recursal/Fanatic-Fandom huggingface dataset:
Harbinger of Death (Class)

## Features

### **Class Unlock:**

At Level 19, you can unlock this class via an Affiliation Quest from Blade Edge.

When this class is unlocked, you become proficient in *Cursed and Death Weapons*.

**Swift Judgement:**

**Tier I:** Once per 4 games, you can verbally sentence someone to death. Said target now takes x2 DMG from Cursed and Death Weapons for two turns.

**Tier II:** Once per 4 games, you can verbally sentence someone to death. Said target now takes x2.5 DMG from Cursed and Death Weapons for two turns or 4x DMG from Cursed and Death Weapons for one turn.

**Tier III:** Once per 4 games, you can verbally sentence someone to death. Said target now takes x3 DMG from Cursed and Death Weapons for two turns or 5x DMG from Cursed and Death Weapons for one turn.

### **Blood Seed:**

**Tier I:** When using a *Cursed or Death Weapon,* you can expend an attack action to attempt to attack your target. If you succeed in hitting your target, they lose 1d100/2 DMG per turn.

**Tier II:** When using a *Cursed or Death Weapon,* you can expend an attack action to attempt to attack your target. If you succeed in hitting your target, they lose 1d100 DMG per turn (Minimum 50). Additionally, you can use a free action every turn to increase the damage by 1d20.

### **True Ruthlessness:**

In the event you get a critical hit while using a *Cursed or Death Weapon* for an attack, you can make an additional attack action at no cost to your action pool. (Can be stacked up to three times, and every time it is used your DMG gets reduced by 25%.)

### Limb Harvester:

When using a *Cursed or Death Weapon,* you gain +2 to your challenge bonus, and automatically deal 20%+ extra damage.

### **Nothing Can Stop Death:**

You have become proficient enough in Cursed and Death Weapons to be able to use *Anti-Matter Cursed and Death Weapons*. All your abilities now work with *Anti-Matter Cursed and Death Weapons*.

### **Taste of Heaven:**

You gain advantage on a boss type of your choice. When you kill that boss type, you get an advantage for loot rolls.

### **Headhunter:**

When using an *Anti-Matter Scythe,* you can expend all your attack actions for the turn and your next two attacks will be critical hits.
Athena

**Athena-** to sowogryf, który kiedyś należał do Edmunda Raleigh'a. Siedemnaście lat po jego śmierci demon został przekazany jego synowi, Fletcherowi Raleigh.

## Wygląd

Athena wygląda jak sowa, lecz zamiast dwóch nóżek ma cztery lwie łapy. Jej oczy są niesamowicie błękitnie.

## Charakter

Athena jest bardzo opiekuńcza i przez cały czas troszczy się o swojego pana.

## Umiejętności

* Dobra widoczność w ciemności
* Latanie dzięki skrzydłom
* 360 stopni widoczności
Old One's Chosen (Class)

* Hit Points at Higher Levels: 1d8 (or 5) + your Fortitude modifier per Old One's Chosen level after 1st

### Dreamweaver: Subclass

* Proficiencies: Dream, Reality Warp
* Feature: Dreamscape Dive - At level 1, you gain the ability to enter others' dreams while they sleep. While in this state, you can communicate, observe, or even manipulate the dreams to a degree.
* Starter Spell: Nightmare Grasp - For 8 MP, pull energies from the realm of dreams to temporarily ensnare a creature in a waking nightmare. They are immobilized for 1 turn and take 1d6 psychic damage.
* Starter Item: Dreamcatcher's Orb - A translucent orb that captures dream remnants. When held, it allows the Old One's Chosen to experience past dreams, granting them clues or vague premonitions of the future

### Abyssal Seer: Subclass

* Proficiencies: Madness + two of your choice
* **Feature: Glimpse Beyond -** Starting at level 1, you can briefly pierce the veil of reality to glimpse the chaotic realms of the Old Ones. This insight grants you an advantage on one roll of your choice but leaves you with a disadvantage on a subsequent roll due to the mental toll. You gain 1d8 Madness per use.
* **Starter Spell: Maddening Whisper -** For 6 MP, target a creature you can see. They must make a Wisdom saving throw or hear incomprehensible whispers for 1 minute, granting causing 1d4 psychic damage at the start of each of their turns for 1d4 turns. They gain 1d4 madness when hit.
* **Starter Item: Eldritch Amulet -** A necklace made from materials, not of this world. When worn, it occasionally murmurs secrets to the bearer, granting a +1 to Insight checks but also a slight touch of madness. You passively gain 1d4 Madness per game while worn as an accessory.
Othello

## Relacje

### Rodzina

Thaissa Thorsager (siostra)Atylla Thorsager (brat)Briss Thorsagerc(matka)Uhtred Thorsager (ojciec)Essie Thorsager (siostra)

## Wygląd

### Włosy

Ciemnorude

Krasnolud z rodziny Thorsagerów ,przyjaciel Sylvy oraz Fletchera.Był on pierwszym krasnoludem szkolącym się w Akademii Vocanów, jak i pierwszym krasnoludzkim bojowym magiem. Ma dwa demony: Golema o imieniu Solomon oraz Piraustę Prię.Jest synem Briss Thorsager i Uhteda Thorsagera. Miał brata bliźniaka Atylle.

## Wygląd

W pierwszej części Othello ma ciemnorude włosy i brodę z wąsami tego samego koloru. W "Wyprawie" jednak podczas rozprawy sądowej zostaje ona ścięta. Ma mocną krępą sylwetkę i krzaczaste brwi. Zawsze ma równo obcięte paznokcie. Wygląda tak samo jak jego brat bliźniak Atylla.

## Charakter

Jest życzliwym i otwartym krasnoludem. Jest tolerancyjny wobec innych ras. Byłby w stanie oddać życie za przyjaciół i rodzinę.

## Historia

Z tego powodu, że był tak podobny do swojego brata często podawał się za niego, by oszczędzić mu kłopotów związanych z pinkertonami.Był pierwszym krasnoludem uczącym się w Akademii Vocanów. Wyjątkowo zaprzyjaźnił się z Fletcherem Raleighem oraz Sylvą Arkenią. W turnieju kończącym pierwszy rok nauki dotarł do półfinału, gdzie miał zmierzyć się z Fletcherem, jednak z powodu złamanej nogi i niewystarczającej ilości many poddał się. Ukończył również drugi rok w Akademii Vocanów. W "Wyprawie" był w drużynie razem z Sylvą, Fletcherem i ich przewodnikiem Jerremym. W eterze Fletcher oddał mu demona Piraustę, którą nazwał Pri.

## Broń i dobytek

* Krasnoludzki Tomahawk
* Zwój przywoływania
* Kamień widzący

## Demony

* Pria
* Solomon
Borrians

## Physical Description

Borrians are large humanoids which rely on partial or full **Heat Suits** to survive on foreign planets. Generally, these beings are very muscular and can easy break bone with the force of their fists. When not wearing their armor, Borrians are covered in flesh-like scales that regulate their body temperature. Depending on the Borrian, these scales can be very durable and gain properties akin to bone.

* **Equip Load:** The starting **Equip Load** stat for Borrians is 90lbs

* **Item Burden:** The starting **Item Burden** stat for Borrians is 140lbs.

## Culture

Before the current hyperspace war, Borrians and their people were raised as natural traders. This trading mindset has persisted and lends to their natural wit. However, some Borrians now prioritize defending their home world from occupation and have become hardened super soldiers.

## Borrian Traits

Borrians have incredible natural strength.

* ***Ability Score Increase:*** Your Strength score increases by 2.

Borrians are known to have long lives, but prolonged and sustained use of their Heat Suits are known to significantly decrease their life spans.

* **Age:** Borrians have been observed to live to nearly 200 years old.

Even though Borrians may not be the fastest species in the galaxy, their endurance is nearly unmatched.

* **Speed:** The **Speed** of Borrians is 30 per turn.
* **Persistent:** Borrians only take 75% of the exhaustion points given.

Borrian culture has raised naturally witty citizens and barterers.

* ***Ability Score Increase:*** Your Speech score increases by 1.

Borrian's are native armorers and know exactly how to optimize their gear.

* ***Ability Score Increase:*** You gain +1 to your base armor stat, and +1 to crafted armor.

**Borrian Legacy:** Each Borrian must choose how to live their life in these hard times. Will the pressures of the Hyperspace war weigh on them or will they stick to traditional ways?

**Traditional Legacy**: If this Legacy is chosen, a Borrian has chosen to live their lives as merchants. The Hyperspace was has no meaning unless it brings profit to me.

* **Merchant Bonus:** you gain a permanent 10% discount on all shops in allied territory.
* ***Ability Score Increase:*** Your Speech score increases by 1.

**Future Legacy:** Drastic times call for drastic measures. You have had to altered your body to better fix the pressures of the Hyperspace wars. You have changed your entire skeleton to better carry weapons of war and equip **Super-Heavy Armor**.

* **Super Soldier Exoskeleton:** Your **Equip Load** stat increases by 110.
	+ **Debuff:** Breaks in your exoskeleton require repair or suffer a penalty of 2 exhaustion points per game.
* **Non-Standard Healthcare:** You only heal 75% of item's or action's healing effect permanently.

By a young age, most Borrians know how to talk to other galactic species.

* ***Languages.*** You can speak, read and write in **Galactic,** **Lost Hyuan, and one additional language**.

## Character Aspects

**PERSONALITY TRAITS**

 3

**FLAWS**

 3
Bastard (Class)

## Overview of the Bastard Class

You are a scumbag that either gets away with everything or gets served justice for the devious schemes you enact. No one knows how, but you always pull some insane bullshit that makes things worse for people not in your party (in some cases, you screw over your party members as well).

Starting off, you really have no home in the Bright Star Nebula. You are a fiend among fiends, and your underhanded tactics illustrate that very well. This is not an up-close and personal battle class, this is the class of a true bastard who relies on trickery and deception to get their way. Who knows why they are even on this adventure in the first place... that's for them to know and you to find out.

## Features

### Good Things Happen to Bad People

For your beginning ability, you must roll an additional plus-or-minus die ( ± ) on every roll combat or skill related action dice (This does not apply to any rolls related to health or skill points under any circumstances).

At the beginning of your action dice roll, you must roll a 1d2.

* On the result of a 1, the ± die becomes a negative roll that subtracts from your action dice total. (EX: 1d10-4)
* On the result of a 2, the ± die becomes a positive roll that adds to your action dice total. (EX: 1d10+4)

### Skin of your Teeth

Once per game you can retry a Deception roll at no penalty, but your new Deception must not be similar to the first try.

### Two Lies and One Truth

Your Mastery Bonus now applies to your Deception and Persuasion stats.

### Fool me Twice

You gain advantage on Disguise based rolls, along with a specific non-character sheet related skill that falls under the domain of trickery.
Grotesque Verger

## Overview of Grotesque Verger

Grotesque Verger is a beast of the most horrid bogs of Boun. It is a digusting being that should not be allowed to exist. Someone should definitely destroy it.

## Boss Features

### Action Economy

Once every two players

Requirement
 8
 9
1d15 + Nature + Deception

Durability: 1d12+5
 10
(Once per game; Max 50)
24LBS

## Special Ability

While in the Grotesque Verger's boss arena, you automatically lose 5HP per Grotesque Verger's turn.
The Mountain King

## Overview of the Mountain King

In the mountainous regions of Bringham, the Gregorian people reside in a nearly undisturbed state. In ancient times, These ancient peoples worked with Bingham residents to build up the many fortresses of Bingham. Without the cooperation that the Gregorian people gave to the ancient Binghamites, Brittanica surely would have conquered them at one time or another. However, when Bingham's legendary Golemancers were born, the Gregorians were needed less and less until they slumbered, awaiting Brittanica to strike again. That was for the few that did not become a part of the mountains.

## Loot Table

Requirement
REWARD
The Horned Fiend

## Overview of the The Horned Fiend

The Horned Fiend lies within the Sunlight Sepulcher. It is a recently awakened beast due to the actions of a revived heretical figure not known to most in the annals of history.

## Boss Features

### Action Economy

Once every three players (three times)

Requirement
 7

Durability 3+1d4
Uses 10 Mana
 8
 9
Durability 10+1d4
Uses 7 Mana per Attack
 10

3LBS

## Special Ability

If you try to parry The Horned Fiend and miss, it gets to hit you back instantly.
E'ien the Heretic

## Overview of E'ien the Heretic

E'ien was dubbed as being "the Heretic" when he inherited true Mysticism from his mother, Marielle Malphasia. He openly practiced and spread this art to other Álveaux. He did not know what impact that would have in the grand scheme of things, but it did get the attention of the Álainn Order of Royal Knights directly headed by Lianne Sovereigne. They invaded the Spiral, decimated their outer worlds, and assassinated Marielle. E'ien barely escaped and then vowed to make the galaxy a more just place to exist in... through whatever means necessary.

## Special Ability

E'ien the Heretic's parries do not count towards his action pool.
MrCountryBoy

## MrCountryBoy (AKA 321Killem)

#### **PvP Tournaments**

MrCountryBoy has done averagely in the tournaments, unfortunately he usually gets paired to fight with ShadowArcher77 and loses.

#### **TeamDJ's Dungeons and Dragons**

MrCountryBoy along with TOMB xRAIDERx, Bucky, and two other non members play in a Dungeon and Dragons game hosted by Psychopavilion. One thing he is particularly known for while playing is missing a sleight of hand check, and accidentally groping a random part of an opponents body.

#### **Signature Trait**

He is known for jumping excessive game breaking distances in Dungeons and Dragons games.
Ophelia Faversham

## Relacje

### Rodzina

Rovce Faversham (mąż),Charles Faversham (syn),Alfric Corwin (kuzyn),Verity Faversham (wnuczka)

## Wygląd

### Włosy

blond (siwiejące)

**Ophelia Faversham -** generał Podniebnego Korpusu i kuzynka byłego króla Hominum, Alfrica Corwina.

## Wygląd

Ophelia miała jasne, później już posiwiałe, długie do pasa włosy oraz delikatne kości policzkowe. Według Fletchera za młodu musiała być bardzo atrakcyjna. Kobieta przybierała wyniosły wyraz twarzy, a jej oczy wręcz płonęły nienawiścią. O jej wielkiej urodzie mówiono w całym królestwie.

## Charakter

Kobieta jest typową, przekonaną o własnej wyższości arystokratką, która gardzi plebsem, krasnoludami, orkami oraz elfami. Ma wybuchowy charakter, bano się jej wyjawić kto tak naprawdę jest ojcem Arcturusa, bo podejrzewano, że w szale mogła by go rozszarpać gołymi rękami. Bywała okrutna i często wpadała w złość, uderzyła syna oraz była wyraźnie zadowolona na myśl, że Arcturus może zostać wychłostany. Zależało jej bardzo na pieniądzach. Pomimo swoich wad, Ophelia była też dzielna, dowodziła przez wiele lat Podniebnym Korpusem oraz miała ducha wojowniczki.

## Historia

Przez jakiś czas nauczała w Akademii Vocanów. Złapała aracha, ale kilka tygodni później musiała przekazać go synowi, który stracił podarowanego mu kanida. Jej kuzyn, stary król Alfric kiedyś oddałł jej swoją mantykorę, którą później przekazała swojemu synowi. Wraz z Zachariaszem Forsythem i Didrickiem Cavellem należała do triumwiratu. Podczas turnieju była jedną z zaklinaczy, którzy mieli otaczać Fletchera barierą, ale podobnie jak mąż, wcale tego nie robiła. Ophelia i kapitan Lovett były jedynymi nierannymi i zdolnymi do pomocy Fletcherowi i Sylvie członkami Korpusu podczas walki z Chanem i jego smokiem. Zginęła strącona z wierzchowca z dużej wysokości.

## Demony

* Satet - Peryton (nie żyje)
* Kserkses - Mantykora (dawniej)
* Anansi - Arach (dawniej)
Skull (Rot)

## Overview of Skull (Rot)

Skull can grow anywhere, but takes very specific circumstances to properly foster its growth. Skull Rot grows in places where people with high Mystical affinity die. As such, Skull Rot needs bloodsoil, a mystical soil type infused with the blood of mystical beings, to grow. Most Skull Rot occurs in places where magic gardeners die.
Fantasy Football

## Introduction

### **TeamDJFFL**

The TeamDJ Fantasy Football League is a fantasy football league between TeamDJ members and guests. We have been playing in a FFL with each other for years until we decided to officially make our own league to play in.

## Fantasy Football Seasons & Extra Info

> **TeamDJFFL Season 1**
>
>

> **TeamDJFFL Season 2**
>
>

> **Fantasy Rivalries**
>
>

> **Hall of Fame**
>
>

> **Hall of Shame**
>
>
Guardian of Yuur

## Overview of Yuur's Guardian

The Guardian of Yuur dwells within the forgotten bastion of Yuur. It was a place previously lost to time, but the Alainn found out about and wanted to study the lost ruins. For that to happen, Yuur's Guardian must be annihilated.

## Boss Features

### Action Economy

Once Every Three Players (Twice)

Requirement
 8
 9
Magazine Size: 15 (5 uses and bullets Per Shot)

Durability 10+1d20
 10
Durability 4+1d12
8.5LBS

## Special Ability

The Guardian of Yuur starts out at 0 AC and gain +1 every time they get a turn.
MiketheIke

MiketheIke has participated or helped in all the TeamDJ Podcasts, he is also one of the founders of the TeamDJ Podcast. He is known for being one of the main comedians on the show. He "constantly has mic problems."

For TeamDJ events he was elected to be the head announcer, or head "advertiser."

Is currently one of the head writers for Team DJ's first video game Divinity

MiketheIke has successfully completed the first chapter of Divinity and is currently undergoing the process of writing the following chapter.

MiketheIke created the TeamDJ YouTube channel, but unfortunately does not have a significant purpose at the moment. His plan is to transfer the TeamDJ podcast from Psychopavilion's channel over to the official TeamDJ channel, but is still undergoing approval from members.

#### **Community UHCs**

MiketheIke participated in the Ranked UHC, where he and his teammate ShadowArcher77 were sadly 2v1'd by Psychopavilion in that UHC. In the fifth season of UHC he sadly died to RoyalKiller470.

#### **PvP Tournaments**

MiketheIke has almost always defeated Takeale in the PvP tournaments, but routinely makes it into the top 10, before being slain by either epiC, DarkJedi13, RoyalKiller470, or Mistermoneybags1

#### **Signature Trait**

MiketheIke's signature trait is constantly bribing Psychopavilion with cream soda

#### **Quote**

"Goats are like mushrooms. If you shoot a duck, I'm scared of toasters"

"still with all this pedobear shit"
Anastasia Rain and Drayla Redsilver

## Overview of Anastasia Rain and Drayla Redsilver

Anastasia Rain had finally had enough of her endless boredom. She left the motherland to pursue greater things. Along the way she met up with her distant cousin Drayla Redsilver. Together, they flee their respective Álainn Royal Houses in a search for adventure. Even then, they have created their own mini-faction to fund and pursue different ventures.

## Special Ability

Anastasia Rain and Drayla Redsilver add -1 to Resistance every 100 HP taken.
Kanid

**Kanid**- są to typowe, mięsożerne demony. Mają siódmy poziom spełnienia i podstawową liczbą many wynoszącą 48. Są stosunkowo łatwe do znalezienia, ale według Ophelii Faversham uchwycenie kanida jest całkiem inną sprawą. Kanidy są bardzo lojalnymi demonami, które do końca nie opuszczają swoich właścicieli.

## Umiejętności

Kanidy posiadają węch i słuch lepszy od psów, dzięki czemu mogą służyć za tropicieli. Posiadają ostre zęby i pazury. Kanidy są szybkimi i zwinnymi demonami.

## Wygląd

Kanidy przypominają wielkie psy o czterech oczach i umięśnionym ciele. Mają rozmiar od dużego psa do małego kucyka, w zależności od rasy. Posiadają ostre zęby i pazury, które mogą okazać się niezastąpioną bronią.

## Przedstawiciele

* Sacharissa
* Gelert
* Sariel

## Ciekawostki

* Gatunek ten to daltoniści.
* W książce "Rebelia" Rook omyłkowo mówi, że Kanid i Arach to ten sam poziom. Tak naprawdę Kanid ma siódmy, a Anarch szósty.
TOMB xRAIDERx

## TOMB xRAIDERx (AKA Cookie)

rs with the project. He was responsible for a big chunk of the Season One cards, mostly known for his signature "Wisp" cards.

#### **Community Run Events**

TOMB xRAIDERx has participated or helped in all the TeamDJ Podcasts. He was also one of the founders of the TeamDJ Podcast\*. \*TOMB xRAIDERx technically owns a majority of the TeamDJ Podcast.

#### **PvP Tournaments**

TOMB xRAIDERx played one match against Psychopavilion and won, but then dropped out of the tournament.

#### **Musical Director**

TOMB xRAIDERx is our main Musical Director and Writer. He currently only has one song to his name, which is still in production.

#### **TeamDJ's Dungeons and Dragons**

TOMB xRAIDERx, along with Mistermoneybags1, MildlyUpsetSNR, panicinpurgatory, and ShadowArcher77 all play in Psychopavilion's Dungeons and Dragons game. He one of the oldest members of the group, being one of the original three. His first character was responsible for changing the whole political layout of the world, and his second character has tried to bring back the goodness of the tarnished name of his first character.

#### **Community UHCs**

TOMB xRAIDERx has only participated in one UHC, that being the Ranked UHC. He was partners with FlameFortune. He was left to die as he starved to death while watching his partner eat a steak in front of his dying eyes.

#### **Quotes**

"I told Rogelio that he wasn't the strongest person in the world, he said,'Wanna bet?' and then proceeded to punch my legs."

#### **Signature Trait**

**Crippling Depression a signature trait of his personality.**
John Doe

Watch out!

John Doe is a major threat to all of those who inhabit the internet, including the love corner.

If you encounter John Doe on any kind of game or chat programs, please follow these simple steps.

**Steps for encountering John Doe**

 run

scream for help

**Trivia**

 John Doe's powers are increased to a godly level on march 18, beware of where you are on the internet on this date.

John Doe is also used by the inhabitants of the love corner to describe someone or something with hacking abilities or something being hacked.

**Examples of John Doe being used in sentences**

Bruh John doe hack my vbuck give it back.

John Doe hacked despacito.
Al Vaunin's Near Perfect Cube

## Overview of Al Vaunin's Near Perfect Cube

Before Al Vaunin's untimely death, he was working towards the creation of an ultimate weapon. Through years of research, he was able to create this being known as Project Elixir. This creation was able to use and manipulate the Dark Electrum Metal orbiting it to create cosmic blasts of pure Eclipse Energy (Ebbeonic and Abbeonic mixed together). This was forbidden research secretly funded by two cooperators. The only thing known about these secret funders was that one of them was a non-royal Álainn and the other was a business Midian business mogul belonging to the board of directors. Other records of their identity were purged, however it is thought that this duo had funded far worse projects.

## Special Ability

Project Elixir does Eclipse Damage to opponents. This being has advantage on Grapple.
Violetta Bloodraven

## Overview of Violetta Bloodraven

Although known as a diplomat and missionary under Álainn law, Violetta Bloodraven is one of the most fomidablle fighters in the LCS's army. Violetta frequently sparred with Arlette Dreadknight, so she has attained skills on a par with the average fighter from House Dreadknight. That being said, Arlette is still one of the top 5 fighters in the LCS army, so Violetta is nowhere near her league.

## Boss Features

### Action Economy

Once every other player + 1

Requirement
 8
Durability 1d18+2
10 LBS
 9
12 LBS
 10
Durability 4d4
Uses 10 Mana
12 LBS

## Special Ability

Violetta Bloodraven rolls for damage and parrying at advantage.
The Banríon

## Overview of The Banríon

The Banríon is the Queen of the entire Loyalist Coalition for the Sovereign. She is the fifth and current Banríon, Élisabeth Sovereigne. To legitimately try and kill her would result in annihilation. The only person to ever beat Élisabeth in single combat was Arlette Dreadknight, and it was a very close match. However, that was before Élisabeth obtained Exá Lossërya (The Blossoming Blade).

## Boss Features

### Resistance

-60

Requirement
 7

16d12 + Prayer + Religion + Faith

Uses 10 Mana per attack
 8
8d20 + (Mysticism x 3) + Prayer + Religion + Faith
Uses 20 Mana per attack15 LBS

If Álainn:
Option 1: You can sacrifice 1/20th of your overall lifespan to add 5d40 extra damage.
Option 2: You can sacrifice 10/20th of your overall lifespan to add 40d40 extra damage.
Option 3: You can sacrifice 20/20th of your overall lifespan to add 140d40 extra damage.
If Non-Álainn: You can sacrifice 1/3rd of your overall lifespan to add 2d40 extra damage.
 9
+20 AC
50 LBS

 10
+5 AC +4 Faith
The Player gains +20 max MP
25 LBS

## Special Ability

The Banríon can parry at advantage, and always deals critical damage if successful.

The Banríon can reverse parry the player.
Alchemist (Class)

* Hit Points at Higher Levels: 1d8 (or 5) + your Fortitude modifier per Alchemist level after 1st

### Potion Brewer: Subclass

* **Proficiencies:** Potion Brewing, Alchemy, Healing
* **Feature: Brewer's Intuition -** Starting at level 1, you have an uncanny knack for brewing potions. When you create a potion, you can brew an additional potion of the same type without using extra ingredients. This feature can be used once per game.
* **Starter Spell: Vitality Draught -** For 6 MP, you can quickly brew a potion that, when consumed, heals the drinker for 1d4+2 hit points.
* **Starter Item: Alchemist's Flask -** This glass container is imbued with magic. Any potion brewed within this flask is 10% more effective if imbued with 10% MP.

### Transmuter: Subclass

* **Proficiencies:** Crafting, Design, Repair, Alchemy
* **Feature: Shape Matter -** At level 1, for 3 MP, you can touch an inanimate object and reshape it to a form of your desire. You can alter a non-magical object of up to 5 cubic feet. Intricate designs require an Intelligence check. This effect is permanent on materials like clay or wood but lasts for 1 hour on metals.
* **Starter Spell: Alchemical Shift -** For 6 MP, you touch an object or substance and alter its basic properties. You can turn water into wine, make a rock soft like clay, or harden air into a solid barrier. The effects last for 1d8 turns.
* **Starter Item: Transmuter's Stone -** This gem radiates a gentle warmth. While holding it, you have advantage on checks related to transmutation processes.
Jericho the Ophidian

## Overview of Jericho the Ophidian

Once a simple cave wyvern, Jericho was allowed to be possessed by an aspect of the God of Lies, Lianmos. Now he is on his way to becoming one of the most powerful Ophidians in the Galaxy. Now, Ess' main creature is a majestically powerful dragon set on helping its friend achieve their goals.

## Special Ability

Jericho the Ophidian has advantage when attacking with AOE breath attacks.
Takeale

## Takeale (aka Cthulhu669)

### **Community Run Events**

Takeale has participated in most TeamDJ events and temporarily co-owned the official TeamDJ SMP server for a short while. Takeale is also know for being heavily competitive in video games such as World of Tanks, Minecraft, Rainbow Six Siege, and CS:GO.

#### **TeamDJ's Dungeons and Dragons**

Takeale was directly responsible for getting many of TeamDJ's members into Dungeons and Dragons, unfortunately his reign as a DM was short. His D&D games were riddled with frequent cancels, and poorly planned D&Ds, as such Psychopavilion created his own D&D game soon after that continues to this day.

### **Community UHCs**

Takeale has participated in Ranked UHC, but has lost every single tournament.

### **Signature Trait**

He is "in love" with animals and is known my MiketheIke to be a "Tank Fanatic"
Heaven Sender (Class)

## Features

### **Class Unlock:**

At Level 19, you can unlock this class via an Affiliation Quest from Stone Wolf.

When this class is unlocked, you become proficient in *Nuclear-Fusion Powered and Cosmic-Powered Sniper Rifles*.

### **Overload:**

When using a *Nuclear-Fusion Powered or Cosmic-Powered Sniper Rifle,* you can expend all your attack actions for the turn and your next attack will do x3 DMG. After the attack action of the Sniper Rifle, it becomes Overloaded and can no longer be used for 5 turns. This ability cannot stack with other damage increasing skills, except for *marks*.

### **Blinding Shot:**

When using a *Nuclear-Fusion Powered or Cosmic-Powered Sniper Rifle,* you can expend an attack action to attempt to shoot at your target. If you succeed in hitting your target, they lose a singular attack action from their action pool for the turn. This ability cannot stack with other abilities that remove actions from enemies.

### **Confirmed Kill:**

**Tier I:** When using a *Nuclear-Fusion Powered or Cosmic-Powered Sniper Rifle,* you can expend an attack action to attempt to shoot at your target. If you succeed in hitting your target, they become marked. Upon marking the enemy, they take 10% extra damage for 1d4 turns.

**Tier II:** Enemies are instead marked for 1d8 turns, and take 15% extra damage.

### Overkill:

**Tier I:** Can only be activated when an enemy is below 25% HP. When using a *Nuclear-Fusion Powered or Cosmic-Powered Sniper Rifle,* you can expend an attack action to attempt to shoot at your target. If you succeed in hitting your target, they take no less than 50% of that weapon's maximum damage without critical hits. This ability cannot stack with other damage increasing skills, except for *marks*.

**Tier II:** When using this ability, enemies take no less than 65% of that weapon's maximum damage without critical hit instead.

### **The Deliverer:**

You have become proficient enough in Sniper Rifles to be able to use *Neutron Star-Battery Sniper Rifles*. All your abilities now work with *Neutron Star-Battery Sniper Rifles*.

### Grace Filled Universe:

Once per game, you can roll at double advantage when attacking for a singular action.

### **Taste of Heaven:**

You gain advantage on a boss type of your choice. When you kill that boss type, you get an advantage for loot rolls.

### Wishes of Death:

When using a *Neutron Star-Battery Sniper Rifle,* you can expend all your attack actions for the turn and your next attack will kill them instantly if they have less than 750 HP.
Mountain Snapper

## Overview of The Mountain Snapper

The Mountain Snapper is a creature that lives in the cold, dreary, mountainous terrain of Tul-Mondas. The problem with this creature is that it was awakened from the Inner World of Tul-Mondas. Like the Prodigious Ophidian, it is a creature from the deep places of the world. This particular creature feeds on minerals and, as a result, has eaten some mountainous terrain. If left unchecked, Tul-Mondas' mountains could be gone within the next thousand years.

## Boss Features

### Resistance

-25

Requirement
1d5 - Turtle Shells
 7

+8 AC
+29 HP
-8 Resistance

55LBS
 8
 9

73 LBS
Durability 2d20

 10
1d3 Unnerving Playing Cards

Grants a draw from the deck of many things.

"Some of the most powerful relics in existence. Despite its power, almost none dare to even try and keep them due to their cataclysmic power. Do fear if one wishes to draw from this accursed deck."

## Special Ability

Critical Hits do not deal extra damage to the Mountain Snapper and are instead stored as damage for the Mountain Snapper's next attack.
Brilliant Dynamo

## Overview of the Brilliant Dynamo

The Brilliant Dynamo is a mechanical being that Guards the 1st Floor of the Tul-Necra. Each of the floors of the Tul-Necra are guarded by a mechanical being to test the denizens that may dare to enter that cursed tomb. This one is used to be a shining defensive force until it was sealed by unknown forces to serve in the Tul-Necra for eternity.

## Special Ability

Gains -2 Resistance for every 100 DMG taken.

**Can be hacked to half this boss' Challenge Bonus:** Difficulty 14
Dynasyax (Secret / Wandering)

## Overview of the Dynasyax

The Dynasyax is a true monster. It is one of the most terrifying creatures in Bounn. Is it a lesser known creature, being that is is critically endangered, but it is a terror to anyone who experiences it.

## Boss Features

### Action Economy

Once every two players

Requirement
 8
 9
+5 HP if Strength is +5 or Better

 10
Durability 1d12 + Trickery
22LBS

## Special Ability

The Dynasyax cannot be stunned and it's action economy gains +2 at quarter health.
The Chaos Mechanism

## Overview of The Chaos Mechanism

The Chaos is a mechanical being that Guards the 6th Floor of the Tul-Necra. Each of the floors of the Tul-Necra are guarded by a mechanical being to test the denizens that may dare to enter that cursed tomb. This Mechanical being was once used as a protector of the sealed Chaotic Gods. Additionally, it used to reside underneath an island nation, but was banished onto this realm by a long dead Wizard who attempted to unleash an Elder God.

Any and all Chaos Mechanisms are imparted with partial souls fragments of the Chaos Engine. This is an engine that literally allows the Chaotic Gods to function. Attainment of this power may also impart a Chaos Flaw. Chaos Flaws come with great power, but also great sacrifice.

WARNING: The 6th and 7th Floors of the Tul-Necra are considered extremely difficult and are populated with non-tamable beings.

## Special Abilities

* The Chaos Mechanism does automatic 5 stackable damage with every hit; each time it is allowed to attack it gains +5 dmg.
* The Chaos Mechanism does double damage to YOU if you are below 30% HP.
* The Chaos Mechanism retaliates with a counter attack every time it is attacked.

**Can be hacked to disable additional stackable damage hits:** Difficulty 20 (does not negate already stacked damage)
Oceanic Golhg

## Overview of the Oceanic Golhg

The Oceanic Golhg is a monster plaguing the bay of Yar-Tala, but it is a vicious beast that has bankrupted the city. Recently the creatures on this planet have become much more aggresive. Who knows why though?

## Boss Features

### Resistance

-6

Requirement
 8
 9
+10 to Aquatic Monsters and/or NPCS
Durability 6d2+4
10LBS
 10
(Does not regenerate without energy refill packs)
8 LBS

## Special Ability

The Oceanic Golhg deals 1/2 splash DMG to all players, besides the one that got hit by its attack.
Vaihiri

## The Planet Vaihiri

The planet of Vaihiri is one of the most profitable planets within the Bright Star Nebula. Vaihiri is controlled by the **Industrial Prosperity Union (IPU)**. They exploit this planet for all the natural resources it holds. Specifically:

**Smoked Orichalcum**: A rare metal used in advanced hyperdrives. Before the heavy exploitation of this planet, traditional hyperdrive systems were commonplace (specifically hyperdrives made with **Storm Iron**) and used in hyperspace wars. The **IPU** used this technology to heavily subjugate the Galaxy to the point controlling half of the planets in the Galaxy.

**Fate Metal**: A precious metal used to produce self-repairing ship hulls. As long a ship made with **Fate Metal** is not presented with a foe of overwhelming force, they can most likely be guaranteed success with a competent captain on board.

## Culture

* The people that live on the inner dark ring of Vaihiri are very proud of the **IPU** and genuinely believe in their supremacy. People who live in the inner ring generally live fruitful lives in service of the **IPU** and their agenda. Foreigners who are not IPU warriors, mechanics, scientists, or engineers are heavily looked down upon as freeloaders in "This Glorious State we like in."
* The people who live on the rest of Vaihiri are subjected to a harsh life that primarily consists of mining and processing raw ore for the use of **IPU** Battleships. Many military bases litter the "**Main Land**" or Vaihiri to ensure the mining operations continue to go smoothly. In the event the Vaihiri people see you as a freeloader on this side of Vaihiri, you will be used as fuel to power the mining cities and their machines.
* Average population density: 20,000 people per square mile in the inner ring/ 8,000 people per square mile on the outer ring.

## Geography and Climate

This is a terrestrial planet that has multiple distinct seasons with notable temperature changes. This is a relatively pleasant planet; Vaihiri is particularly suited to host life due to calm climates. The only noteworthy aspect of Vaihiri is the plentiful amount of islands on the planet, which are all connected by **IPU** supply lines that lead to the "**Inner Ring**."

At an early age, the planet was heavily terraformed to suit the needs of the **IPU**. As such, most mountains have already been mined and exploited to near nothingness.

Vaihiri has two outer moons and one inner artificial moon.

## Unique Features

The center of Vaihiri's ring has an artificial moon used as a mass-producing station for **Diamond-Class** Battleships and below; the artificial moon is called **Night-Jewel Station**. This artificial and hollow moon is one of the most heavily militarized zones in the entire galaxy. In the entire history of **Night-Jewel Station**, not one successful siege has occurred.
Cedric Thornfield

## Overview

Dr. Cedric Thornfield is a distinguished member of the University of Bingham faculty, specializing in Ethereal Studies, a field that delves into the mysteries of the spirit realm and

the essence of magic itself. Born in the shadowy realms of Glyaer, Cedric was always fascinated by the ethereal forces that seemed to permeate his homeland.

At Bingham, Dr. Thornfield is known for his groundbreaking research into the nature of magical auras and the connections between the physical and spiritual worlds. His classes are a blend of theoretical lectures and practical demonstrations, often involving meditation techniques and astral projection exercises that allow students to glimpse beyond the veil of the mundane.

## Anecdote / Known Lore

His most significant contribution is the "Thornfield Method," a technique that enables mages to harmonize their magical energies with the ethereal plane, enhancing their magical abilities. Dr. Thornfield's motto, "In the unseen, we find the unbound," reflects his belief in exploring beyond the physical realm to unlock the true potential of magic

## Classes Taught

1. ETHER 101: Introduction to Ethereal Studies
	* Completion Bonus: Gain Spell - Beyond Sight (MP - 5): Gain the ability to astral project for a short distance within line of sight once per game.
	* Mastery of Course Reward: You can roll awareness to detect ethereal or astral entities or energies nearby.
2. MAGIC 210: Magical Auras and Energy Flows
	* Completion Bonus: You gain the ability to read and interpret magical auras, gaining insights into the nature of spells or enchanted objects with Arcana rolls.
3. ETHER 340: Advanced Astral Projection
	* Completion Bonus: Your Astral Projections now include the ability to interact with physical objects in a limited way.
	* Mastery of Course Reward: Gain Spell - Astral Portal (MP - 15 per turn): Create a temporary but stable portal to the astral plane. This portal has a residue that lingers one turn after it is gone.
4. ETHER 401: Ethereal Plane and Interdimensional Magic
	* Completion Bonus: Your Astral Projections now include the ability to manipulate small aspects of reality, such as passing through a wall or floating for a short time.
	* Feat (Dark Medium): Ability to communicate and negotiate with entities from other dimensions for knowledge or assistance.
5. ETHER 680: Mastery of Ethereal Realms and Spirit Magic
	* Completion Bonus: Gain -30% resistance to psychic damage and advantage on saving throws against ethereal or spirit-based attacks.
	* Mastery of Course Reward: Gain +3 to all Dimensional Arts, Astral Projection, and Dark Medium rolls.
Alaric Hawthorne

## Overview

Professor Alaric Hawthorne, a native of Bingham and a prodigy in the field of Elemental Geomancy, is a cherished figure at the University of Bingham. Born and raised in the mountainous terrains surrounding the university, Hawthorne developed a deep connection with the earth from a young age. His innate ability to communicate and manipulate geological structures marked him as a standout talent early on.

At Bingham, Professor Hawthorne teaches Elemental Geomancy, combining his intimate knowledge of the local terrain with his profound magical skills. His classes often involve field trips into the surrounding mountains, where students learn to sense and influence the geological forces beneath their feet. He is particularly known for his research in seismic magic, a field that explores the delicate balance between magical manipulation and natural tectonic processes.

## Anecdote / Known Lore

Hawthorne's commitment to understanding and preserving the natural landscape of Bingham makes him an invaluable asset to the university and an embodiment of its spirit; Born Bingham!

## Classes Taught

1. GEOM 101: Introduction to Elemental Geomancy
	* Completion Bonus: Gain +2 to spell rolls when casting earth-based geomancy spells
	* Mastery of Course Reward: Gain Spell - Minor Golem (MP - 3 Removed): Creates a small, simple golem or basic tasks.
2. GEOM 221: Geomancy in Practice: Earth and Stone
	* Completion Bonus: Gain +1 to spell rolls when casting earth-based geomancy spells
	* Mastery of Course Reward: You gain the ability to cast Golemancy spells with a reaction.
3. GEOM 333: Seismic Magic and Tectonic Control
	* Completion Bonus: Gain +2 to spell rolls when casting geomancy attack spells.
	* Mastery of Course Reward: Gain Spell - Seismic Damage (MP - 20): You can manipulate the local terrain to create minor seismic effects. (e.g., tremors, creating difficult terrain, sinkholes).
4. GEOM 444: Advanced Elemental Geomancy Workshop
	* Completion Bonus: You can now upgrade existing Golems
	* Mastery of Course Reward: Gain Spell - Major Golem (MP - 20% Removed): Create a more powerful golem with advanced capabilities, such as combat proficiency or elemental attacks.
5. GEOM 620: Planetary Geomancy and Elemental Synthesis
	* Completion Bonus; With an MP cost, you gain the ability to influence large-scale geological phenomena (e.g., redirecting lava flows, stabilizing fault lines) once per 1d4+2 games.
	* Feat (Golemancy): Master the creation of a grand golem with extraordinary powers, like influencing the weather or terrain over a wide area, subject to DM discretion. This will be considered the Character's Magnum Opus.
		+ Flavor Text: "The Vex Colossus was a product of this class."
Augur of Hellfyre (Class)

## Overview of Augur of Hellfyre

Augur’s of Hellfyre descend from the Ophidian King: Hellfyre. Sanshōuo, some Álainn, and certain Gremlyns are the only known beings to carry the blood of Hellfyre. These beings are heavily experienced in a unique form of Abbeonic Mysticism and use it to assert themselves whenever needed.

## Features

### **Class Unlock**

At Level 19, you can unlock this class.

When this class is unlocked, you gain +1 to your Mysticism stat and advantage on Flame abilities or weapons once per game. From now on when rolling for MP, you roll advantage + 2d4.

### **Overwhelming Power**

**Tier I:** On your top 8 action dice rolls, you gain a 10% DMG increase in the form of an Abbeonic DMG boost. Your weapon is engulfed with gray flames when you use this ability. This ability costs 10 MP per use.

**Tier II:** On your top 7 action dice rolls, you gain a 25% DMG increase in the form of an Abbeonic DMG boost. Your weapon is engulfed with orange flames when you use this ability. This ability costs 15 MP per use.

**Tier III:** On your top 6 action dice rolls, you gain a 33% DMG increase in the form of an Abbeonic DMG boost. Your weapon is engulfed with cyan flames when you use this ability. This ability costs 20 MP per use.

**Tier IV:** On your top 5 action dice rolls, you gain a 50% DMG increase in the form of an Abbeonic DMG boost. Your weapon becomes widely consumed with bursting silver flames when you use this ability. This ability costs 25 MP per use.

### **Armor Mode:**

**Tier I:** For the cost of 10 MP per turn, an aura of yellow flame armor surrounds you. You gain +1 AC and +5% increased DMG while in this armor mode.

**Tier II:** For the cost of 15 MP per turn, an aura of orange flame armor surrounds you. You gain +2 AC, +10% increased DMG, +1 to Mysticism rolls, and -5 resistance while in this armor mode

**Tier III:** For the cost of 20 MP per turn, an aura of red flame armor surrounds you. You gain +2 AC, +15% increased DMG, +2 to Mysticism rolls, and -10 resistance while in this armor mode

### **Critical Impact:**

**Tier I:** The top two action dice rolls are now considered critical hits if this ability is used. Critical hits do an additional 25% DMG for the cost of 30MP. This extra energy displays itself as an intense red plasma explosion.

**Tier II:** The top two action dice rolls are now considered critical hits if this ability is used. Critical hits do an additional 50% DMG for the cost of 50MP. This extra energy displays itself as an intense white plasma explosion.

### **Elegant Destructive Prowess:**

**Tier I:** For the cost of 15 MP per turn, an aura of sunlight surrounds you and you gain +1 to all rolls and +10% DMG.

**Tier II:** For the cost of 25 MP per turn, an aura of sunlight surrounds you and you gain +2 to all rolls and +20% DMG.

### **Perfect In Every Way:**

You can activate all the max levels of, Critical Impact, Armor Mode, Elegant Destruction, and Overwhelming Power for 60MP per turn.
The Elf King

## Overview of The Elf King

The Elf King is an entity of pure unbridled death. His awakening in this galaxy is due to the machinations of the Aviculturists. Just like the rest of the unknown and ancient entities getting released because of the Ebbeon, The Elf King is a being that must be feared. Under no circumstances should The Elf King be challenged without proper preparation.

## Boss Features

### Action Economy

Every Two Players

Requirement
 8
6d46 + History(\*3)
12LBS

Automatically does 1d20 DMG to all enemies on the field every turn.
 9
6d46 + Mysticism(\*2)
12LBS

If a boss is hit by this weapon, they lose one action economy in the turn structure. (Does not stack; lasts one turn)
 10
6d46 + Arcana(\*2)
12LBS

If hit by this weapon, an enemy's AC will go down by -1. (Stackable)
Durability 8 + 1d20 + Arcana

## Special Ability

The Elf King can only be damaged via weapons that can attack the soul (OR Dark Mongers and Servants of the Order).
ShadowArcher77

## ShadowArcher77 (AKA Shadow)

#### **TeamDJ's Dungeons and Dragons**

ShadowArcher77, along with Mistermoneybags1, MildlyUpsetSNR, panicinpurgatory, and TOMB xRAIDERx all play in Psychopavilion's Dungeons and Dragons game. She's one of the oldest members of the group, being one of the original three. Her first character was responsible for changing the whole political layout of the Dwarvish Kingdom. Her second character was responsible for changing TOMB xRAIDERx's character into a semi-alive character, being that he was full undead before.

#### **PvP Tournaments**

ShadowArcher77 only participated in the first PvP tournament, but made an impact. She played in the PvP tournament without a mouse, and was known for her prowess with the track-pad. She ended up getting into the top 8, and beating the likes of MoranMadness, MrCountryBoy, and Cardnal88.

#### **Community UHCs**

ShadowArcher77 participated in the Ranked UHC, where she and her teammate MiketheIke were sadly 2v1'd by Psychopavilion in that UHC. In the fifth season of UHC she killed MrCountryBoy, but ended up perishing to DarkJedi13

#### **Signature Trait**

**Her signature trait is being the serial killer of the group**