Lesser Concussion
Lesser Domination
Lesser Mindlink
Levitate
Lightning Strike
Mental Blast
Metaphysical Weapon
Mindlink
Mind Probe
Missive
Natural Armor
Negate Psionics
Object Reading
Power Resistance
Psychofeedback
Sending
Psychic Impressions
Suggestion
Tailor Memory
Telekinesis
Valor
Verve
Vigor
Whitefire

## Description

The manifester detects psionic auras. The amount of information revealed depends on how long the manifester studies a particular area or subject.

**1st Round:** Presence or absence of psionic auras.
**2nd Round:** Number of different psionic auras and the strength of the strongest aura.
**3rd Round:** The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, the manifester can make Psicraft checks to determine the discipline involved in each. (Make one check per aura; DC 15 + power level, or 15 + half manifester level for a nonpower effect.)
Psionic areas, multiple disciplines, or strong local psionic emanations may confuse or conceal weaker auras.

**Aura Strength:** An aura’s psionic power and strength depend on a power’s functioning power level or an item’s manifester level.

 4th–5th | — | Moderate

If an aura falls into more than one category, *Detect Psionics* indicates the stronger of the two. For instance, if a functioning power and a psionic item are in the same place and each emits an aura, only the stronger of the two is detected.

**Length Aura Lingers:** How long the aura lingers after the source has vacated the area depends on the aura’s original strength.

 Moderate | 1d6 x 10 minutes

Each round, the manifester can turn to detect things in a new area. The manifester can tell the difference between magical and psionic auras. The power can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Improved Disarm

You know how to disarm opponents in melee combat without putting yourself in danger.

Requirements
**:** Intelligence 13
**:** Combat Expertise

## Benefit

The character does not provoke an Attack of Opportunity when the character attempts to disarm an opponent, nor does the opponent get a chance to disarm the character.

###

Fast Hero and Smart Hero
Gnoll, Hero

**Medium-size Humanoid (Strong Hero 2)**

**Hit Dice:** 2d8+2 plus 2d8+2, hp 22

**Massive Damage Threshold:** 13

**Initiative:** +0

**Speed:** 30 ft.

**Defense:** 13, touch 10, flat-footed 13 (+2 class, +1 natural)

**Base Attack/Grapple:** +3/+6

**Attack:** +6 melee (1d4+4, unarmed or 1d6+4/\_19-20, metal baton)

**Full Attack:** +6 melee (1d4+4, unarmed or 1d6+4/19-20, metal baton), or +3 ranged (2d6, TEC-9)

**Fighting Space/Reach:** 5 ft. by 5 ft./5 ft.

**Special Qualities:** darkvision 60 ft.

**Saves:** Fort +6, Ref +0, Will +0

**Action Points:** 1

**Reputation:** +0

**Allegiances:** chaos, evil

**Abilities:** Str 16, Dex 10, Con 13, Int 8, Wis 11, Cha 8

**Skills:** Climb +4, Jump +4, Listen +3, Read/Write Gnoll, Speak Gnoll, Spot +3

**Feats:** Combat Martial Arts, Personal Firearms Proficiency, Power Attack, Simple Weapons Proficiency

**Talent (Strong Hero):** Melee smash.

**Possessions:** Metal baton, TEC-9 (9mm machine pistol), 50 rounds of 9mm ammunition, fatigues, fatigue jacket, climbing gear

**Challenge Rating:** 3

**Advancement:** By character class

Gnolls have the following traits:

**Bonus Feat:** Gnolls receive the bonus feat Simple Weapons Proficiency.

**Automatic Language:** Gnolls read, write, and speak Gnoll.
Improved Autofire

You lay down withering barrages of autofire with deadly precision.

Requirements
**:** Personal Firearms Proficiency, Advanced Firearms Proficiency

## Benefit

When you use autofire, the DC for the Reflex save is increased by +5.

###

When you use autofire, every creature within the targeted 10-foot-by-10-foot area must make a Reflex save (DC 15) to avoid being hit.
Constitution

**Constitution** represents your character's health and stamina. It is the ability score associated with the Tough Hero class. Any living creature has at least 1 point of **Constitution**, often represented as (Con).

The Constitution modifier applies to:

* Each die roll for gaining hit points upon leveling up (though a negative Constitution Modifier can never reduce a hit point roll below 1).
* Fortitude Saving throws, for resisting poison and similar threats.
* (Con) skill Checks.

Constitution determines how long a character can hold their breath and it factors into massive damage rules.

If a character's Constitution changes enough to alter his or her Constitution modifier, his or her hit points also increase or decrease accordingly at the same time. If a character's Constitution score ever drops to zero, they are dead.

A creature with no Constitution has no body or no metabolism. It is immune to any effect that requires a Fortitude save unless the effect works on objects. The creature is also immune to Ability Damaged, Ability Drained, Energy Drain, and massive damage, and always fails Constitution checks.
Bat

**Type:** Animal

A **Bat** is a small creature that hunts at night usually for insects and fruit and are the only mammals that can fly. There are species that will bite and consume blood of other mammals, but it is often minimally harmful except the potential for disease transfer. The following stats describe the majority of bat species. Most bats are extremely fearful and only attack larger mammals when defending a nest and generally in large groups.

**SPOILERS: GM Only Content Below! SPOILERS**
*Only read below this line if you are the GM or the GM gives permission.*

CR: 1/10

**HD:** 1/4
**Advancement HD:**
     none; (none)

## Combat

HP: **1**
**HD:** 1/4d8
**Massive Damage:** 10
Hit DC: **16**
     (Dex): +2
     Size: +4
**Touch DC:** 16
**Flat-Footed DC:** 14
BAB: **+0**
**Grapple:** -17
     (Str): -5
 General Stats
Initiative: **+2**
**Fight Space:** ft. X ft.
**Reach:** ft.
Base: **5 ft.**
     **Run:** x4 (20 ft.)     **Fly:** 40ft. ft. (good)
**Light:** up to 2 lb.
**Medium:** 2-3 lb.

## Special Traits

Blindsight (Ex): Bats can “see” by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 30 feet. Ultrasonic noise forces the bat to rely on its weak vision, which has a maximum range of 5 feet.

## Skills

* AP (Dex) +6

**Skill Bonuses**: Bats receive a +4 species bonus on Listen and Spot checks. These bonuses are lost if the bat’s blindsight is negated.

**Table: Bat Skills**
Books

The *d20 Modern* system is derived from several official books. There are many 3rd party publications not mentioned here.

## History

Wizards released *d20 Modern* in 2002 at the same time the company was revamping its *Star Wars* role-playing game. Wizards expanded from their work with the game in 2003, developing one of *d20 Modern's* setting into a full sourcebook, the *Urban Arcana Campaign Setting*. And afterward they extended d20 even further, with the science-fiction *d20 Future*, 2004, and the historical *d20 Past*, 2005. They closed out the line in 2006 with another campaign setting, the classic *Dark Matter*, 2006, for *d20 Modern*.

```

```
Darkvision (Psionic Power)

Brain Lock
Burst
Charm Person
Clairaudience/voyance
Claws of the Bear
Combat Focus
Combat Precognition
Combat Prescience
Concussion
Control Object
**Darkvision**
Daze
Detect Psionics
Detect Thoughts
Distract
Domination
Electric Charge
Far Hand
Far Punch
Finger of Fire
Fire Bolt
Fire Storm
Forced Mindlink
Greater Bioweapon
Inflict Pain
Lesser Bioweapon
Lesser Body Adjustment
Lesser Concussion
Lesser Domination
Lesser Mindlink
Levitate
Lightning Strike
Mental Blast
Metaphysical Weapon
Mindlink
Mind Probe
Missive
Natural Armor
Negate Psionics
Object Reading
Power Resistance
Psychofeedback
Sending
Psychic Impressions
Suggestion
Tailor Memory
Telekinesis
Valor
Verve
Vigor
Whitefire

## Description

The target gains Darkvision (the ability to see 60 feet even in total darkness). This provides black-and-white vision only, but is otherwise like normal sight and it doesn’t allow the target to see in magical darkness (if such a thing exists in the campaign).
Claws of the Bear

Brain Lock
Burst
Charm Person
Clairaudience/voyance
**Claws of the Bear**
Combat Focus
Combat Precognition
Combat Prescience
Concussion
Control Object
Darkvision
Daze
Detect Psionics
Detect Thoughts
Distract
Domination
Electric Charge
Far Hand
Far Punch
Finger of Fire
Fire Bolt
Fire Storm
Forced Mindlink
Greater Bioweapon
Inflict Pain
Lesser Bioweapon
Lesser Body Adjustment
Lesser Concussion
Lesser Domination
Lesser Mindlink
Levitate
Lightning Strike
Mental Blast
Metaphysical Weapon
Mindlink
Mind Probe
Missive
Natural Armor
Negate Psionics
Object Reading
Power Resistance
Psychofeedback
Sending
Psychic Impressions
Suggestion
Tailor Memory
Telekinesis
Valor
Verve
Vigor
Whitefire

## Description

This power grants the manifester a claw attack (which does not provoke attacks of opportunity) that deals 1d12  points of slashing damage (plus Strength modifier). The manifester is considered armed. The manifester cannot grasp or manipulate objects (including weapons) as long as this power remains in effect. This power can be used in conjunction with feats, powers, or spells allowing additional attacks on the manifester’s turn, and it can be used with multiple attacks gained through level advancement.
Concealed Weapons

When attempting to **Conceal a Weapon or other Object**, it's assumed that a character is wearing appropriate clothing.

Drawing a concealed weapon is more difficult than drawing a regularly holstered weapon, and normally requires an attack action. Keeping the weapon in an easier-to-draw position makes concealing it more difficult.

## Sleight of Hand Checks

To conceal a weapon or other object, make a Sleight of Hand check. A character concealing an object before he or she heads out into public can usually take 10 unless he or she is rushed, trying to conceal it when others might see, or under other unusual constraints. Sleight of Hand can be used untrained in this instance, but the character must take 10.

## Size and Concealment

The object's size affects the check result, as shown on Table: Concealing Weapons and Objects. The type of holster used or clothing worn, and any attempt to make a weapon easier to draw, can also affect the check.

## Spotting Concealed Objects

Noticing a concealed weapon or other object requires a Spot check. The DC varies: If the target made a roll when concealing an object, the DC of the Spot check to notice the object is the same as the target's check result (an opposed check, in other words). If the target took 10 on his or her Sleight of Hand check, use this formula:

An observer attempting to spot a concealed object receives a -1 penalty for every 10 feet between him or herself and the target, and a -5 penalty if distracted.

Patting someone down for a hidden weapon requires a similar check. However, the skill employed is Search, and the searcher gets a +4 circumstance bonus for the hands-on act of frisking the target. Some devices may also offer bonuses under certain circumstances (a metal detector offers a bonus to Search checks to find metal objects, for example).

### Spotting Concealable Armor

Concealable armor can be worn under clothing if the wearer wants it to go unnoticed. Don't use the modifiers from Table: Concealing Weapons and Objects when wearing concealable armor. Instead, anyone attempting to notice the armor must make a Spot check (DC 30).
Fighting with Two Weapons

**Table: Two-Weapon Fighting Penalties**
 Off-hand weapon is light andTwo-Weapon Fighting feat | –2 | –2

If the character wields a second weapon in his off hand, the character can get one extra attack per round with that weapon. However, fighting in this way is very difficult; the character takes a –6 penalty on the regular attack or attacks with his or her primary hand and a –10 penalty on the attack with his or her off hand. A character can reduce these penalties in two ways:

1. If the off-hand weapon is *light*, the penalties are reduced by 2 each (-4 and -8 respectively)
2. The Two-Weapon Fighting feat lessens the primary hand penalty by 2, and the off-hand penalty by 6 (-4 and -4 respectively).

Table: Two-Weapon Fighting Penalties summarizes the interaction of all these factors.

**Unarmed Combat**: An Unarmed Strike is always considered as a light weapon.

**Double Weapons:** A character can use a double weapon to make an extra attack as if he or she were fighting with two weapons. The penalties apply as if the off-hand weapon were light.

### Feats

To fight with two weapons more effectively, see the following feats:

**Table: Feats**
Dedicated Plus

Advancements in science coupled with your drive to excel enable you to progress faster toward becoming a truly Dedicated Hero.

Requirements
**:**
By the letter of the rules, a character must have at least three levels in the Dedicated Hero Class to take this feat.

## Benefit

Character gains two talents from the Dedicated hero’s talent trees. The talents must be selected from the following list, a talent cannot be selected from more than one talent talent tree, and the character must meet all the prerequisites of a talent to select it.

Empathic Talent Tree: Improved Aid Another or Intuition.

Healing Talent Tree: Healing Touch 1 or Healing Touch 2.

Insightful Talent Tree: Aware, Faith, or Cool Under Pressure.

###

This feat may be selected multiple times. Each time it is selected, a different pair of talents must be choses than the previous times.
Herd Animal

**Type:** Animal

**Herd Animals** can be any beast of burden big enough to run over a creature of medium or smaller. As a herd, it can even trample large and smaller creatures. They are often found as herds in the wild grazing on grass and new water sources. They naturally watch out for each other by keeping their young in the middle. Herds can be a few dozen to many hundreds. Most herds found in near a developed town or city are owned by a company and often branded. Interfering with them in any way will often anger the owners.

**SPOILERS: GM Only Content Below! SPOILERS**
*Only read below this line if you are the GM or the GM gives permission.*

CR: 2

**HD:** 5
**Advancement HD:**
     6–7 HD; (Large)

## Combat

HP: **37**
**HD:** 5d8  + 15
**Massive Damage:** 16
Hit DC: **13**
     (Dex): +0
     Size: -1     Natural Armor: 4
**Touch DC:** 9
**Flat-Footed DC:** 13
BAB: **+3**
**Grapple:** 11
     (Str): +4
      **Attack 1:** 6 melee (1d8+6, butt; bludgeoning)

Full Attacks
 General Stats
Initiative: **0**
**Fight Space:** 10 ft. X 10 ft.
**Reach:** 5 ft.
Base: **40 ft.**
     **Run:** x4 (160 ft.)
**Light:** up to 300 lb.
**Medium:** 301-600 lb.

## Special Qualities

**Stampede (Ex)**: A frightened herd flees as a group in a random direction, but always away from the perceived source of danger. It runs over anything of size Large or smaller that gets in its way, dealing 1d12 points of damage for every five animals in the herd. A successful Reflex save (DC 16) halves the damage.

## Resources

**Horns:** 1 set for every 15 wild herd animals

**Meat:** 300+1d4x100 lbs. for every creature

**Leather:** enough for 2 medium creature garments per creature

**Fat:** 100+1d3x50 lbs. for every creature

Some beasts of burden can be milked if domesticated and used for labor if trained.
Black Market

**Table: Black Market**
 Illegal | 25 | +4 | 4 days

Sometimes a character wants to obtain an object without going through the hassle of getting a license first. Almost anything is available on the **Black Market**. Knowledge (streetwise) checks can be used to locate a black market merchant. The DC is based on the location in question: DC 15 to find a black market merchant in a big city, or DC 20, DC 25, or higher in small towns and rural areas.

Objects purchased on the black market are more expensive than those purchased legally. Add the *Black Market Purchase DC Modifier* from **Table: Black Market** to the object's purchase DC.

Obtaining an object on the black market takes a number of days according to the *Time Required* column on **Table: Restricted Equipment**. The process can be hurried, but each day cut out of the process (to a minimum of one day) increases the purchase DC by an additional +1.
Elusive Target

You can use opponents as cover when engaged in melee combat.

Requirements
**:** Dexterity 13
**:** Defensive Martial Arts

## Benefit

When fighting an opponent or multiple opponents in melee, other opponents attempting to target the character with ranged attacks take a -4 penalty. This penalty is in addition to the normal -4 penalty for firing into melee, making the penalty to target to character -8.

###

An opponent with the Precise Shot feat has the penalty lessened to -4 when targeting the character.

###

Infiltrator and Martial Artist.
Far Hand

Brain Lock
Burst
Charm Person
Clairaudience/voyance
Claws of the Bear
Combat Focus
Combat Precognition
Combat Prescience
Concussion
Control Object
Darkvision
Daze
Detect Psionics
Detect Thoughts
Distract
Domination
Electric Charge
**Far Hand**
Far Punch
Finger of Fire
Fire Bolt
Fire Storm
Forced Mindlink
Greater Bioweapon
Inflict Pain
Lesser Bioweapon
Lesser Body Adjustment
Lesser Concussion
Lesser Domination
Lesser Mindlink
Levitate
Lightning Strike
Mental Blast
Metaphysical Weapon
Mindlink
Mind Probe
Missive
Natural Armor
Negate Psionics
Object Reading
Power Resistance
Psychofeedback
Sending
Psychic Impressions
Suggestion
Tailor Memory
Telekinesis
Valor
Verve
Vigor
Whitefire

## Description

The manifester can lift and move an object at will from a distance. After manifestation, as a move action the manifester can move the object up to 15 feet in any direction. The power ends if the distance between the manifester and the object ever exceeds the power’s range.
Wario

Wario was a houseguest on Big Brother Plush 1. He placed 16th out of 21.

"I'm Wario and I'm a fat guy trying to kill the plumbers"

## Gameplay

Wario, along with Charlie and Patrick are considered the dumb ones of the season; ones who are easily pawnible. However, something happened with Wario that neither of the other two can say happened to them. Wario was in an alliance. Though he was added late, he was technically part of the Bad Guys for the short period of time it was alive. However, of course with Shy Guy telling the Good Guys everything that was happening including Wario's association with it, He was nominated by Miles in Week 5, and evicted in week 6 after Luigi's backdoor plan of Slush failed.

## Trivia

* Wario was the first Mario Plush to be evicted in the season
	+ Ironically, he was followed by two others, being Blue Yoshi and Luigi
* Both times he was on the block were the first two times the Veto was used in the season
	+ Also, both times it was used on the other nominees, leaving Wario nominated all week
* Wario was evicted by a difference of the amount of votes he received the previous week.
Critical Hit

When a character makes an attack roll and gets a natural 20 (the d20 shows 20; some weapons have a larger range), the character hits regardless of the target's Defense, and the character has threatened a critical hit. To find out if it is actually a critical hit, the character immediately makes another attack roll with all the same modifiers as the attack roll that scored the threat. If the second roll also results in a hit against the target's Defense, the attack is a critical hit. (The second roll just needs to hit to confirm a critical hit; the character doesn't need to roll a second natural 20.) If the second roll is a 'miss', then the attack just deals the damage of a regular hit.

A critical hit multiplies the attack's damage. Unless otherwise specified, the multiplier is x2. (Some weapons to have higher multipliers, doing more damage on a critical hit.) Bonus damage represented as extra dice is not multiplied when a character scores a critical hit.

Some weapons have expanded threat ranges, making a critical hit more likely. However, even with these weapons, only a 20 is an automatic hit. The "Critical" column on Table: Ranged Weapons and Table: Melee Weapons indicates the threat range for each weapon on the tables.
Guns Akimbo

You are skilled at delivering massive firearms attacks while on the move.

Requirements
**:** Shot on the Run, Two-Weapon Fighting

## Benefit

If you have two ranged weapons. as an attack action you may make one attack with each weapon. In addition to the penalties you normally suffer for attacking with two weapons, you suffer an additional —2 penalty on each attack.

###

Attacking with two weapons is a full attack and requires a full action.
Concussion

Brain Lock
Burst
Charm Person
Clairaudience/voyance
Claws of the Bear
Combat Focus
Combat Precognition
Combat Prescience
**Concussion**
Control Object
Darkvision
Daze
Detect Psionics
Detect Thoughts
Distract
Domination
Electric Charge
Far Hand
Far Punch
Finger of Fire
Fire Bolt
Fire Storm
Forced Mindlink
Greater Bioweapon
Inflict Pain
Lesser Bioweapon
Lesser Body Adjustment
Lesser Concussion
Lesser Domination
Lesser Mindlink
Levitate
Lightning Strike
Mental Blast
Metaphysical Weapon
Mindlink
Mind Probe
Missive
Natural Armor
Negate Psionics
Object Reading
Power Resistance
Psychofeedback
Sending
Psychic Impressions
Suggestion
Tailor Memory
Telekinesis
Valor
Verve
Vigor
Whitefire

## Description

The target is pummeled with telekinetic force for 3d6 points of damage. The manifester may choose to have the power deal only nonlethal damage instead of lethal damage. Concussion always affects a target within range that the manifester can see, even if the subject is in melee or has partial cover or concealment. Inanimate objects can’t be damaged by this power.
Improved Knockout Punch

You are extremely good at cold-cocking unprepared opponents.

Requirements
**:** +6
**:** Brawl, Knockout Punch

## Benefit

When making the character's first unarmed attack against a flat-footed opponent, treat a successful attack as a critical hit. This critical hit deals triple damage. The damage is nonlethal damage.

###

Even if the character has the ability to treat unarmed damage as lethal damage, the damage from a knockout punch is always nonlethal.

###

Bodyguard, Daredevil, and Soldier.
Drifter

Drifters are aimless wanderers and worldwise jacks-of-all-trades who move between cities or star systems, working odd jobs until boredom or fate leads them elsewhere. Along the way, they learn strange customs and pick up interesting and diverse skills.

**Prerequisite:** Age 15+

**Skills:** Choose three of the following skills as permanent class skills. If a skill you select is already a class skill, you gain a +1 competence bonus on checks using that skill.

*Bluff (Cha), Decipher Script (Int), Disable Device (Int), Disguise (Cha), Forgery (Int), Gamble (Wis), Gather Information (Cha), Hide (Dex), Knowledge (streetwise) (Int), Navigate (Int), Sleight of Hand (Dex).*

**Wealth Bonus Increase:** +2
Cybernetic Surgery

Requirements
**:** Treat Injury 8 ranks
**:** Surgery

## Benefit

The character can make a Treat Injury check (DC 20) to install or remove a cybernetic attachment. If they do not have a Surgery kit or access to a medical facility, they take a –4 penalty on the check. Cybernetic surgery takes 1d4 hours.

The consequences of failure are severe: If their check result fails by 5 or more, the installation or removal of the cybernetic attachment causes undue physical trauma to the patient, who suffers 1d4 points of Constitution damage. If the check result fails by 10 or more, the Constitution damage is treated as Constitution drain instead.

A character who undergoes cybernetic surgery (successful or not) is fatigued for 24 hours. Reduce this time by 2 hours for every point above the DC the surgeon achieves. The period of fatigue can never be reduced below 6 hours in this fashion.

###

Characters without this feat take a –8 penalty on Treat Injury checks made to perform cybernetic surgery (–4 penalty if they have the Surgery feat).
Catch

## Throwing

When an object is thrown for the purpose of someone catching it, the thrower first choses a square to aim for and makes their throw. Objects that are made to be thrown have a range as listed or 20' if not listed and all objects have a max range of 5 increments. The DC is 15. Ideally, the object weighs less than the thrower's strength score and is not larger (in wieldiness) than the thrower. If an object is not meant to be thrown, then the DC is increased by 5 and the range is 10 feet. Objects weighing more than the thrower's strength score impose a -4 penalty for every division of their strength score. If the object's size (by wieldiness) is larger than the thrower's size impose a -4 penalty for every category they are over. Every range increment thrown imposes a -2 to the throw for a -8 at max range. If anyone is trying to interfere with the throw, they thrower takes a -4 for each creature interfering.

Missing the DC by less than 10 does not change the square the object lands (but it will alter how easy it is to catch). Missing by 10 or more will alter the location by 1d6x5 feet in a random direction (the object may travel in the opposite direction in some cases).

Succeeding by 5 or more grants the catcher a +2 circumstance bonus in the catch. On a Natural 20  the catcher is granted a +4.

If the object is not caught, it takes 1d6 damage for every 10 feet traveled. On a Natural 1  the object is not only uncatchable (except where the catch rolls a Nat 20), but also hits the ground in such a way that it doubles the damage taken.

## Catching

Catching an object meant to be caught
Requires a Dexterity check. The DC is:

If there are multiple creatures contesting to catch the object they make opposed catch checks, the highest result wins. Creatures that are larger than the object gain a +2 circumstance bonus for each category they are larger.

Catching an object meant as an attack
If a character has the Snatch feat, has an available attack of opportunity, and is adjacent to the target (or is the target) of a thrown object meant to hit a creature and do damage or an object meant to explode or crack on impact, they may make a Dexterity check to catch the object. The DC is:

The catcher must be able to get to the target('s) square in a single move action. Objects with a weighing more than the catcher's strength score impose a -2 penalty for every division of their strength score. If the object's size (by wieldiness) is larger than the catcher's size impose a -4 penalty for every category they are over.

On a Natural 20  the catcher automatically catches the object (even if the thrower rolled a Nat 1) as long as the object was within a single move. If the object is not caught, it takes 1d6 damage for every 10 feet traveled. On a Natural 1  the catcher fumbles the catch and takes 1d6 non-lethal damage.
Armed to the Teeth

You can fight two handed with guns and melee weapons.

Requirements
**:** Two-Weapon Fighting

## Benefit

When you fight with two weapons, you can use a ranged weapon in one hand and a melee weapon in the other hand.

###

To gain the benefit of the Two-Weapon fighting feat, your weapons must both be either ranged or melee weapons.
Gargoyle, Hero

**Medium-size Magical Beast (Tough Hero 3)**

**Hit Dice:** 4d10+16 plus 3d10+12 plus 3 (robust), hp 69

**Massive Damage Threshold:** 18

**Initiative:** +2

**Speed:** 45 ft., fly 75 ft. (average)

**Defense:** 18, touch 14, flat-footed 16 (+2 Dex, +2 class, +4 natural)

**Base Attack/Grapple:** +6/+6

**Attack:** +8 melee (1d4, claw)

**Full Attack:** +8 melee (1d4, 2 claws), +6 melee (1d6, bite), +6 melee (1d6, gore), or +8 ranged

**Fighting Space/Reach:** 5 ft by 5 ft./5 ft.

**Special Qualities:** freeze, keen sight, damage reduction 15/+1

**Saves:** Fort +10, Ref +7, Will +2

**Action Points:** 1

**Reputation:** +1

**Allegiances:** chaos, evil

**Abilities:** Str 11, Dex 15, Con 18, Int 6, Wis 11, Cha 7

**Skills:** Hide +11 (+19 when concealed against worked stone), Intimidate +1, Listen +4, Move Silently +4, Speak Terran, Spot +4

**Feats:** Multiattack, Power Attack, Simple Weapons Proficiency, Stealthy, Weapon Finesse (bite), Weapon Finesse (claw), Weapon Finesse (gore).

**Talents (Tough Hero):** Robust, stamina

**Possessions:** None

**Challenge Rating:** 7

**Advancement:** By character class

Gargoyles have the following traits:

**Keen Sight (Ex):** Gargoyles have darkvision with a range of 60 feet and low-light vision.

**Freeze (Ex):** A gargoyle can hold itself so still it appears to be a statue. An observer must succeed on a Spot check (DC 20) to notice the gargoyle is alive.

**Damage Reduction 15/+1 (Su):** In campaigns without magic weapons, the GM can either disregard the gargoyle's damage reduction or apply the damage reduction only to certain types of weapons (ballistic, bludgeoning, sonic/concussion, piercing, or slashing).

**Skill Bonus:** A gargoyle receives a +8 species bonus on Hide checks when concealed against a background of worked stone.

**Bonus Feats:** Gargoyles receive the bonus feats Weapon Finesse (bite), Weapon Finesse (claw), and Weapon Finesse (gore).

**Automatic Language:** Gargoyles speak (but neither read nor write) Terran.
Entrepreneur

**Entrepreneurs** have an obsession about being their own boss. They believe in themselves, have an abundance of confidence, and the ability to acquire the funds necessary to bankroll their newest moneymaking venture. These small to large business owners have a knack for putting together business plans, gathering resources, and getting a new venture off the ground. They rarely want to stick around after the launch, however, as they prefer to put their energies into the next big thing.

### Requirements

To gain the Entrepreneur occupation, the following criteria are required:

     **Minimum Age:** 18+

### Skills

Choose two of the following skills as permanent class skills:

*Note: If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill.*
Blind-Fight

You know how to fight in melee combat without being able to see your foes.

## Benefit

In melee combat, every time the character misses because of concealment, the character can reroll the miss chance roll one time to see if the character actually hits.

The character takes only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces the character's speed to three-quarters of normal.

###

Darkness and poor visibility in general reduces the character's speed to half of normal. See Movement in Darkness.

###

Strong Hero and Dedicated Hero.
Week 1 (BBP1)

## Episode 1

All 20 houseguests entered the house and quickly stated how much they liked it before the first head of household began. The competition was Classic Endurance, and everyone began pushing each other out of the way. It wasn't until Kaleb began repeating the phrase "Huh, I'm still on." after people started targeting him that he ended up winning. After winning the competition, he was approached by Mario and a strangely strange Yago, proposing an alliance. Shy Guy, being the sneakster he is, saw the entire thing play out. He then recruited Scoop, Wasabi, and Zinger to try and rebel against him. The three didn't agree nor disagree. After this, Shy guy goes up to Kaleb's alliance to give them information about the alliance they just created, pinning the blame on Scoop when asked who created it. Also, the Yoshi bros are revealed to be... well... bros! Following this is the nomination ceremony, where Kaleb names Scoop and Zinger the first ever nominations in the series. In a confessional, Scoop reveals that he finds Shy Guy sketchy, then the episode ends.
Erratas

This wiki will outline the ORIGONAL printing of the WotC books. Errata, web enhancements, and other material either from WotC or from the book authors may be added to article pages as long as they are clearly referenced. Errata material that changes wording to be more clear or to fix a clear error does not need to be outlined. Changes to the numbers or the process must be outlined separately from the ORIGONAL book printing. The template "Errata" has been set up to provide consistent formatting for the delineation of the updated content.

{{Errata

}}
Craft/writing

**:** Intelligence

**T:** Yes

**AP:** No

## Checks

This skill allows a character to create short stories, novels, scripts and screenplays, newspaper articles and columns, and similar works of writing. When creating a work of writing, the player simply makes a Craft (writing) check, the result of which determines the quality of the work. No Wealth check is necessary to use this Craft skill.

 31 or higher | Master

### Special

###

Creating a work of writing requires at least 1 hour, but usually takes a day, a week, or more, depending on the scope of the project.

**Table: Feats**
Improved Brawl

You deal extensive damage in a fist fight.

Requirements
**:** +3
**:** Brawl

## Benefit

When making an unarmed attack, the character receives a +2 competence bonus on his or her attack roll, and the character deals nonlethal damage equal to 1d8 + the character's Strength modifier.

###

Unarmed attacks normally deal nonlethal damage equal to 1d3 + Strength modifier.

###

Bodyguard, Daredevil, and Soldier.