recursal/Fanatic-Fandom huggingface dataset:
Expedite Production

**School:** Transmutation [Chronomancy]; **Level** Alchemist 1, Bard 1, Cleric/Oracle 2, Druid 2, Magus 1, Occultist 1, Psychic 2, Sorcerer/Wizard 2, Witch 2, Necromancer 2

CASTING

**Casting Time** one round

**Components** V, S, M (The materials required for the task you wish to complete)

EFFECT

**Range** Personal

**Target** self only

**Duration** instantaneous

**Saving Throw** none **Spell Resistance** no

DESCRIPTION

You achieve a heightened level of efficiency in mundane tasks by magically enhancing your skills and tampering with the conventions of those tasks. On the next mundane task you set out to accomplish, such as cooking a meal, crafting a non-magical item, or making a sculpture, you reduce the time it takes to complete the task by two intervals per caster level (to a minimum duration of one interval).

If something is already at its lowest interval (such as a task that normally only takes one hour to complete), it goes to the next lowest interval in the following order:

* Years
* Months
* Weeks
* Days
* Hours
* Minutes
* Rounds
Lysandre's Eidetic Awareness

**School:** Divination; **Level** 10

CASTING

**Casting Time** one day

**Components** V, S, M (an astrolabe worth 15,000 gold)

EFFECT

**Range** personal

**Target** self only

**Duration** permanent, see text

DESCRIPTION

This spell allows you to perceive things others might not even know exist as if they were right in front of you. Each time you cast this spell, you gain a new effect. These are constant and permanent, and if they have more effects based on duration (such as detect magic), they are treated as always at the maximum and effect all creatures you can see. If an effect is dispelled, you may reactivate it as a full-round action. Some effects require you to have previously chosen another effect.

* Detect Magic
	+ Arcane Sight
		- Greater Arcane Sight
* See Invisibility
	+ True Seeing
		- See onto the Ethereal Plane
* Detect Alignment (all)
	+ Detect Thoughts
		- Discern Lies
* Detect Secret Doors
	+ Detect Snares and Pits
		- Detect magical traps
* Deathwatch
	+ Life Sight
		- Status Sight (with the emotion aspect of Analyze Aura)
Ki Powers

New Ki Powers for Qinggong monks.

**4th level:**

* ​Levitate (as the spell, self only)- 1 Ki point
* Magic Missile (as the spell)- 1 Ki point

**6th level:**

* ​Fly (as the spell, self only)- 1 Ki point. You can spend additional Ki points to increase the maneuverability by 1 step and get a +20 ft fly speed per point spent.

1

Charged Energy Blast- 3 Ki points
Biot-savartian

**Biot-savartian (34 RP)**

**Type (7 RP):** Humanoid (Biot-savartian, Half-Construct)

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

**Size (0 RP):** Medium

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

**Languages (0 RP):** Biot-savartians begin play speaking Common. Biot-savartians with high Int may select

**Magnetic Magic (4 RP):** Biot-savartian sorcerers with the Nanite bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Clerics who are Biot-savartians with the Metal subdomain use their domain powers and spells at +1 caster level. This trait does not give members of this race early access to level-based powers; it only affects powers that they could already use without this trait. Biot-savartians are treated as +1 level higher when casting spells involving magnetism, using granted powers of the Metal domain, using bloodline powers of the nanite bloodline, using the revelations of the oracle's metal mystery, and determining the damage of alchemist bombs that deal electric damage. This trait does not give Biot-savartians early access to level-based powers; it only affects powers that they could already use without this trait. If a Biot-savartian has a Charisma score of 11 or higher, it also gains the following spell-like abilities: 1/day—Levitate, Lead Blades, Gravity Bow, Shocking Grasp. The caster level for these spell-like abilities is equal to the user's character level.

**Living Metal (27 RP):** Biot-savartians have regeneration 1/ Fire and are immune to critical hits.

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

**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.

### Half-Breed Rules:

Dominant: Immunity to critical hits becomes 50% Fortification (-13 RP)

Non-Dominant: Gain Magnetic Magic, Regen 1/Fire, and 25% fortification (+13 RP)
Admon-Ch'uzel's Animas Magicae

**School:** Universal; **Level** 10

CASTING

**Casting Time** 1 minute per intended caster level+other spell casting time, see text

**Components** V, S, M (Esoteric runes and an effigy of magic salts worth 30,000 gold)

EFFECT

**Duration** instantaneous

**Effect** Create living spell

DESCRIPTION

During the casting of this spell, you may cast a number of other spells (see below for limit). You may have a single spell whose casting time is a minute or less be part of this spell's casting without effecting the casting time of this spell, beyond that the casting times are added together.

The spells you cast become a single Living Spell. The CR of this living spell cannot exceed your caster level. A living spell’s Challenge Rating is equal to the level of the highest-level spell upon which it is based, plus one-half its caster level, rounded down (minimum CR 1). If the living spell is based on multiple spells, increase the CR by one-half the sum of the additional spells (minimum increase +1 CR). The living spell, while unintelligent, is able to magically sense your existence as its creator and will not harm you. You may attempt charisma checks to influence the spell (as a free action once per turn per Living Spell) to take actions you desire (such as moving and attacking a creature).

You may cast this spell on an already existing Living Spell you have created to add another spell to it, but the CR still may not exceed your caster level.
Krelzbin's Feral Plague

**School:** Necromancy (Evil); **Level** 10

CASTING

**Casting Time** 10 minutes

**Components** V, S, M (The bones of at least 20 humanoids arranged in a pyre, consumed in the casting)

EFFECT

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

**Area** 1 mile

**Duration** 1 day/ level

**Saving Throw** Fort negates; **Spell Resistance** no

DESCRIPTION

Bloody rain pours from the billowing stormclouds this spell creates.  Anywhere that these bloody drops touch the ground, any corpses in the area rise as Ghouls ( or Ghasts if they have at least 5 HD), and any living creature that the rain touches contracts Ghoul Fever with an immediate onset and frequency of 1/minute, using the save DC of this spell in place of the regular DC. The caster has no special control over any undead created by this spell.

The caster may instead choose to create Vampire spawn when the blood touches humanoids, using the same rules as ghoul fever but creating a Vampire Spawn instead immediately when they are slain.
Avasculate

**School:** Necromancy; **Level** Antipaladin 4, Psychic 7, Sorcerer/Wizard 7, Necromancer 7

Vampire 15 (7, 5, 4)

CASTING

**Casting Time** standard action

**Components** V, S

EFFECT

**Range** close (25ft+ 5ft/ level)

**Effect** Ray

**Target** One living creature

**Duration** instantaneous

**Saving Throw** Fortitude partial; **Spell Resistance** yes

DESCRIPTION

You shoot a ray of necromantic energy from your outstretched hand, causing any living creature struck by the ray to violently purge blood or other vital fluids through its skin. Make a ranged touch attack against the target. If you succeed, they take 10 damage per caster level and are stunned for 1 round. A successful save negates the stun and reduces the damage to 1d6/level.

## \*Avascular Mass

**School:** Necromancy; **Level** Psychic 9, Sorcerer/Wizard 9, Necromancer 9

Vampire 20 (9, 6, --)

EFFECT

**Target**  Single Creature

**Area** 20 ft. burst

**Duration** Instantaneous then 1 round/ level, see text

**Saving Throw** Fortitude partial and reflex negates, see text; **Spell Resistance** yes

DESCRIPTION

This spell functions as Avasculate, except it deals 15 damage/ level or 1d8/ level on a successful save. Additionally, the purged blood vessels spread outward, creating a many-layered mass of bloody, adhesive tissue that traps nearby creatures in a gory horror. Creatures within 20 ft. of the target must make a reflex save or become entangled in the viscera. The target does not receive a save against this effect. This requires a Strength check (DC equal to this spell's) or an escape artist check (DC equal to this spell's+ 5) to remove the entangled condition. A creature can move through the area by making the checks mentioned previously, moving 5 feet for beating a DC of 10 and an additional 5 feet per 5 the DC is beaten by. The thick gore provides cover from all creatures 5 feet apart and total cover from creatures 20 feet apart. It dissolves into a pool of blood after 1 round/ level.
Chronichron

Chronichrons are a race of highly powerful constructs that preside over time. They are tasked with seeing that timelines unfold as they should across the multiverse, and each time the multiverse dies and is reborn in its endless cycle, a new Chronichron is born with the new multiverse. Chronichrons have differing beliefs on how time should unfold, and as such are at near-constant odds with each other, believing their way to be correct and that, had the others not interfered with their grand design, the multiverse would not have been reset. Each Chronichron is the head of a hive-mind type neural network that pilots untold numbers of Drones that it operates across timelines. The rules for playing one of these drones can be found here. Below are a number of sample Chronichrons, including their beliefs and relationships with the other members of its race. Chronichrons can control an unlimited number of their drones at a time, and individual drones can be created and piloted simultaneously.

## Crimson Infinity

Unite Mortals under its own rule, no free will.

## Darkmaster N

Protect mortals and allow evil a chance to redeem itself.

## SCP-001

Wipe out all evil to ensure everlasting peace.

## Malware

Capture and Catalogue all mortals like a zoo.

## Example (uatu)

Observe without interfering in mortal affairs, allow mortals to shape their own destinies.

## Example (Kronika)

Ensure endless conflict between mortals, ensuring they wipe themselves out before they become too dangerous.
Elementalist (Archetype)

*The Elementalist is able to use their energy and motion to shape the world around them and manipulate the elements.*

**Energetic Flow:** The Flow of an Elementalist is more in tune with nature, and their bodies are more accustomed to handling larger quantities. They add their Wisdom Modifier to their flow cap, and likewise increase the amount they can accumulate over their cap.

**This alters Flow.**

**Natural Strikes:** The Elementalist gains Elemental Fist as a bonus feat at first level, and may use it additional times per day by spending a point of flow. **This replaces Improvise.**

**Elemental Equilibrium:** The Elementalist can not select the following Equilibrium powers: Hit and Run, Motion Blur, Quicker than That, Swift Counter, or Uncanny Dodge. They gain access to the following unique Equilibrium Powers:

* Air Render: You may spend 3 points of flow as part of a melee attack to make that attack at a range (10 ft+5 ft/point of flow you have, calculated prior to spending flow to use this). If you have multiple attacks in a round, you may make the additional atttacks at the same range by spending one additional point of Flow per attack you make.
* Defibrilate: You may spend 4 points of flow as a standard action to replicate the effects of a Breath of Life spell.
* Dust Cloud: You may spend 2 points of flow to gain 25% concealment as long as you move for the round. You may instead spend 4 to gain 50%.
* Friction: You may spend a point of flow as part of a move action to ignore any effect that would cause you to slip or fall for one round.
* Static Grasp: You may spend a point of flow to gain a +4 bonus to your next disarm or steal attempt. This increases by an additional +4 if the item is metal.

**This alters Equilibrium**

**Energy Casting**: At 9th level, the Elementalist may cast any spell that deals Acid, Fire, Cold, or Electric damage by spending two points of flow per spell level (minimum 1 for cantrips). At 13th level, this expands to include spells that have those descriptors. **This replaces Where I'm Going and Where I've Been.**
Gear (T3)

## Titles

**Superbeast**- While Equipped, you gain a +8 bonus to a single ability score of your choice (selected when you gain this title) and your DR increases by 10/-. Once per week, you may expend this title to multiply these bonuses by 4 for one minute (+32 to score and increase DR by 40). If you do so, you may not switch titles until the week is up. This title continues to possess half its base bonuses during this week (+4 scores and DR increase of 5).

**New Akatsuki**- You gain a +4 bonus to stealth checks while this is equipped. Additionally, choose a single ally upon receiving this title. This choice cannot be changed unless that ally is killed or permanently defects from your partnership. While within 120 feet of them, they gain the Advanced Creature Template. If the ally you select for this possesses this title, they must select you for it (meaning you cannot select an ally that possesses this title for someone else). *Ally Selected: Plague*

## Techniques

### Tactical Retreat (Gear level 3)

*Go Go Gadget GTFO*

Standard action, 1 round per level.

For the duration, your movement does not provoke attacks of opportunity, you cannot be denied your dexterity bonus to AC, and your move speed is doubled. You may move through difficult terrain normally. Additionally, when you take a 5 ft step you may move an additional 5 feet/ 2 HD you possess.

You can end this technique early to move up to twice your move speed as an immediate action.

### Field Medic (Gear level 6)

Standard action, target 1 creature within your reach (including yourself). That creature heals 1d10/ HD you possess. Any healing over their maximum is granted as temporary HP that lasts for 1 minute. This is reconstructive energy and therefore heals constructs and undead as well.

Similar to Breath of Life, this can bring a creature back from the dead if used within 1 round of a creature dying.

### Hecatoncheires (Gear level 9)

You gain a whole bunch of arms. That's like. Way too many arms. Even Min Min from the hit game ARMS for the Nintendo Switch thinks that's excessive.

Standard action, 1 round per level.

You gain one additional pair of arms, plus an additional set of arms equal to twice your HD (Max 24 HD).

You gain 1 additional attack per round for each extra pair of arms you possess from this technique. You may sacrifice 4 attacks to make a single attack against every creature in your reach. You may sacrifice any number of attacks on your turn to grant yourself a +2 bonus to AC per attack sacrificed until the start of your next turn.

## Parody Stuff

Machine Man (T3)

Toxin (T3)

Blue Beetle (T3)

4th Parody

5th Parody

## Equipment

Starhunter's Timepiece (T3)

Chronoshield Helmet (T3)
Opticoid

**Opticoid (24 RP)**

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

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

**Size (0 RP):** Medium

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

**Languages (0 RP):** Opticoids begin play speaking Common and Opticoid. Opticoids with high Int may select Intergalactic

**Sensitive Vision (4 RP):** Opticoids have the See in Darkness ability and gain a +2 racial bonus to perception checks. However, abrupt exposure to bright light blinds Opticoids for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.

**Limitless Eyes (6 RP):** Since Opticoids may form new eyes at will, they gain All-around Vision and immunity to being blinded (except from their sensitive vision).

**Eye Bolts (4 RP):** Opticoids have a special natural attack called an eye bolt. They possess two of these, both of which are primary attacks that have a range of 15 ft and deal 1d4 electric damage each. They may make these attacks with any part of their body.

**Eye Beam (6 RP)**: Opticoids may harness their energy for a strong Eye Beam attack once per day as a standard action. This functions identically to a breath weapon. This takes the form of a 20 ft line that deals 4d6 electric damage.

### Half-Breed Rules:

Dominant: Lose Eye Beam (-6 RP)

Non-Dominant: Gain Limitless Eyes (+6 RP)
Soul-Bound Doll

**Soul-bound Doll (12 RP)**

These small, sentient dolls contain a fragment of another creature’s soul. The binding process strips some of the individuality from the soul, but fragments of the original creature’s personality remain.

**Type (20 RP):** Construct

**Ability Scores (-2 RP):** +2 Dex, +2 Wis, -2 Cha, -4 Str. As Constructs, Soul-bound Dolls have no Con score.

**Size (0 RP):** Small, and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks.

**Speed (-1 RP):** ​20 ft base speed

**Languages (0 RP):** Soul-bound Dolls begin play speaking Common. Souls with high Int scores can choose from

**Darkvision:** Soul-bound Dollss have Darkvision 60 ft and low light vision

**Construct Traits:** Soul-bound Dolls have all of the Construct Traits.

**Soul bound:** Although most constructs cannot be raised or resurrected, a soul-bound doll’s identity is tied to the donor soul not to her material frame. Thus, even if the material frame of a soul-bound doll is destroyed, the soul can be captured again and essence of the doll can be reformed into a new body via the Craft Construct feat.

**Sentient (-5 RP):** Soul-bound Dolls are affected normally by mind-effects.

### Half-Breed Rules:

Soulbound dolls cannot be half-breeds due to their nature
Asari

**Asari (15 RP)**

The asari are often considered the most influential and respected sentient species in the galaxy, and are known for their elegance, diplomacy, and biotic aptitude.

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

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

**Size (0 RP):** Medium

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

**Languages (1 RP):** Asari begin play with Common and Intergalactic. Asari with high Int can choose any language (except secret languages).

**Melding (5 RP):** Asari may cast Share Memory at will, and when they do so they may share an extra minute worth of memories per level they possess.

**Natural Diplomats (3 RP):** Asari gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature's attitude, they can do so up to three steps up rather than just two.

**Biotic Aptitude (2 RP):** Asari treat their Caster Level as 1 higher for any psychic spells they cast or psionic abilities they possess.

~~~

**Ardat-Yakshi (25 RP):** Ardat Yakshi may result from the children of two pureblood Asari. Any time they use their Melding ability, they target the creature with a Synapse Overload spell. Each time the reduce a creature to 0 HP using this, they gain a +2 Morale bonus to all ability scores for 1 hour. Ardat Yakshi tend toward chaotic alignments.

### Half-Breed Rules:

Asari offspring are always asari. Asari sired from other races select up to 7 RP in traits and add them to the asari's statistics. You may not take weakness or negative traits using this to reduce the cost.
Animal's Bestial Instincts

**School:** Transmutation (Polymorph); **Level** 10

CASTING

**Casting Time** standard action

**Components** V, S

EFFECT

**Range** personal

**Target** self only

**Duration** Concentration +1 round/ 2 levels

DESCRIPTION

Select an Animal, Magical Beast, or Vermin of a CR up to your Caster Level. You morph partially into the chosen creature, but retain most of your regular features. You use the statistics of the selected creature, and retain all of your abilities and equipment. You use your original bonuses to skills unless the new form's bonus is better; you gain any racial bonus to skills the creature has. Any natural armor, DR, or fast healing stacks with your own.

For each ability score, determine if your original score or the creature's score is higher. Use the greater of the two, and add the ability Modifier of the other to your score.
Oncoming Storm (Fighter Archetype)

*Your swift strikes seem to tear through the air itself, ripping it to shreds with anything else in your way*

**Twister:** At 3rd level, you gain a +1 dodge bonus to AC for one round when you attack more than once on your turn. This does not include attacks of opportunity. This bonus increases by +1 for every attack after the second, to a maximum bonus of half of your level in this class. **This replaces Bravery.**

**Cyclone:** At 5th level, you gain an additional attack in a full attack while two weapon fighting at your highest BAB -4. **This replaces Armor Training 1 and Weapon Training 1.**

**Whirlwind:** At 8th level, you may make an attack with each hand, using the normal penalties, as an attack of opportunity or standard action. **This replaces Armor Training 2 and Weapon Training 2.**

**Tornado:** At 12th level, you gain an additional attack in a full attack while two weapon fighting at your highest BAB -6. **This replaces Armor Training 3 and Weapon Training 3.**

**Hurricane:** At 16th level, you gain an additional attack in a full attack while two weapon fighting at your highest BAB, but all attacks (including this one) have a -2 penalty in addition to the normal penalties. You may forgo this attack to not suffer the -2 penalty. **This replaces Armor Training 4 and Weapon Training 4.**

**Typhoon:** At 19th level, you gain an additional attack in a full attack while two weapon fighting at your highest BAB -10. **This replaces Armor Mastery.**

**Vortex:** At 20th level, you may make a full attack action while two weapon fighting as a standard action. **This replaces Weapon Mastery.**
Toughness Feats

**NOTE:** Undead Creatures use their Charisma in place of Con for the purpose of qualifying for these feats, and Constructs are treated as having a Con score of 20 for the purposes of qualifying for these feats.

***\*Toughened by Training***

Prerequisites: Toughness, any style feat

Benefit: You gain +2 HP/ style feat you possess.

***\*Improved Toughness***

Prerequisites: Toughness

Benefit: You gain an additional one hit point per hit dice

***\*Greater Toughness***

Prerequisites: Toughness, Improved Toughness, Con 13

Benefit: You gain an additional one hit point per hit dice

***\*Hyper Toughness***

Prerequisite: Toughness, Improved Toughness, Greater Toughness, Con 14

Benefit: You gain an additional one hit point per hit dice

***\*Extreme Toughness***

Prerequisite: Toughness, Improved Toughness, Greater Toughness, Hyper Toughness, Con 15

Benefit: You gain an additional one hit point per hit dice

***\*Superior Toughness***

Prerequisite: Toughness,Improved Toughness, Greater Toughness, Hyper Toughness, Extreme Toughness, Con 16

Benefit: You gain an additional one hit point per hit dice

***\*Maximum Toughness***

Prerequisite: Toughness, Improved Toughness, Greater Toughness, Hyper Toughness, Extreme Toughness, Superior Toughness, Con 17

Benefit: Instead of rolling for hit points, you gain maximum hit points per hit dice

***\*Toughness Overdrive***

Prerequisite: Toughness, Improved Toughness, Greater Toughness, Hyper Toughness, Extreme Toughness, Superior Toughness, Maximum Toughness, Con 18

Benefit: You gain an additional two hit points per hit dice

***\*Toughness Prime***

Prerequisite: Toughness, Improved Toughness, Greater Toughness, Hyper Toughness, Extreme Toughness, Superior Toughness, Maximum Toughness, Toughness Overdrive, Con 19

Benefit: You gain an additional two hit points per hit dice

***Mythic Toughness***

Prerequisites: Toughness, Mythic Tier 1

Benefit: all additional hit points from toughness feats you have are doubled.
The Impaler (T3)

The Impaler is a +4 Keen, Extended, Greater Vampiric, Wounding longspear.

You gain the feats Blood Mage Apprentice and Blood Vampirism as bonus feasts, even if you do not meet the prerequisites.

You may expend points from your blood pool to add the following to The Impaler. This does not cost an action, and lasts 1 round per level.

1 Point:

* Bane (Humanoids, Human), can spend 1 additional point to choose a different subtype or 2 to choose a different type
* Extended, up to 5 times.
* Heartseeker
* Knockback
* Ominous
* Swarmstrike
* Penetrating, Lesser
* Plummeting

2 Point:

* Deadly Precision
* Exit Wound, only a distance up to its reach
* Fierce
* Impact
* Phase-Locking
* Sharding
* Vanishing

3 Point:

* Bodyfeeder
* Fleshgrinding
* Gory
* Mindfeeder
* Penetrating (Does not stack with Lesser Penetrating)
* Resounding
* Soulfeeder

4 Point:

* Critical
* Relentless
* Slaying (Humanoids, Human), can spend 1 additional point to choose a different subtype or 2 to choose a different type

5 Point:

* Coup de Grace
* Heart-Piercing
* Maiming
* Penetrating, Greater (Does not stack with Lesser Penetrating or Penetrating)
* Greater Spell Storing (Vampiric Touch Only)

If you have at least 1 mythic rank, you gain the Mythic Blood feat and can spend blood points to add the following.

* Epic Relentless (6 Points)
* Dread (Humanoid, Human) (7 Points) can spend 1 additional point to choose a different subtype or 2 to choose a different type
* Penetrating, Epic (7 points)
* Epic Critical (8 points)
* Unholy Power (8 points)
* Godly Critical (12 points)
Insane Creature Template

*A madman rolls about on the ground, babbling nonsense before quickly springing up and attacking mercilessly*

**CR:** +2

**Prerequisites:** Must have a sanity score of Zero or less

**Alignment:** Becomes Chaotic Evil

**Type:** Same as base creature

**Ability Scores:** +4 Str, +8 Cha, -8 Wis

**AC:** An insane creature adds its Charisma modifier to AC as a dodge bonus

**Defense:** An insane creature's babbling makes it immune to sonic damage and effects that require hearing to be effective

**Offense:** Insane creatures eschew Normal weapons; they treat all weapons as Improvised Weapons, using the information listed under the Monk of the Empty Hand description. They also gain a natural bite attack that deals 1d6 damage and two natural claw attacks that deal 1d3 damage, unless the base creature has better versions of these attacks.

**Skills:** +10 Bluff, -10 Diplomacy

**Special:**

* Insane creatures are immune to all confusion and insanity effects, except for those caused by their madness
* Any creature attempting to make mental contact with an Insane Creature, the creature must make a Will save DC 10+1/2 HD+Cha mod or take 10 sanity damage. Succeeding this save negates this sanity damage. If this causes a creature to gain a madness, it gains a Phobia of using purely mental communication.
Dishonored Weapons

## Weapon Properties

* Conceal: The weapon is easily concealed, granting a +4 bonus to Sleight of Hand checks to hide it on your person.
* Double: The weapon has two ends which can be attacked with.
* Finesse: The Weapon Finesse feat applies to this weapon even though it normally would not.
* Hands-free: The weapon does not occupy a hand, meaning abilities that require a free hand can be used while "wielding" this weapon.
* Reach: The weapon's reach is increased by 5 feet.
* Splinter: The weapon deals damage over time when it scores a critical hit, detailed in the weapon's description
* Thrown: The weapon can be thrown without penalty.
* Versatile: The weapon can be wielded one-handed or two-handed. The information prior to the / is for using one hand, after is for two.

## Ammunition

**Incendiary bolt:** Incendiary bolts deal 1d8 fire damage on a hit, and require the target to make a fort save (DC 13). Failure means they take half that damage (minimum 1) every round for 1d4 rounds or until put out.
Permanency Additions

Spell name- Cost (additional information, if necessary)

* Air Walk- 11,000 gold
* Align Weapon- 2,000 gold
* Antimagic Field- 24,000 gold
* Antipathy- 33,750 gold
* Bestow Curse- 7,000 gold (a permanent curse requires a limited wish, wish, miracle, or divine intervention to remove)
* Bloody claws- 5,000 gold
* Clairvoyance- 3,750 gold
* Consecrate- 3,000 gold
* Contingency- 18,000 gold
* Coordinated effort- 15,000 gold (one person per permanency)
* Darkness- 2,000 gold
* Deeper Darkness- 3,000 gold
* Daylight- 3,000 gold
* Detect- 2,500 gold (Choose one from animals, plants, undead, aberrations, vermin, LG, NG, CG, LN, N, CN, LE, NE, or CE)
* Desecrate- 3,000 gold
* Dimensional Lock- 30,000 gold
* Dragon's Breath- 16,000 gold
* Endure Elements- 750 gold
* Gentle Repose- 3,000 gold
* Getaway- 24,000 gold
* Gravity Bow- 5,000 gold
* Greater Longstrider- 7,000 gold
* Guards and Wards- 24,000 gold
* Haste- 6,000 gold
* Keen Senses- 1,250 gold
* Lead Blades-5,000 gold
* Longstrider- 3,750 gold
* Mage's Magnificent Mansion- 26,250 gold
* Magic Stone- 250 gold
* Negate Aroma- 750 gold
* Planar Adaptation- 4,000 gold
* Prying Eyes- 8,750 gold
* Secret Chest- 6,250 gold
* Strong Jaw- 5,000 gold
* Sympathy- 30,000 gold
* Tiny Hut- 4,500 gold (ends if the caster leaves the hut)
* Unseen Servant- 2,000 gold
MD Livewire

**School** **Conjuration**; **Level** Mountain Dew Domain 7

CASTING

**Casting Time** 1 full round action

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

EFFECT

**Range** Personal

**Duration** 1 round per level

**Saving Throw** Fort partial; **Spell Resistance** yes

DESCRIPTION

You down a bottle of Livewire, causing one lightning tentacle per caster level to burst forth. You can direct these tentacles to attack a single creature within 15 feet as a standard action, or one creature per 3 caster levels as a full-round action. Each tentacle has an attack bonus equal to your base attack bonus plus either your Constitution or Charisma bonus (whichever is higher). Each tentacle deals 3d6 points of electricity damage and 2d6 slashing damage, and a tentacle vanishes after a successful hit. A creature struck by this must make a fortitude saving throw or be stunned for 1 round.
Still Water

***Still Water***

**School:** Transmutation **Level** Vampire 6 (3, 2, 1)

CASTING

**Casting Time** standard action

**Components** V, S, M (pebbles and mortar)

EFFECT

**Range** close (25 ft. + 5 ft/level)

**Target** Vampire touched

**Duration** 1 minute

DESCRIPTION

You cause a strip or running water to freeze in place, allowing you to pass safely across a barrier that would otherwise be impassible to vampire-like. The bridge is five feet wide and spans a distance of 30 feet plus five feet for every two levels of the caster, and requires two anchor points on solid ground. The ford remains in existence until the spell’s duration has expired, the caster wishes it cancellation, or it is dispelled. Anyone caught upon the ford when the spell ends plummets into the water. Those within 10 feet of either end may make an Acrobatics check (DC 15) to leap to safety.
Ogre (Redone)

**Ogre (18 RP)**

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

**Ability Scores (5 RP):** +6 Str, +2 Con, -2 Int, -2 Dex

**Size (7 RP):** Large

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

**Languages (-1 RP):** Ogres begin play speaking Giant, and may choose common,

**Thick Skin (3 RP):** Ogres gain a +2 bonus to natural armor

**Reach (1 RP):** Ogres have a 10 ft reach

**Dark/low-light vision (3 RP):** Ogres have Dark vision 60 ft and low-light vision

### Half-Breed Rules:

Dominant: Lose Dark/Low-light vision (-3 RP)

Non-Dominant: Gain Reach and +1 natural armor (+3 RP)
Marley's Malleable Reality

**School:** Universal; **Level** 10

CASTING

**Casting Time** 1 round

**Components** V, S

EFFECT

**Range** personal

**Target** self only

**Duration** Instantaneous

DESCRIPTION

A single thing you desire to be true becomes true. This may function as any other spell (except 10th level spells) or a Divine Intervention.

You may also create effects beyond these, for example:

* desire to become rich, granting you 1d100 x100,000 gold
* cause a powerful creature or many low-power creatures to cease to exist
* effect the material plane as if it were a demiplane under your control for a single instance
* change the way a single specific rule works in the game for one creature (allowing cirumstance bonuses to stack, for example)
* or similarly powerful effects not governed here, at DM discretion
W.E.D.G.E.

**W.E.D.G.E. (41 RP)**

*The World-Ending Destructive Genetic Experiments, or W.E.D.G.E.s, were engineered for violence and destruction, but some members choose to reject this creation plan and follow their own paths.*

**Type (3 RP):** Aberration

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

**Size (0 RP):** Small, gaining a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks.

**Speed (7 RP):** 40 ft base speed, Climb 20 ft (+16 racial bonus to Climb checks) as well as being affected by a constant, non-magical spiderclimb.

**Languages (-1 RP):** W.E.D.G.E.s begin play speaking Tantalog. W.E.D.G.E.s with high Int may select Intergalactic,

**Darkvision:** W.E.D.G.E.s have darkvision out to 60 ft.

**Bodily Weaponry (10 RP):** W.E.D.G.E.s have a Bite attack that deals 1d6+ twice their Str mod and 4 claw attacks that deal 1d3+Str mod each (or 2, see Retractable Arms). If they hit with 2 claw attacks, they deal an additional 1d3+1 and 1/2 Str mod. This can apply twice if they hit with 4 claw attacks.

**Retractable arms (8 RP):** W.E.D.G.E.s naturally have 4 arms, but they can retract two of them to grant themselves an additional +4 Str. The process of extending or retracting these limbs is a full-round action.

**Natural Armor (3 RP):** W.E.D.G.E.s gain a +2 natural armor bonus to AC

**Living Supercomputer (4 RP):** W.E.D.G.E.s may select any 4 skills and treat them as class skills.

**Scent (4 RP)**: W.E.D.G.E.s gain the scent ability.

**Insulated Fur (7 RP):** A W.E.D.G.E. is immune to Fire and have resistance 10 to electricity.

**Hyper-Density (-5 RP):** A W.E.D.G.E. takes 100% more (double) damage from Cold damage and water based effects. They sink twice as fast in all liquids and fall twice as fast (meaning they take fall damage as if they fell twice as far).

**Sensitive Ears (-4 RP)**: W.E.D.G.E.s take 100% more damage from sonic damage.

**Compression (1 RP)** The creature can move through an area as small as one-quarter its space without squeezing or one-eighth its space when squeezing.

### Half-Breed Rules:

WEDGE cannot be half-breeds due to being genetically engineered and unable to reproduce. The rules included below are for use with the Gene Splicing feats.

Dominant: Lose Insulated Fur and Scent, Natural armor is reduced by 1 (-12 RP)

Non-Dominant: Gain Retractable Arms and Living Supercomputer (+12 RP)
Cometfall (M)

**School:** Evocation [Fire, Choromancy]; **Level** Sorcerer/Wizard 9

CASTING

**Casting Time** full-round action

**Components** V, S

EFFECT

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

**Area** 60 ft burst

**Duration** instantaneous

**Saving Throw** reflex partial, see text; **Spell Resistance** no

DESCRIPTION

By expending a use of mythic power, Cometfall's strength is greatly heightened. The range becomes 10 miles per mythic rank you possess, and the burst area is increased by 60 feet for every mythic rank you possess. The meteor's size increases by 10 feet for every mythic rank you possess and if it would mean another creature in the area of effect would be stuck beneath it, then you gain another ranged touch attack against a creature. The base damage is increased by 1d6 per mythic rank and the AOE damage of the spell also increases by +1d6 per 2 mythic ranks you have. Finally, the DC to move the rock is increased by +1 for every mythic rank you possess and has 10 additional HP and 1 additional hardness for every mythic rank.

Once you have reached Mythic Rank 5, you can spend 4 uses of mythic power when using this spell to increase the range to be anywhere that you can see on this plane of existence and instead of increasing the blast radius by 60 every mythic rank, you double it for each mythic rank you possess. This also doubles the size of the meteor for each mythic rank, and if it would mean another creature is in the area of effect then you gain a ranged touch attack against that creature. The base damage is increased by 2d6 per mythic rank and the AOE damage by 1d6 per mythic rank, and the DC to move the rock is increased by +2 for every mythic rank you possess and has 20 additional hp and 2 hardness for every mythic rank. Using the spell in this way could be apocalyptic and is extremely dangerous, often times used by powerful mages and galactic entities to herald the end times.
Orbs of Creature Snaring

**Aura** strong conjuration; **CL** varies; **Slot** —; **Price** varies; **Weight** —

As a Standard Action that provokes an AOO, you can make a ranged touch attack (30 ft) to attempt to capture a creature. They roll a d20 and add their HD. If they are below 50% HP, DC is +2. If below 25%, +4. If below 10%, +8. If they are affected by a status condition, these become +3, +6, and +12.

 Improved
 Greater
 Master
Necronomicon

A horrid tome of pure evil. Bound in the flesh of a dead cultist and scribed in the blood of a mad monk, the Necronomicon holds the most dark and evil secrets of the universe within it's horrible pages.

The Necronomicon is a book that can be utilized as a +5 Unholy Ominous Stalking weapon, dealing 10d6 negative energy damage with a x2 crit. This attack can be made out to a range of 30 ft. This damage is not increased or decreased based on size.

While the Necronomicon is equipped you gain the following abilities.

* At the beginning of every day you can sacrifice a 1st level spell slot or lower to be considered an undead or an aberration for the remainder of the day. This is only for purposes of effects such as bane or spells that only effect certain creatures.

* Add Animate dead, Lesser animate dead, Vampiric touch, all inflict spells, and harm to your spell/technique list.

* All spells added by this item are treated as 4 levels higher for caster level. This effect ignores usual level caps.

* Undead and any kind of aquatic humanoid as well as aberrations within 30 feet of you are treated as if in the area of a desecrate spell. In addition, they are granted +1 hit point per hit dice you possess.

* Once per day for every 4 levels you possess you can choose to maximize and empower an inflict spell of the highest level you can perform. This can be used as a part of a technique, adding the inflict spell to the damage dealt.

* Gain access to the Death Domain with the Undead Subdomain and the Void Domain with the Dark Tapestry sub domain as if you were a cleric of your character level. You gain the spells as spell like abilities usable once per day and use your relevant modifier for saving throws.

* Use your knowledge against your foes. When battling against a creature, you can choose to make a knowledge check at any time instead of an attack roll to determine if you hit or not. The knowledge check must pertain to the creature in question.

* You can take any amount of wisdom damage to increase another ability score by the amount of wisdom damage dealt. This lasts for 24 hours. The wisdom damage cannot be healed and only comes back once the ability wears off.

* Gain the spell Avasculate added to your list of spells.

* 10/day you can confer with the mad monk and gain a +50 bonus on a single knowledge check. If you beat the dc by more than 50% however you take 1d6 wisdom damage or are effected by a lesser confusion spell (No save) whichever you choose.
Misc. Houserules

* Aberrations are immune to critical hits
* Necril: language of the undead
* Intergalactic: language of civilized space-faring races
* Life Sight: This special kind of vision functions as Blindsight coupled with a permanent *Deathwatch* effect.
* Faction Templates: You gain all the abilities of a Faction Template if you are of high enough rank in that faction, as determined by the faction leader. These do not have CR increases and as such cannot be selected by any ability that gives you a template of a certain CR increase. When a powerful creature becomes high enough in the faction, they may confer an additional bonus to the faction template.
* Bonecharms: There is a new magic item slot, called the Bonecharm slot, on the body. Every player has three of these slots.
Mageslayer Feats

***Extra Slayer Art:***

*Through your devotion and dedication, you have furthered your mastery of the art of mageslaying.*

Prerequisites: Slayer Art class feature

Benefit: You gain one additional mageslayer art. You must meet all of the prerequisites for this slayer art.

Special: You can take this feat multiple times. Each time you do, you may learn a new slayer art.

***Extra Guile:***

*Some mageslayers are particularly adept at using their cunning to weave the forces of their enemies.*

Prerequisite: Slayer’s Guile class feature

Benefit: Your maximum amount of guile increases by 2, and you begin each day with an extra 2 points of guile.

Special: You can take this feat multiple times, it’s effects stack.

***Efficient Fueling:***

By better understanding the way your body channels magical energies, you can better pull out power from seemingly nothing.

Prerequisite: Beguiling Fuel class feature

Benefit: When you use your beguiling fuel ability, instead of regaining 1 point of guile you  instead regain an amount equal to the damage you suffer for activating the ability.

***Mage Hatred:***

*Your natural inclination for hating those that abuse magic has not just led you to knowing how to slay them easier, but able to mix the art of redirecting their craft and their hearts into a single purpose.*

Prerequisite: Fire with Fire class feature, Favored Enemy class feature.

Benefit: If you target one of your favored enemies with a stolen spell that deals hit point damage, you may spend an additional 1 point of guile to increase all variable, numeric aspects of the spell by 50% as the Empower Spell metamagic feat.

***Seething  Mage Hatred:***

*You are a master of turning the spells of your despised foes back on them.*

Prerequisite: Mage Hatred Feat, character level 8th.

Benefit: Whenever you target one of your favored enemies with a stolen spell that deals hit point damage, all variable, numeric aspects of the spell are automatically increased by 50% as per the Empower Spell metamagic feat. You can spend an additional 2 points of guile when using this spell to also maximize all variable, numeric aspects of the spell as per the Maximize Spell metamagic feat.

***Raging Slayer:***

*Melding the arts of brutal fury and tactical cunning, you can make use of your mageslayer training through instinct even when deeper thinking eludes you.*

Prerequisite: Fire with Fire class feature, Rage class feature

Benefit: While Raging you can still make use of your Fire with Fire class ability, and may spend 1 round of Rage to count as spending 2 points of Guile for using spells through Fire with Fire. Additionally while Raging the first attack you make in a full attack is always counted as a Spell Thief attack.
Loboan

**Loboan** **(29 RP)**

**Type (3 RP):** Monstrous Humanoid

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

**Size (7 RP):** Large

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

**Languages (0 RP):** Loboans begin play speaking Common and Anur. Loboans with high Int may choose

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

**Bite (2 RP):** Loboans have a natural bite attack that deals 1d6 damage.

**Claws (2 RP):** Loboans have two natural claw attacks that deal 1d8 each.

**Scent (4 RP):** Loboans have the Scent universal monster trait.

**Sonic Howl (10 RP):** Twice per day, as a standard action, Loboans can make a supernatural breath weapon attack that deals 3d6 points of sonic damage in a 15 ft cone. All creatures within the affected area must make a Reflex saving throw to avoid taking damage. The save DC against this breath weapon is 10 + 1/2 the user's character level + the user's Constitution modifier. Those who succeed at the save take no damage from the attack.

**Severe Fire Weakness (-4 RP):** Loboans take 100% more damage from fire.

**Electric Weakness (-2 RP):** Loboans take 50% more damage from electric.

**Light Blindness (-2 RP):** Abrupt exposure to bright light blinds Loboans for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.

### Half-Breed Rules:

Dominant: Sonic howl becomes once per day (-4 RP)

Non-Dominant: Gain Claws and Bite (+4 RP)
Piscciss Volann

**Piscciss Volann** **(27 RP)**

**Type (3 RP):** Monstrous Humanoid

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

**Size (0 RP):** Medium

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

**Languages (0 RP):** Piscciss Volann begin play speaking Common, Aquan, and Piscciss. Piscciss Volann with high Int may select Intergalactic,

**Amphibious (2 RP):** Piscciss Volann are amphibious and can breathe both air and water.

**Darkvision:** Piscciss Volann have Darkvision out to 60 ft.

**Water Sense (1 RP):** Pisciss Volann can sense vibrations in water, granting them blindsense 30 feet against creatures that are touching the same body of water.

**Powerful Bite (6 RP):** Piscciss Volann have a bite attack that deals 1d8+ twice their Str modifier.

**Powerful Swimmer (9 RP):** Piscciss Volann have a swim speed of 60 ft, a +12 bonus to swim checks, and may always take 10 on swim checks.

**Camouflage (1 RP):** Pisciss Volann gain a +4 bonus to stealth in Oceans.

**Angler (2 RP):** Members of this race can create light centered on their head at will as a spell-like ability. When using their angler, a member of this race gains a +2 circumstance bonus on Intimidate checks against aquatic creatures and on perception checks while underwater.

**Sea Longing (-1 RP):** Every 24 hours a Piscciss Volann spends in an area more than 10 miles from the sea, it must succeed at a DC 20 Will save or take 1 point of Wisdom drain.

### Half-Breed Rules:

Dominant: Cannot take 10 on swim checks, swim bonus reduced by 4, and their swim speed is reduced by 20 (-6 RP)

Non-Dominant: Gain Angler and Amphibious and a bite attack (1d6+Str) (+6 RP)
Space Gem

**Space Gem**

**Aura** strong conjuration; **CL** 25th

**Slot** none; **Weight** --

The Space Gem is one of eight Infinity Stones. It is purple in colour. While in the possession of a creature and carried on their person, it grants the following abilities. Any save DCs are 10+1/2 your level+ your Dexterity modifier.

* +8 Bonus to Dexterity
* +30 ft move speed
* You may cast at will: dimension door, dimensional anchor, twisted space
* You may cast three times per day: dimensional bounce, teleport, walk through space, locate object
* You may cast interplanetary teleport, discern location, and plane shift once per day each
* You are treated as constantly under the effects of freedom of movement
* You are immune to dimensional anchor and similar effects
Command Gravity

**School:** Universal (Galactimancy) [Choromancy]; **Level** Druid 9, Sorcerer/Wizard 9

CASTING

**Casting Time** Standard action

**Components** V, S

EFFECT

**Range** medium (100 ft + 10 ft/level

**Area** up to one 10ft cube/level

**Duration** 1 round/level

**Saving Throw** none, see text; **Spell Resistance** no

DESCRIPTION

This spell functions as Reverse Gravity, except that each round as a move action, you may change the direction that is "down".  If used in a direction other than up, the creature falls if it reaches the edge of the spell. You may also choose for the area to be a zone of low gravity, high gravity, or no-gravity. Rules for gravity fluctuations can be found here.