recursal/Fanatic-Fandom huggingface dataset:
Trip

A character can try to trip an opponent, or otherwise knock him or her down, as an unarmed melee attack. A character can only trip an opponent who is one size category larger than the character, the same size, or smaller.

### Making a Trip Attack

Make an unarmed melee touch attack against the target. Doing this provokes an attack of opportunity from the target as normal for unarmed strikes.

If the attack succeeds, make a Strength check opposed by the target's Dexterity check or Strength check (using whichever ability score has the higher modifier). If the target creature has ranks in Balance, they may add those ranks.

If the character and the target are different sizes, the larger combatant gets a bonus on the Strength check of +4 per difference in size category.
The target gets a +4 stability bonus on his or her check if he or she has more than two legs or is otherwise exceptionally stable.
If the character wins, he or she trips the target.

If the character loses, the target may immediately react and make a Strength check opposed by the character's Dexterity check or Strength check to try to trip the first character.

A tripped character is Prone. Standing up from a prone position is a move action.

### Tripping with a Weapon

Some weapons, such as the Chain and the Whip, can be used to make trip attacks. A character doesn't incur an attack of opportunity when doing so. If the character is tripped during his or her own trip attempt, the character can drop the weapon to avoid being tripped.

**Table: Feats**
Ranged Weapons/Ammunition

## Ammunition

Ammunition for firearms and other ranged weapons is covered on Table: Ammunition.

### Ammunition Table

**9mm, 10mm, .22, .32, .38 S, .357, .44, .45, .50AE**: These calibers are generally used in pistols or submachine guns, and are sold in boxes of 50 bullets each. The .50AE pistol round is not compatible with the much larger .50 rifle-caliber cartridge (see above).

**5.56mm, 7.62mm, 7.62mmR, .444, .50**: These calibers of ammunition are generally used in rifles, assault rifles, or machine guns, and are sold in boxes of 20 bullets each. The 7.62mmR is used in the AKM and other ex-Soviet weapon types, and is not compatible with the larger 7.62mm cartridge. The .50 caliber is a huge cartridge generally fired from heavy machine guns, but also adapted to a few models of powerful sniper rifles.

Linked ammo comes in sets (belts) of 200, but they may be connected together to make even longer belts.

**10-gauge Buckshot, 12-gauge Buckshot**: Shotgun cartridges, also known as buckshot, are sold in boxes of ten.

**Arrow**: Arrows come in quivers of 12 and are used with the compound bow and other types of archery weapons. These missile weapons consist of a slender shaft and a pointed head.

**Crossbow Bolt**: A shaft or missile designed to be shot from a crossbow, bolts come in quivers of 12.

**RPG-7**: A special round used exclusively for the RPG-7 rocket grenade launcher.
Tumble

Use **Tumble** to perform a dive, roll, summersault, flip, and other types of gymnastic maneuvers. Many types of armor, and any excessive load of carried items, make it more difficult to use this skill.

**:** Dexterity

**T:** Yes

**AP:** Yes

**:** Fast Hero, Daredevil, Dreadnought, Gunslinger, Helix Warrior, Infiltrator, Martial Artist, Shadow Slayer, Swindler, and Space Monkey.

## Checks

The character can make a Tumble check when falling. If the check succeeds, treat the fall as if it were 10 feet shorter when determining damage. A character can try to reduce damage from a fall as a reaction once per fall.

With a successful Tumble check, the character can weave, dodge, and roll up to 20 feet through squares adjacent to opponents, risking no attacks of opportunity. Failure means the character moves as planned, but provokes attacks of opportunity as normal.

A character can attempt to tumble as a free action that must be performed as part of a move action.

With a successful Tumble check, the character can roll, jump, or dive through squares occupied by opponents, moving over, under, or around them as if they weren't there. Failure means the character moves as planned, but provokes attacks of opportunity as normal.
Religious

Ordained clergy of all persuasions, as well as theological scholars and experts on religious studies fall within the scope of this starting occupation.

### Requirements

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

     **Minimum Age:** 23+

### Skills

Choose three of the following skills as permanent class skills:

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

**Type:** Animal

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

CR: 1/4

**HD:** 1/4
**Advancement HD:**
     1/2 HD; (Small)
     1 HD; (Medium)
     2-4 HD; (Large)

## Combat

HP: **1**
**HD:** 1/4d8
**Massive Damage:** 10
Hit DC: **14**
     (Dex): +2
     Size: +2
**Touch DC:** 14
**Flat-Footed DC:** 12
BAB: **+0**
**Grapple:** -13
     (Str): -5
 General Stats
Initiative: **+2**
**Fight Space:** 2.5 ft. X 2.5 ft.
**Reach:** 0 ft.
Base: **10 ft.**
     **Run:** x4 (40 ft.)     **Fly:** 40 ft. (average)
**Light:** up to 2 lb.
**Medium:** 2-3 lb.
Lesser Concussion

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

## Description

The target is pummeled with telekinetic force for 1d6 points of damage. The manifester may choose to have the power deal only nonlethal damage instead of lethal damage. Concussion always affects a target within range that the manifester can see, even if the subject is in melee or has partial cover or concealment. Inanimate objects can’t be damaged by this power.
Dragon

A dragon is a reptilian creature, usually winged, with magical or unusual abilities. See Table: Dragons for physical ability scores, recommended minimum Hit Dice, and damage based on size.

**Hit Die:** d12.

**Base Attack Bonus:** Total Hit Dice (see Table: Creature Saves and Base Attack Bonuses).

**Good Saving Throws:** Fortitude, Reflex, Will.

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

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

Dragons share the following additional traits.

**Weapon and Armor Proficiency:** Dragons are proficient with their natural weapons only. They are not proficient with armor.

**Darkvision (Ex):** Most dragons have darkvision with a range of 60 feet.

**Immunities:** Dragons are immune to sleep, hold, and paralysis effects.
Armor Proficiency (Medium)

You are proficient with medium armor.

Requirements
**:** Armor Proficiency (Light).

## Benefit

When the character wears a type of armor with which the character is proficient, the character gets to add the armor's equipment bonus to his or her Defense. Also, the armor check penalty only applies to the following skills: Balance, Climb, Escape Artist, Hide, Jump, Move Silently, and Tumble.

###

A character who wears armor with which he or she is not proficient adds only the armor's nonproficient equipment bonus to her Defense. Also, she suffers its armor check penalty on attack rolls and on all skill checks that involve moving.

###

Armor Proficiency (Heavy)

###

Bodyguard, Daredevil, Field Medic, Investigator, Negotiator, Soldier.
Spellcraft

You can identify spells and magic effects.

**:** Intelligence

**T:** Yes

**AP:** No

**:** .

## Checks

Identify a spell being cast. (You must see or hear the spell’s verbal or somatic components.)

Learn a spell from a spellbook or scroll. You can’t try again for that spell until you gain at least 1 rank in Spellcraft.

Prepare a spell from a borrowed spellbook.

When casting Detect Magical Aura, determine the school of magic involved in the aura of a single item or creature you can see. (If the aura isn’t a spell effect, the DC is 15 + one-half caster level.)

Identify a spell that’s already in place and in effect. (You must be able to see or detect the effects of the spell.)

Identify materials created or shaped by magic, such as noting that an iron wall is the result of a wall of iron spell.

Desipher a written spell (such as a scroll) without using read magic.

After rolling a saving throw against a spell targeted at you, determine what spell was cast upon you. This is a reaction.

Identify a potion.

Understand a strange or unique magical effect. You can’t try again.
Unbalance Opponent

You are skilled as keeping your opponents off balance in close combat.

Requirements
**:** +6
**:** Defensive Martial Arts

## Benefit

During the character's action, the character designates an opponent no more than one size category larger or smaller than the character. That opponent doesn't get to add his or her Strength modifier to attack rolls when targeting the character. (If the opponent has a Strength penalty, he or she still takes that penalty.) The opponent's Strength modifier applies to damage, as usual. The character can select a new opponent on any action.

###

Martial Artist and Shadow Slayer.
Space Monkey

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

## Requirements

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

**:** Craft (mechanical or structural) 6 ranks, Survival 6 ranks
**Starting Occupation:** Astronaut Trainee
**Tough Hero Talent:** Any one talent from the Unbreakable Talent Tree
## Class Information

**:** 1d10
**:** 6 + one-half character level, rounded down per level.
## Skills

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

 (Dex)
 (Cha)
AP (Str)
 (Int)
 T (Int)
 T (Int)
AP (Dex)
AP (Dex)
AP (Str)
 (Int)
 T (Dex)
 T (Int)
 (Int)
 (Wis)
 (Wis)
AP T (Dex) | **Knowledges**
Earth and Life Sciences
Technology | **Crafting**
Mechanical

The starting  may provide additional class skills to choose from.

## Class Features

The following class features pertain to the Space Monkey advanced class.

A Space Monkey can enter a deep trance that allows him to gain the full benefits of sleep or bed rest in half the usual time.

Space Monkeys use tools expertly and creatively. Starting at 2nd level, a Space Monkey gains a competence bonus equal to one-half his Space Monkey class level on skill checks made when using a tool kit. This bonus stacks with the tool kit’s normal equipment bonus.

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

Space Monkeys fight better together. Starting at 4th level, a Space Monkey gains a +1 morale bonus on attack rolls when fighting adjacent to another Space Monkey.

Furthermore, a Space Monkey gains a +1 morale bonus on attack rolls against an opponent flanked by another Space Monkey; this bonus is in addition to the usual +2 bonus for flanking.

At 5th level, a Space Monkey gains a +2 competence bonus on Navigate and Survival checks to avoid becoming lost. This bonus increases to +4 at 8th level.

Upon reaching 7th level, a Space Monkey has learned sneaky tactics. He can use the Bluff technique of feinting in combat as a move action, allowing him to feint and attack in the same round.

If the Space Monkey also has the Improved Feint feat, he gains a +4 bonus (instead of the feat’s usual +2 bonus) on Bluff checks made to feint in combat.

At 8th level, a Space Monkey becomes more comfortable in armor. He treats any suit of armor as though its armor penalty and maximum Dexterity bonus were 1 better.

By spending an Action Point at the end of his turn, a 10th-level Space Monkey gains an extra attack at his full attack bonus. (Remember that a character can spend only one action point per round.)
Simple Weapons Proficiency

You understand how to use all types of simple weapons in combat.

## Benefit

The character makes attack rolls with simple weapons normally.

###

A character without this feat takes the -4 nonproficient penalty when making attacks with simple weapons.

###

**Simple Weapons Proficiency** is gained as class feature for the following classes:

Charismatic Hero, Dedicated Hero, Fast Hero, Smart Hero, Strong Hero, and Tough Hero.
Natural Armor (Psionic Power)

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

## Description

This power provides a +4 natural armor bonus to the manifester’s Defense. Natural armor does not carry an armor penalty and does not reduce speed. This power’s effect does not stack with other natural armor bonuses.
Verve

Level: ; Display: Manifestation Time:
Attack action; Range: ; Target: ; Duration:
(D); Power Point Cost:

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

## Description

The manifester gains 1 temporary hit point for the duration of the power.
Spring Attack

You are trained in fast melee attacks and fancy footwork.

Requirements
**:** Dexterity 13
**:** +4
**:** Dodge and Mobility.

## Benefit

When using an attack action with a melee weapon, the character can move both before and after the attack, provided that the total distance moved is not greater than the charater's speed. Moving in this way does not provoke an attack of opportunity from the defender the character is attacking (though it can provoke attacks of opportunity from others, as normal). A character can't use this feat if he or she is carrying a heavy load or wearing heavy armor.

###

Whirlwind Attack

###

Daredevil
Two-Weapon Fighting

You can fight with a weapon in each hand. You can make one extra attack each round with the second weapon with reduced penalties.

Requirements
**:** Dexterity 13

## Benefit

The character's penalties for fighting with two weapons are lessened by 2 for the primary hand and 6 for the off hand. The weapons used must both be melee weapons or both be ranged weapons (the character can't mix the types).

###

See Attacking with Two Weapons for normal penalties.

###

Improved Two-Weapon Fighting, Advanced Two-Weapon Fighting
Wolf

**Type:** Animal

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

CR: 1

**HD:** 2
**Advancement HD:**
     3-4 HD; (Large)

## Combat

HP: **13**
**HD:** 2d8  + +4
**Massive Damage:** 15
Hit DC: **14**
     (Dex): +2
     Size: +0     Natural Armor: +2
**Touch DC:** 12
**Flat-Footed DC:** 12
BAB: **+1**
**Grapple:** +2
     (Str): +1
      **Attack 1:** +3 melee (1d6+1, Bite; Piercing)

Full Attacks
 General Stats
Initiative: **+2**
**Fight Space:** 5 ft. X 5 ft.
**Reach:** 5 ft.
Base: **50 ft.**
     **Run:** x4 (200 ft.)
**Light:** up to 75 lb.
**Medium:** 76-150 lb.

## Special Traits

Scent (Ex)
This ability allows the creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.

Low-Light Vision (Ex)
A creature with low-light vision can see twice as far as normal in poor lightning conditions. The creature can still distinguish colors, even in dim lighting.

**Trip (Ex):** A wolf that hits with a bite attack can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.

## Short Code

Species Traits

Scent (Ex): This ability allows a wolf to detect approaching enemies, sniff out hidden foes, and track by sense of smell. See Special Qualities for more information.

Trip (Ex): A wolf that hits with a bite attack can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.

Skill Bonuses: Wolves receive a +4 species bonus on Survival checks when tracking by scent.

Wolf: CR 1; Medium-size animal; HD 2d8+4; hp 13; Mas 15; Init +2; Spd 50 ft.; Defense 14, touch 12, flat-footed 12 (+2 Dex, +2 natural); BAB +1; Grap +2; Atk +3 melee (1d6+1, bite); Full Atk +3 melee (1d6+1, bite); FS 5 ft. by 5 ft.; Reach5 ft.; SQ scent, trip, low-light vision; AL none; SV Fort +5, Ref +5, Will +1; AP 0; Rep +0; Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6.

Skills: Hide+3, Listen +6, Move Silently +4, Spot +4, Survival +1 (+5 when tracking by scent).

Advancement: 3–4 HD (Large).
Saves

Generally, when a hero is subject to an unusual or magical attack, he or she gets a **Saving Throw** to avoid or reduce the effect. Like an attack roll, a saving throw is a 1d20 roll plus a bonus based on the hero's class and level (the hero's base save bonus) and an ability modifier.

A character's saving throw bonus is:

The Difficulty Class for a save is determined by the attack itself.

The three different kinds of saving throws are: **Fortitude** Save, **Reflex** Save, and **Will** Save.

For saving throws,

A natural 1  is always a failure.
A natural 20  is always a success.
Base save bonus is taken from classes and increases every level.

Equipment modifiers are only applied once.

## Fortitude

These saves measure the character's ability to stand up to massive physical punishment or attacks against his or her vitality and health such as poison and paralysis. Apply the character's Constitution modifier to his or her Fortitude saving throws.

## Reflex

These saves test the character's ability to dodge massive attacks such as explosions or car wrecks. (Often, when damage is inevitable, the character gets to make a Reflex save to take only half damage.) Apply the character's Dexterity modifier to his or her Reflex saving throws.

## Will

These saves reflect the character's resistance to mental influence and domination as well as to many magical effects. Apply the character's Wisdom modifier to his or her Will saving throws.
Research

Use **Research** to learn information from books, the Internet, or other standard sources. Research allows you to navigate a library, an office filing system, a newspaper morgue, or the World Wide Web. It doesn't include talking to people and asking questions; that's handled by Gather Information or roleplaying encounters.

**:** Intelligence

**T:** No

**AP:** No

**:** Field Medic, Field Scientist, Investigator, Mage, Techie, and Smart Hero.

## Checks

Researching a topic takes time, skill, and some luck. The GM determines how obscure a particular topic is (the more obscure, the higher the DC) and what kind of information might be available depending on where the character is conducting his or her research.

**Table: Research Checks**
 **1** - Usually requires access to a restricted information source, such as a secure Internet site or a private archive, before a check can be made.

Information ranges from general to protected. Given enough time (usually 1d4 hours) and a successful skill check, the character gets a general idea about a given topic. This assumes that no obvious reasons exist why such information would be unavailable, and that the character has a way to acquire restricted or protected information.

The higher the check result, the better and more complete the information. If the character wants to discover a specific fact, date, map, or similar bit of information, add +5 to +15 to the DC.

**Special:**
The Computer Use skill can provide a +2 synergy bonus on a Research check when searching computer records for data.

**Table: Creature Research**
 Unique Traits:     *Reveals the unique attributes and weaknesses (if any) of a specific creature.* | 25

Researching a creature and learning its weaknesses will increase the likelihood of victory in the ultimate confrontation. A hero can uncover secrets about a particular creature or type of creature through research. The success of any such endeavor is measured with a **Research** check. Researching a creature takes 1d4  hours plus an additional 1d4  hours if the creature is unique or has traits unlike other members of its species. The type of information gleaned in this amount of time depends on the hero’s Research check result, as shown below.

**Special:**
The Computer Use skill can provide a +2 synergy bonus on a Research check when searching computer records for data.

**Table: Feats**
Sensitivity to Psychic Impressions

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

## Description

The manifester gains historical vision in a given location. The types of events most likely to leave psychic impressions are those that elicited strong emotions. Everyday occurrences leave no residue for a manifester to detect. The vision of the event is dreamlike and shadowy. The manifester does not gain special knowledge of those involved in the vision. A manifester can sense one distinct event per round of concentration, if any exist at all. This sensitivity extends into the past a number of years equal to 100 x the manifester’s level.
Tiger

**Type:** Animal

These stats can be used for any big cat such as the tiger, lion, jaguar, leopard, snow leopard, cheetah, and cougar, though some may be considered medium in size.

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

CR: 4

**HD:** 6
**Advancement HD:**
     7-12 HD; (Large)
     13-18 HD; (Huge)

## Combat

HP: **45**
**HD:** 6d8  + 18
**Massive Damage:** 17
Hit DC: **14**
     (Dex): +2
     Size: -1     Armor: 12     Natural Armor: +3
**Touch DC:** 11
**Flat-Footed DC:** 12
BAB: **+4**
**Grapple:** +14
     (Str): +6
      **Attack 1:** +9 melee (1d8+6, Claws; Slashing)     **Attack 2:** +4 melee (2d6+3, Bite; Piercing)

Full Attacks
 General Stats
Initiative: **+2**
**Fight Space:** 10 ft. X 10 ft.
**Reach:** 5 ft.
Base: **40 ft.**
     **Run:** x4 (160 ft.)
**Light:** up to 600 lb.
**Medium:** 601-1200 lb.

## Special Traits

Low-Light Vision (Ex)
A creature with low-light vision can see twice as far as normal in poor lightning conditions. The creature can still distinguish colors, even in dim lighting.
.
## Special Qualities

Pounce (Ex)
If a tiger leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.
Improved Grab (Ex)
To use this ability, the tiger must hit with a claw or bite attack. If it gets a hold, it can rake (see below). See Improved Grab.
Rake (Ex)
A tiger that gets a hold of its target can make two rake attacks (+9 melee) with its hind legs for 1d8+6 points of damage each. If the tiger pounces on an opponent, it can also rake.
Skill Bonuses
Tigers receive a +4 species bonus on Balance, Hide, and Move Silently checks. In areas of tall grass or heavy undergrowth, their Hide bonus improves to +8.
Martial Artist

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

## Requirements

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

**:** +3.

**:** Jump 3 ranks

**:** Combat Martial Arts, Defensive Martial Arts
## Class Information

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

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

 (Dex)
AP (Str)
AP (Dex)
AP (Dex)
 (Cha)
AP (Str)
AP (Dex)
 (Cha)
Dance
 (Wis)
Read/Write LanguageT (none)
Speak LanguageT (none)
 (Wis)
AP T (Dex) | **Knowledges**
Popular Culture

The starting  may provide additional class skills to choose from.

## Class Features

The following features pertain to the Martial Artist advanced class.

The Martial Artist attacks with either fist interchangeably, or even with elbows, knees, and feet. This means that the Martial Artist may even make unarmed strikes when his or her hands are full, and there is no such thing as an off-hand attack for a Martial Artist striking unarmed.

The Martial Artist also deals more damage with unarmed strikes. At 1st level, the martial artist deals 1d6  points of damage with an unarmed strike. At 4th level, damage increases to 1d8 . At 8th level, it increases to 1d10 . This is an increase to Combat Martial Arts damage; this has no effect on Brawl.

Starting at 2nd level, a Martial Artist can use a charge to deliver a devastating flying kick to an opponent. At the end of this charge, the martial artist adds his or her class level as a bonus to the damage he or she deals with an unarmed strike.

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

At 5th level, a Martial Artist gains the ability to spend 1 Action Point to increase the damage he or she deals to a single opponent with a single unarmed strike. The martial artist declares the use of the action point after making a successful unarmed strike. The result of the action point roll is added to the damage roll for that attack.

At 10th level, this ability improves. The Martial Artist now adds the result of the action point roll to all successful attacks he or she makes in a round.

At 7th level, a Martial Artist gains the ability to strike with a flurry of blows at the expense of accuracy. The Martial Artist must be unarmored to use this talent, and he or she must make unarmed strikes to gain the benefit. With a flurry of blows, the Martial Artist may make one extra attack in a round at his or her highest base attack bonus. This attack and each other attack made in the round take a –2 penalty. This ability can only be used when taking the full attack action. The penalty applies to all attacks for one full round, including attacks of opportunity.
Unconscious

An unconscious character is unable to defend him or herself. The character is helpless and typically falls prone. The conditions under which an unconscious creature will wake varies largely on the cause of their unconsciousness. If they are just sleeping, they may be woken by any noise they perceive. If it is caused by a poison or illness, a treat injury check is generally needed to wake them or they will wake automatically after the effects wear off.

A first aid kit can be used to help a dazed, unconscious, or stunned character by making a Treat Injury check (DC 15).

The GM may decide that other conditions are appropriate to wake a creature.
Poison

Blindsight (Ex)
Breath Weapon (Su)
Constrict (Ex)
Damage Reduction (Su)
Darkvision (Ex)
Energy Drain (Su)
Fast Healing (Ex) | Fear Aura (Su)
Gaze (Su)
Immunity (Ex)
Improved Grab (Ex)
Invisibility (Su)
Low-Light Vision (Ex)
**Poison** (Ex)
Power Resistance (Ex)
Psionics (Sp) | Scent (Ex)
Spell Resistance (Ex)
Spells (Sp)
Swallow Whole (Ex)
Trample (Ex)
Turn Resistance (Ex)
Regeneration (Ex)

**Poison** (Ex): Poison attacks deal initial damage, such as temporary Ability Damage or some other effect, to the opponent on a failed Fortitude save. Unless otherwise noted, another saving throw is required 1 minute later (regardless of the first save’s result) to avoid secondary damage.

The Fortitude save against poison has a DC equal to 10 + 1/2 poisoning creature’s HD + poisoning creature’s Constitution modifier (the exact DC is given in the creature’s Species Traits). A successful save negates the damage.
Knockout Punch

You are skilled at cold cocking unprepared opponents.

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

## Benefit

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

###

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

###

Improved Knockout Punch

###

Tough Hero, Bodyguard, Daredevil, Investigator, and Soldier.
Plant

A plant is a vegetable creature. See Table: Plants for physical ability scores, recommended minimum Hit Dice, and damage based on size.

**Hit Die:** d8.

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

**Good Saving Throws:** Fortitude.

**Skill Points:** None.

**Feats:** None.

Plants share the following additional traits.

**Weapon and Armor Proficiency:** Plants are proficient with their natural weapons only. They are not proficient with armor.

**Immunities:** Plants are immune to sleep, paralysis, stunning, and mind-affecting effects. They are not subject to critical hits or the effects of massive damage.

**Low-Light Vision (Ex):** Most plants with visual sensory organs have low-light vision.

**Blindsight (Ex):** Most plants without visual sensory organs have blindsight with a range of 60 feet.
Swim

Using **Swim**, a land based creature can swim, dive, navigate underwater obstacles, and so on.

**:** Strength

**T:** No

**AP:** Yes

**:** Battle Mind, Daredevil, Soldier, and Strong Hero.

## Checks

**Water Type**
 Stormy water | 20

A successful Swim check allows a character to swim one-quarter his or her speed as a move action or half the character's speed as a full-round action. Roll once per round. If the character fails, he or she makes no progress through the water. If the character fails by 5 or more, he or she goes underwater. If the character is underwater (from failing a swim check or because the character is swimming underwater intentionally), the character must hold his or her breath. A character can hold his or her breath for a number of rounds equal to the character's Constitution score, but only if the character does nothing but take move actions or free actions. If the character takes an attack action or a full-round action, the amount of breath the character has remaining is reduced by 1 round. (Effectively, a character in combat can hold his or her breath only half as long as normal.) After that period of time, the character must make a Constitution check (DC 10) every round to continue holding his or her breath. Each round, the DC of the check increases by 1. If the character fails the check, the character begins to drown.

Each hour that the character swims, make a Swim check against DC 20. If the character fails, he or she becomes fatigued. If the character fails a check while fatigued, the character becomes exhausted. If the character fails a check while exhausted, the character becomes unconscious. Unconscious characters go underwater and immediately begin to drown.

### Special

* A character takes a penalty of -1 for every 5 pounds of gear he or she carries, including armor and weapons.

**:** A character can take 10 when making a Swim check.

**:** No

**:** A new check is allowed the round after a check is failed.

###

A Swim check is either a move action or a full-round action, as described above.

**Table: Feats**
Trample

Blindsight (Ex)
Breath Weapon (Su)
Constrict (Ex)
Damage Reduction (Su)
Darkvision (Ex)
Energy Drain (Su)
Fast Healing (Ex) | Fear Aura (Su)
Gaze (Su)
Immunity (Ex)
Improved Grab (Ex)
Invisibility (Su)
Low-Light Vision (Ex)
Poison (Ex)
Power Resistance (Ex)
Psionics (Sp) | Scent (Ex)
Spell Resistance (Ex)
Spells (Sp)
Swallow Whole (Ex)
**Trample** (Ex)
Turn Resistance (Ex)
Regeneration (Ex)

**Trample** (Ex): As an attack action during its turn each round, the creature can run over an opponent at least one size category smaller than itself, entering the opponent’s fighting space to do so. The trample deals bludgeoning damage, and the creature’s descriptive text lists the amount.

Trampled opponents can attempt attacks of opportunity, but these incur a –4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt Reflex saves for half damage. The save DC equals 10 + 1/2 trampling creature’s HD + trampling creature’s Strength modifier (the exact DC is given in the creature’s descriptive text).
Snake

**Type:** Animal

**SPECIES TRAITS**

Variable Size
See above table for attack and Defense modifiers based on size, as well as for a snake’s fighting space (assuming the creature is coiled) and reach.
Improved Grab (Ex)
Only constrictor snakes have this ability. To use this ability, a constrictor snake must hit with its bite attack. If it gets a hold, it can constrict (see below). See Improved Grab.
Constrict (Ex)
With a successful grapple check against a creature of its size or smaller, a constrictor snake deals damage equal to its bite damage.
Poison (Ex)
A viper injects venom with a successful bite. The victim must succeed on a Fortitude save or take 1d6 points of temporary Constitution damage; a second Fortitude save must be made 1 minute later to negate the venom’s secondary damage (same as the initial damage). The save DC is equal to 11 + 1/2 the snake’s Hit Dice + the snake’s Constitution modifier (DC 11 for a Tiny viper).
Low-Light Vision (Ex)
A creature with low-light vision can see twice as far as normal in poor lightning conditions. The creature can still distinguish colors, even in dim lighting.
Scent (Ex)
This ability allows a snake to detect approaching enemies, sniff out hidden foes, and track by sense of smell. See Special Qualities for more information.
Skill Bonuses
Snakes receive a +8 species bonus on Balance checks and a +4 species bonus on Hide, Listen, and Spot checks. Snakes apply either their Strength or Dexterity modifier, whichever is higher, to Climb checks.
Bonus Feat
Vipers gain the bonus feat Weapon Finesse (bite).
Whirlwind Attack

You can strike multiple opponents in an amazing, spinning melee attacks.

Requirements
**:** Dexterity 13, Intelligence 13
**:** +4
**:** Dodge, Mobility, Spring Attack, and Combat Expertise.

## Benefit

When the character performs a full-round action, the character can give up his or her regular attacks and instead make one melee attack at the character's highest base attack bonus against each adjacent opponent.
Psionics

Blindsight (Ex)
Breath Weapon (Su)
Constrict (Ex)
Damage Reduction (Su)
Darkvision (Ex)
Energy Drain (Su)
Fast Healing (Ex) | Fear Aura (Su)
Gaze (Su)
Immunity (Ex)
Improved Grab (Ex)
Invisibility (Su)
Low-Light Vision (Ex)
Poison (Ex)
Power Resistance (Ex)
**Psionics** (Sp) | Scent (Ex)
Spell Resistance (Ex)
Spells (Sp)
Swallow Whole (Ex)
Trample (Ex)
Turn Resistance (Ex)
Regeneration (Ex)

**Psionics** (Sp): Psionics refers to abilities the creature generates with the power of its mind. Most psionic abilities can be used at will and have no use limit.
Aasimar

Aasimars are Shadowkind humans with a touch of something divine. They carry the spark of some greater extraplanar. , being of good allegiance. Their ancestry includes one or more powerful outsiders known as celestials, which are said to be either gods or the powerful servants of gods.

Aasimars tend to look like "ordinary" humans of unusual or exceptional beauty. They frequently have one or more distinctive physical attributes such as hair that glitters like spun gold, lustrous skin, or eyes of sparkling blue. Aasimars are not native to the mundane world. They reach maturity by age 20 and can live up to 300 years.

Descended from mortals mated to powerful extraplanar beings Aasimars tend to have a positive outlook on the world, and many (though not all) take the "good" allegiance to help further the cause of their distant ancestors. Some Aasimars see their presence here as a test established by the more powerful good-aligned powers of their homeland, while others see that they are here to counterbalance the forces of evil that are spilling into this dimension. Others are convinced that they have been exiled here for some now-forgotten crime and that this mundane world is a prison; redemption will only come from living up to the letter and the spirit of their half-remembered allegiances.

Aasimars tend to be loners in the mundane world, fallen angels who fight a lonely battle. When they take allies, it is with the understanding that others must aid in their crusade, and that casualties are likely regardless of the outcome. They will often search out other Aasimars, if only to see how their brothers and sisters have fared in the strange world.

## Species Traits:

**Size**: Medium

**Ability Modifiers**: +2 Wisdom, +2 Charisma

**Base Speed**: 30 feet

**Outsider Traits**:

Outsider
Aasimars cannot be raised from the dead
Darkvision
Black and white vision in total darkness up to 60 Feet
Energy Resistance
Acid 5, Cold 5, Electricity 5
Spell-Like Abilities
Cast Light Spell once per day
Allegiances
Good
Skill Bonuses
+2 on listen and Spot
Bonus Feat
Archaic Weapons Proficiency Simple Weapons Proficiency
Free Language Skills
Read/Write Language (any one), Speak Celestial, Speak Language (any one)
Other Languages
any shadow or earth based languages.
Level Adjustment
+1
Listen

Use **Listen** to hear approaching enemies, detect someone sneaking upon you from behind, or eavesdrop on a conversation.

**:** Wisdom

**T:** No

**AP:** No

**:** Acolyte, Bodyguard, Field Medic, Infiltrator, Investigator, Shadow Slayer. Soldier, and Dedicated Hero.

## Checks

Make a Listen check against a DC that reflects how quiet the noise is that a character might hear or against an opposed Move Silently check. The GM may call for a Listen check by a character who is in a position to hear something. A character can also make a Listen check voluntarily if he or she wants to try to hear something in the character's vicinity. The GM may make the Listen check in secret so that the character doesn't know whether not hearing anything means that nothing is there or that the character failed the check. A successful Listen check when there isn't anything to hear results in the character hearing nothing. A character can make a Listen check every time he or she has the opportunity to hear something in a reactive manner. As a move action, the character may attempt to hear something that he or she failed (or believes he or she failed) to hear previously.

Special:
When several characters are listening to the same thing, the GM can make a single 1d20 roll and use it for all the listeners' skill checks.

**Table: Listening Distance Penalties**
 Listener is Sleeping | -10

**Table: Listen Feats**
Special Quality/list

Blindsight (Ex)
Breath Weapon (Su)
Constrict (Ex)
Damage Reduction (Su)
Darkvision (Ex)
Energy Drain (Su)
Fast Healing (Ex) | Fear Aura (Su)
Gaze (Su)
Immunity (Ex)
Improved Grab (Ex)
Invisibility (Su)
Low-Light Vision (Ex)
Poison (Ex)
Power Resistance (Ex)
Psionics (Sp) | Scent (Ex)
Spell Resistance (Ex)
Spells (Sp)
Swallow Whole (Ex)
Trample (Ex)
Turn Resistance (Ex)
Regeneration (Ex)
Ooze

An ooze is an amorphous or mutable creature. See Table: Oozes for physical ability scores, recommended minimum Hit Dice, and damage based on size.

**Hit Die:** d10.

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

**Good Saving Throws:** None.

**Skill Points:** None.

**Feats:** None.

Oozes share the following additional traits.

**Weapon and Armor Proficiency:** Oozes are proficient with their natural weapons only, but not with armor.

**Ability Scores:** Oozes have no Intelligence score.

**Extra Hit Points:** An ooze has no natural armor rating but is difficult to kill because of its protoplasmic body. It gains extra hit points (in addition to those from its Hit Dice and Constitution score) according to size, as shown on Table: Oozes.

**Immunities:** Oozes are immune to mind-affecting effects, poison, sleep, paralysis, stunning, gaze attacks, visual effects, illusions, and other attack forms that rely on sight. Oozes are not subject to critical hits, flanking, or the effects of massive damage.

**Blindsight (Ex):** Most oozes have blindsight with a range of 60 feet.
Reactive Shooter

You react instantly with a firearm.

Requirements
**:** Dexterity 13

## Benefit

If you have a Medium-size or smaller ranged weapon in hand. you may act in the surprise round even if you are surprised. You roll initiative as though you were not surprised. The only action you may take in the surprise round, however, Is a single ranged attack with the weapon in your hand. You make this attack at your highest attack bonus, but you suffer an —5 penalty on the attack. You are still considered flat-footed during the surprise round.

###

If you are surprised at the beginning of combat, you cannot take any actions during the surprise round.
Magical Beast

A magical beast is similar to an animal but can have an Intelligence score higher than 2. A magical beast might possess supernatural or extraordinary abilities, or it might be bizarre in appearance and habits. See Table: Magical Beasts for physical ability scores, recommended minimum Hit Dice, and damage based on size.

**Hit Die:** d10.

**Base Attack Bonus:** Total Hit Dice (see Table: Creature Saves and Base Attack Bonuses).

**Good Saving Throws:** Fortitude, Reflex.

**Skill Points:** 2 x Int score, plus 1 point per Hit Dice beyond 1 HD, or 10-15 points if Int score is 1 or 2.

**Feats:** 1 + Int modifier (minimum 0), plus 1 feat per 4 Hit Dice beyond 1 HD.

Magical beasts share the following additional traits.

**Weapon and Armor Proficiency:** Magical beasts are proficient with their natural weapons only. They are not proficient with armor.

**Keen Sight (Ex):** Magical beasts have darkvision with a range of 60 feet and low-light vision (unless noted otherwise).
Troglodyte

**Type:** Monstrous Humanoid

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

CR: 1

**HD:** 2
**Advancement HD:**
     By character class; ()

## Combat

HP: **13**
**HD:** 2d8  + 4
**Massive Damage:** 14
Hit DC: **15**
     (Dex): -1
     Size: +0
**Touch DC:** 9
**Flat-Footed DC:** 15
BAB: **+1**
**Grapple:** 1
     (Str): +0
      **Attack 1:** +1 melee (1d4, claws; slashing)     **Attack 2:** -1 melee (1d4, bite; piercing)     **Attack 3:** +1 melee (1d6 nonlethal, sap; bludgeoning)     **Attack 4:** +0 ranged (1d6, javelin; piercing)

Full Attacks
 General Stats
Initiative: **-1**
**Fight Space:** 5 ft. X 5 ft.
**Reach:** 5 ft.
Base: **30 ft.**
     **Run:** x4 (120 ft.)
**Light:** up to 33 lb.
**Medium:** 34-66 lb.

## Special Traits

Stench (Ex)
When a troglodyte is angry or frightened, it secretes an oily, musklike chemical that most animal life finds offensive. All living creatures (except troglodytes) within 30 feet of the troglodyte must succeed on a Fortitude save (DC 13) or take a –2 morale penalty on attack rolls, weapon damage rolls, ability checks, skill checks, and saving throws for 10 rounds. Characters subjected to stench from multiple troglodytes make only one saving throw. Characters affected by a troglodyte’s stench cannot be affected again by any troglodyte’s stench until the current effect expires.
Species Bonus
A troglodyte’s skin changes color somewhat, allowing it to blend in with its surroundings like a chameleon. A troglodyte gains a +4 species bonus on Hide checks (+8 in a rocky or subterranean setting).
Bonus Feat
Troglodytes receive the bonus feat Simple Weapons Proficiency.
Automatic Language
Troglodytes read, write, and speak Draconic.

## Possessions

Sap, 1d4 javelins, backpack containing food and assorted items
Negate Psionics

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

## Description

Negate psionics can be used to end ongoing powers that are manifested on a creature or object, to temporarily suppress the psionic abilities of a psionic item, or to end ongoing power (or at least their effects) within an area. A negated power ends as if its duration had expired. Negate psionics can negate (but not counter) the ongoing effects of supernatural abilities as well as psionic powers. Negate psionics affects spell-like abilities just as it affects powers (and spells). A manifester can’t use negate psionics to undo the effects of any power with an instantaneous duration.

The manifester chooses to use negate psionics in one of two ways: a Targeted Negation or an Area Negation:

**Targeted Negation:** One object, creature, or power is the target of the power. The manifester makes a negation check against the power or against each ongoing power currently in effect on the object or creature. A negation check is 1d20  + 1 per manifester level against a DC of 11 + the manifester level of the power to be negated.

If the object that targeted is a psionic item, the manifester makes a negation check against the item’s manifester level. If the manifester succeeds, all the item’s psionic properties are suppressed for 1d4  rounds, after which the item recovers on its own. A suppressed item becomes nonpsionic for the duration of the effect. The manifester automatically succeed on the negation check against any power that he or she manifested his or herself.

**Area Negation:** The power affects everything within a 30-foot radius.

For each creature that is the target of one or more powers, the manifester makes a negation check against the power with the highest manifester level. If that fails, he or she makes negation checks against progressively weaker powers until he or she negates one power (which discharges the negate psionics so far as that target is concerned) or fails all his or her checks. The creature’s psionic items are not affected.

For each object that is the target of one or more powers, the manifester makes negation checks as with creatures. Psionic items are not affected by area negations.

For each ongoing power with an area centered within the negate psionics target area, the manifester makes a negation check to negate the power.

For each ongoing power whose area overlaps with that of the negation, the manifester makes a negation check to end the effect, but only within the area of the negate psionics.