recursal/Fanatic-Fandom huggingface dataset:
Moth Man Go

**Level:** Moth Man 8

**Spell Resistance:** no

Also known as "Moth Tornado", You launch yourself into the air and
connect with the moth man forming wings, you then dash into your foe and
 slam arrows into their chest, allowing them to explode as you fly off
looking awesome. As a standard action, You gain a +4 bonus to
your dexterity and constitution scores and once per round as a swift action you can make a
 single touch attack with your weapon that deals an extra 5d6 damage.
In addition you gain a 40 foot fly speed (Perfect). This lasts 1 round
per level.
Item Bills

These abilities can only be passed while within the dark senate of the item you wish to gain the bonus for. Each bill can only be passed once each for each item and passing the same bill on multiple items does not stack, save for with the increased Pop and Increased Gem POP level bills.

**A little More HP growth: Mana: 4500**

Item grants +1 hit points per hit dice when equipped.

**A little More SP growth: Mana: 3500**

Item grants 1 additional spell or technique slot a day.

**A little More ATK growth: Mana: 300**

Item grants 1d4 of extra damage when equipped.

**A little More DEF growth: Mana: 300**

Item grants +1 more AC when equipped. This bonus is a dodge bonus.

**A little More INT growth: Mana: 300**

Item grants +1 increase to Spell or Technique Saving throw DC when equipped.

**A little More RES growth: Mana: 300**

Item grants +4 spell resistance when equipped.

**A little More HIT growth: Mana: 300**

Item gains a +10 feet to ranged attacks when equipped.

**A little More SPD growth: Mana: 300**

Item grants +5ft to all forms of movement.

**More HP growth: Mana: 6000**

Item grants +2 HP per hit dice when equipped.

**More SP growth: Mana: 6000**

Item grants 2 additional spell or technique slots per day.

**More ATK growth: Mana: 600**

Item grants 2d4 of extra damage when equipped.

**More DEF growth: Mana: 600**

Item grants +2 more AC when equipped. This bonus is a dodge bonus.

**More INT growth: Mana: 600**

Item grants +2 increase to Spell or Technique Saving throw DCs when equipped.

**More RES growth: Mana: 600**

Item grants +6 spell resistance when equipped.

**More HIT growth: Mana: 600**

Item gains a +20 feet to ranged attacks when equipped.

**More SPD growth: Mana: 600**

Item grants +10ft to all forms of movement.

**Increase Jump Ability: Mana: 250**

Item grants a +10 to acrobatics checks when trying to jump when equipped.

**Increase Attack Range: Mana: 1500**

Increases your reach by 5 ft. This can be passed to a maximum of 3 times.

**Increase Critical Rate: Mana: 4000**

Increases the range of critical for the weapon by -1. This is applied before abilities such as keen or improved critical.

**Increase POP level: Mana: 4000**

Increases the maximum enchantment bonus the item can obtain by +1. This can be selected up to 3 times for a single item.

**Increase Gem POP level: Mana: 4000**

Increases the enhancement bonus by +1, but only for the purpose of determining the strength of enchantments or gems (Such as defending, Evasive gems, or Guts enchanted armor). This can be selected up to 3 times for a single item.
Mecha Pilot Reincarnation

**Spells:** When you gain a new level as a Mecha Pilot, you gain 1
additional Mecha Pilot spell you can cast per day. In addition, when you gain
another spell level, you gain another spell per day for that spell level and
every spell level before it to a maximum of 3 additional spells per day for
most spell slots.

**Mech:** Follow the rules for Phantoms listed on the Reincarnation page.

**Fused Link:** This works as the listed ability. It possesses no
additional effects.

**Summon Mecha:** You gain 3
additional uses of this ability per day.

**Shielded Meld:** The bonuses granted increase by +2.

**Upgrade Mech:** This works as the listed ability. It possesses no
additional effects.

**Alter Base Form:** This works as
the listed ability. It possesses no additional effects.

**Aspect:** This works as the listed ability. It possesses no additional
effects.

**Greater Shielded Meld:** The bonuses granted increase by +2.

**Artificial Intelligence:** Gain 3
additional rounds of this ability.

**Greater Aspect:** This works as the listed ability. It possesses no
additional effects.

**Ultimate Combat Machine:** You gain +3 additional rounds per day of
this ability.
Meteor Arrow Kick

**Level:** Bow/Thrown 3

**Spell Resistance:** Yes

Leaping back, you fire with great precision and unerring accuracy, three
 arrows, one after the other into the enemy, stacking them in a long
line before a single flaming drop kick forces them through their body.
Make a full attack on a single enemy within 300 feet. Each attack that
hits deals normal damage as well as an additional 3d6 of precision
damage. If you land at least 3 attacks, you deal an additional 5d6 fire
damage. If the enemy would normally be immune to precision damage, they
lose the immunity for this attack.
Inside Tour

**Level:** Dragon 5

**Spell Resistance:** no

Biting down on your foe you swallow him down and push as hard as you
can, launching him out of your ass in emergency fashion. Make an attack
 against your enemy's grapple CMD, if this attack hits you deal normal
damage and the creature must make a fortitude saving throw DC: 15+ Strength modifier or be effected by the shrink status ailment and then be swallowed whole. The dragon can hold one creature in it's stomach at a time. Every round the creature within the dragon's stomach takes normal damage as well as an additional 1d6 acid damage per 4 levels (Max +5d6). The creature is treated as if it were grappled, and must make a CMB or escape artist check to escape, or deal enough damage to the dragon's stomach to escape. The dragon's stomach has the same armor class as the dragon, and possesses a number of hitpoints equal to the dragon's level times it's constitution modifier. At any point the dragon can eject the creature in a massive blast from either end as a standard action. The creature must make a fortitude saving throw DC: 15+ Strength modifier or take normal damage as well as 1d6 acid damage per level (Max 20d6). On a failed saving throw, the creature takes full damage and are nauseated for 1 round. A successful saving throw halves the damage. Regardless, the creature is placed adjacent to the dragon when this ends. If the dragon has 50% more in it's hoard than the base requirement, the dragon's stomach increases in size to hold 1 additional creature. If the dragon possesses twice the amount in it's hoard than the base listed requirement for it's level, the dragon can hold up to 4 creatures in it's stomach at once. The shrink effect wears off after 1 minute per level, or once the creature has been ejected. If the shrink is dispelled before the dragon spits the creature out, the dragon cuts it's movement speed in half for every size category larger than the dragon the creature is, rounded down.
Jumping Rock Toss

**Level:** Gunslinger 4

**Spell Resistance:** no

Cracking the ground beneath you, you lift a rock and toss it at your
foe, allowing it to ricochet off back at you, only for you to kick it
back at your foe with great force. As a full round action, make a full
attack on any opponent within range. Each attack deals an additional 1d4
 damage to the enemy. If you hit at least half of your attack rolls, the
 ammunition spent on the attacks is not spent and returns.
LET ME TELL YA SOMETHIN!

**Level:** Rath 3

**Spell Resistance:** no

You are a master at telling people somethin, and sometimes you're able
to tell em somethin that they'll never forget. As a standard action, you
 summon up some tiger power and gain a +2 bonus to attack and damage
rolls. In addition, you deal normal damage whenever you land a
successful grapple. This technique lasts 1 round per level.
Jack Rush

**Level:** Lantern 8

**Spell Resistance:** no

As a standard action, Make a single attack on every creature within a 30
 foot line. If this attack hits you deal critical damage as well as 1d6
damage per level (Max 20d6). A successful fortitude saving throw
DC:18+Strength modifier can cut this damage in half.
Hyper Zombeam

**Level:** Zombie 6

**Spell Resistance:** yes

Charging a massive blast of energy in it's mouth, the Zombie lets loose
the pink blast of energy into his foes. The force is too much for it's
rotting neck however and snaps his head off sending it spiraling around
and slamming into enemies far and wide. As a full attack action, Enemies
 within a 60 foot burst must make 3 reflex saving throws DC: 16+Strength
 modifier. Creatures that fail these saves take normal damage as well as
 1d6 damage per level (Max 10d6) for each failure. Each success negates
all damage dealt by this technique.
King of Beasts

**Level:** Close Monk/Double 6

**Spell Resistance:** no

A powerful technique said to have been created by a legendary martial
artist in the Final Street Kombat Instinct Tournament long ago.

*Gravitational commencement:* You lead a swift areal assault on
your opponent, summersault kicking them into the sky before dashing
around the air, slamming blow after blow into their body and finally
bringing them crashing down to Earth with a devastating suplex. Make a
full attack against a single enemy, every attack that you successfully
land deals an additional 3d6 damage. If you land at least 3 attacks, you deal additional damage equal to your critical damage, adding your wisdom modifier into the damage as well. Creatures struck by this must
make a fortitude saving throw to cut the final bit of damage in half.
The DC is 16+Wisdom modifier. If you fail the save you are knocked prone and your movement speed is cut by 10 feet for 1 round per level.

*Atmospheric Ride:* You kick your opponent into the air
repeatedly before twirling around and slamming down on top of them,
sending them hurtling to the ground for a massive neck snapping
explosion. Make a full attack against a single enemy, every attack that
you successfully land deals an additional 3d6 damage. If you land at
least 3 attacks, you deal additional damage equal to your critical
damage as well as 1d6 fire damage per level (Max 10d6) to every creature within a 20 foot burst centered on the creature. Creatures within the burst gain a reflex save DC:16+Wisdom modifier for 1/2 damage.
Mega Star

**School Evocation** [Star]; Geomancer 3, Level Sorcerer/Wizard 3, Paladin 2, STAR 3

**CASTING**

**Casting Time** 1 standard action

**Components** V, S

**EFFECT**

**Range** close (25 ft. + 5 ft./2 levels)

**Area** One creature per 2 levels, no two of which can be more than 30 feet apart.

**Duration** instantaneous

**Saving Throw** Reflex halves; Spell Resistance yes

**DESCRIPTION**

Raising your hands in the air, you call out an incantation to the Lords
of Star before a massive burst of Star explodes around your foes. This
attack deals 1d4 of Force Damage per level up to a maximum of 20d4. A
successful reflex saving throw halves the damage.

**Empower:** by expending an additional spell slot when
casting this, you can cause creatures whom fail their reflex saving
throw to be knocked prone and blinded for 1 round.

\*NOTE: As an Arcane Caster, you can only have one of these spells (Fire,
 Wind, Ice, or Star) in your spell book or on your spell list unless you
 possess the Moon Prism Power or Galactic Power feats)
Lightspeed

**Level:**
Novelty (Time Bomb) 7

**Spell**
Resistance: No

Dashing past your enemy at the speed of light, you
slap bombs on every part of them before skidding past and detonating them all
into a massive and devastating blast. As a full attack action, you make a
charge attack against an enemy within charge distance and make a touch attack
against them. You can make a sleight of hand check when doing this. If you do
so, they don't know you put a bomb on them unless they make a successful
perception check, and if they don't, they can't make an attack of opportunity,
in addition you can continue moving the rest of your move speed past them if
you'd like. At any point after you have used this technique, you can as a move
action detonate all bombs that you've placed in this way within it's duration.
Creatures tagged with a bomb must make a fortitude saving throw DC: 17+
Intelligence modifier, or take critical damage as well as an additional 1d6 per
level (Max 20d6). Creatures within 30 feet of the target must make a reflex
saving throw of the same DC. A successful reflex saving throw halves the damage
and a successful fortitude saving throw instead makes the damage normal damage
+5d6+1 per level (Max 5d6+20). The bombs also go off if the creature is subject
to fire damage. This damage is dealt individually for each bomb on your person.
A bomb lasts on a creature for 1 round per level.
Invincible Blazing Victory Dynamite Tour

**Level:** Stumpy 9

**Spell Resistance:** no

Your voice is like heaven and your movements perfection. A single glance
 can melt hearts, and a strum of your mighty axe can sway even the most
hateful of foes or bring feral beasts to their knees. Your focus is in
your song, and your cong is life. Not only is your song your own life,
but it contains the hearts and souls of the millions that revere you. As
 a full round action, you create a huge black storm cloud in the air and
 a small stage beneath you. Each enemy under the cloud must succeed on a
 Fortitude save or be deafened for 1d4 × 10 minutes. In addition you
summon 1 large sized person swarm per 3 levels you possess. These people
 swarms have 50 hit points, AC:25, and deal 5d6 damage as a swarm. The
Distraction DC for the swarm is 19+Charisma modifier and each swarm can
move 30 feet in a round. Each round you continue to spend a full round
action, the technique generates additional effects as noted below. Each
effect occurs on your turn.

*2nd Round:* Raindrops shaped like fists falls from the sky, dealing 1d6 points of damage to enemies (no save, bypasses DR).

*3rd Round:* You call six bolts of lightning down from the cloud
each round. You decide where the bolts strike. No two bolts may be
directed at the same target. Each bolt deals 10d6 points of damage, half is electricity, half is divine. A creature struck can attempt a Reflex save DC: 19+ Charisma modifier for half damage.

4th Round: Hailstones (also shaped like fists) rain down in the area,
dealing 3d6 points of bludgeoning damage to enemies (no save), Enemies
in the area must make a fortitude saving throw DC: 10+ Charisma modifier
 or be blinded for 1d6 rounds. *5th through 10th Rounds:* Violent rain and wind gusts reduce
visibility. The rain obscures all sight, including darkvision, beyond 10 feet. A creature 10 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). Speed is reduced by half. Ranged attacks within the area of the storm on these
rounds are impossible. Spells cast within the area are disrupted unless
the caster succeeds on a Concentration check against a DC equal to
technique's save DC + the level of the spell the caster is trying to
cast.
Ice Dance

**Level:** Death 3

**Spell Resistance:** yes

You create an erupting burst of Frost in a 30 foot burst. As a standard
action, Creatures within this burst must succeed in a Reflex saving
throw DC 13+ Charisma modifier or take normal damage as well as 1d6 cold
 damage per level (Max 10d6). Creatures who succeed the save take 1/2
damage while creatures that fail not only take full damage, they take
4d6 cold damage in the following round.
Lantern Wish

**Level:** Golem 7

**Spell Resistance:** No

Summoning the Golem from inside of a magic lamp, you take the foe on a
magic carpet ride. As you stand in the night sky with your enemy, you
proceed to beat the shit out of them in close quarters and then knock
them off the side of the carpet as the Golem Slams them to the ground
with his fists. Make a full attack action against an enemy within range.
 Your attacks deal an additional 2d6 damage and your enemy's Damage
reduction is cut in half, If you hit with at least 3 attacks, the enemy
must make a fortitude saving throw DC: 17+ Strength modifier or be
knocked prone.
Kitsune Reincarnation

**Spells:** When you gain a new level as a Kitsune, you gain 1 additional
Kitsune spell you can cast per day. In addition, when you gain another spell
level, you gain another spell per day for that spell level and every spell
level before it to a maximum of 3 additional spells per day for most spell
slots.

**Heritage Power:** The Kitsune gains heritage Powers as usual, however
you must meet all prerequisites to select them, using your new level as your
class level to select the Heritage Powers. You cannot select a Heritage Power
you already possess.

**White Fox:**
You gain another use per day of this ability.
I always Deliver

**Level:** U.P.S. 6

**Spell Resistance:** no

As a standard action, you gain a +4 bonus to attack and damage rolls. in
 addition you can "Deliver" an item to an opponent when you make an
attack. By destroying an item in your possession, you deal an additional
 +1 damage for every 5 hell it was worth (To a max of +6 more damage by
destroying something of 30 hell or more). Furthermore if you have moved
in the same round you "Deliver" an item to someone, you gain the bonus
to attack rolls as well. This lasts for 1 round per level.
Merciful Healer Reincarnation

# **Merciful Healer**

Many of the Merciful Healer's abilities are described in the Cleric Section, however abilities unique to them are listed here.

**Willing Healer:** A Merciful healer who already possesses the healing domain can select any other domain of her choice.

**Channel Energy:** This works as the cleric's reincarnation bonus, however otherwise it still follows the same restrictions as the Merciful Healer's class ability.

**Combat Medic:** This does not change.

**Merciful Healing:** At every level when the merciful healer gains a new effect that can be healed, she gains an additional effect from the list. In addition it increases the number of people effected as listed in the description.

**True Healer:** This grants no additional effects.
Moth Man Reincarnation

# **MOTH MAN**

**Sneak Attack:** The Moth Man's Sneak attack increases as usual, adding the extra dice to their sneak attack damage pool, however they are treated as a Moth Man of their level -8. This does not count the maximized hit dice that are gained at 1st level of reincarnation.

**Toxicraft:** The Moth Man gains 1/2 of the listed bonus to his toxic pool every level.

**Evasion:** If you already possessed Evasion, you gain improved Evasion, if you possessed improved evasion, you gain nothing .

**Improved Evasion:** If you already possessed Evasion, you gain improved Evasion, if you possessed improved evasion, you gain nothing.

**Big Blast Sonic:** The Moth Man does not gain additional bonuses from this ability.

**Shielded Wing:** The Moth Man does not gain additional bonuses from this ability.

**Travel Unscathed:** The Moth Man does not gain additional bonuses from this ability.

**Range Increase:** The moth man's range increases by the listed amount.

**Poison Powder:** The moth man can use this ability an additional 3 times per day.

**Freedom of Mind:** This works as the listed ability. It possesses no additional effects.

**Freedom of Movement:** This works as the listed ability. It possesses no additional effects.

**Unknown:** This ability can be used an additional time per day.
Minimize

**Level:** Gargoyle 2

**Spell Resistance:** yes

Shrinking you down to a very tiny size, the Gargoyle then holds you in
place with fear and smashes down on top of you violently. As a standard
action, Make a single attack at your highest base attack bonus, the
creature must make a fortitude saving throw DC: 12+Strength modifier. If
 the creature succeeds it only takes normal damage, if it fails however
the creature takes critical damage instead.
Illusive Quake

**Level** Hammer/Axe/Flail 9

**Spell Resistance:** no

Slamming through your opponent, you destroy and ravage the battlefield,
dropping them into a mighty, collapsing fissure. As a full attack
action, Make a single attack at your highest base attack bonus. If you
hit the creature, you deal normal damage along with 2d6 damage per level
 (Maximum 40d6 at 20th level). A successful fortitude saving throw DC:
19+ Strength modifier, cuts that damage in half. In addition, an
Earthquake spell http://www.d20pfsrd.com/magic/all-spells/e/earthquake with the epicenter being where you initiated the technique.

**Empower**
You can spend an additional technique use
per day to impose a -2 Armor Class penalty on every creature that fails
the save for the earthquake.
King Mixer

**Level:** Slime 8

**Spell Resistance:** no

Fusing with a multitude of summoned slimes, you leap upon your foe and
grind through them like a blunt drill. As a standard action, Enemies
within a 30 foot burst must make a reflex saving throw
DC:18+Constitution modifier or take double damage as well as 1d8 damage
per level (Max 20d8). Half of this damage is acid, and the other half is
 divine or profane (depending on if you are Good or Evil). Creatures
that succeed in this save take 1/2 damage. Creatures that fail take full
 damage and are considered to have been hit by the Slime's natural
attack (For grab purposes) and are also knocked prone.
Lizard Folk

Savage and powerful lizard people that live in the swamps, jungles, and forests of various worlds. Lizard men are cunning yet still bestial and possess an animalistic intelligence. It is said that they may be related to the Dracon or the Dragons in some way, but Netherscience has yet to prove so.

[1]

Lizardfolk use the statistics for the Lizardfolk in the Pathfinder Bestiary, however they possess the following changes.

Lizard folk possess the evility Wild cry and as such gain a +1 bonus to attack rolls for every creature adjacent to them.

Lizard folk also possess the techniques Skull Crush DC:12 when using their morning star, or Impaler if using their spear. Lizard Folk that possess over 4 hit dice and become lizard kings also have the technique Impaler Drop
Inquisitor Reincarnation

# **Inquisitor**

**Inquisition:** When you gain this ability you select another inquisition that you do not already possess.

**Judgment:** You gain additional uses of this ability as listed in the description.

**Spell Sage:** This works as the listed ability. It possesses no additional effects.

**Stern Gaze:** This works as the listed ability. It possesses no additional effects.

**Cunning Initiative:** This works as the listed ability. It possesses no additional effects.

**Knowledgeable Defense:** This works as the listed ability. It possesses no additional effects.

**Detect Alignment:** This works as the listed ability. It possesses no additional effects.

**Solo Tactics:** This works as the listed ability. It possesses no additional effects.

**Teamwork Feat:** You gain the feats as listed, however you only gain them at levels 3, 9, and 15.

**Bane:** This works as the listed ability. It possesses no additional effects.

**Discern Lies:** This works as the listed ability. It possesses no additional effects.

**Spell Bane:** You must select spell schools that you do not possess any bonuses for from Witch's Bane.

**Spell Scent:** This works as the listed ability. It possesses no additional effects.

**Second Judgment:** This grants an additional judgment when using the judgment ability.

**Stalwart:** This works as the listed ability. It possesses no additional effects.

**Greater Bane:** This works as the listed ability. It possesses no additional effects.

**Witch's Bane:** This works as the listed ability. It possesses no additional effects.

**Exploit Weakness:** This works as the listed ability. It possesses no additional effects.

**Third Judgment:** This grants an additional judgment when using the judgment ability.

**Slayer:** This works as the listed ability. It possesses no additional effects.

**True Judgment:** This works as the listed ability. It possesses no additional effects.
Icicle Sword Gun

**Level:** Crossbows/firearms Light/heavy 3

**Spell Resistance:** no

Channeling the sub-zero energy into your gun, you fire a frozen bullet
into your enemy, freezing them over completely before creating a blade
of pure frozen destruction out of your firearm. As a standard action,
your firearm becomes a weapon that can be used in melee combat. You can
make attacks like you usually would, however these attacks can be made
in melee and do not provoke attacks of opportunity. You also deal an
additional 1d12 frost damage on each attack you make. This lasts for 1
round per level. You can expend the remaining rounds you have for this
technique to make a single attack against an enemy within range. The
enemy must make a reflex saving throw DC: 13+Dexterity modifier or take
normal damage as well as 1d6 frost damage per round sacrificed (Max
15d6). A successful saving throw halves the damage.
Lorenzini

**Level: Serpent 4**

**Spell Resistance:  no**

Puking out a huge bubble, you encase your enemy inside
before leaping up and bursting it, digging your claws into their flesh as you
slam them into the ground. Make a touch attack against an enemy within your
reach. If the attack hits you deal normal damage and your enemy is knocked
prone as well as encased in a bubble. This bubble is the same size as the
creature. The Bubble possesses an AC of 10 and has 10 hitpoints per level of
the Serpent. The creature cannot move as long as it's in the bubble, nor can it
make attacks or attacks of opportunity. It can still cast spells that don't
require an attack roll. The Bubble takes 1/2 damage from area effects. When the
bubble bursts, it deals your normal damage again as well as an additional 2d6
cold damage for every round the creature was stuck within (Max 20d6). Area
effects do not effect creatures within the bubble. The bubble lasts for 1 round
per level or until destroyed.
Magical Knife

**Level:** Marionette 4

**Spell Resistance:** no

Flinging knives into the air, you spin at mach speed to fling them
towards your enemy in a barrage of falling blades. Make a full attack
against any opponent within 30 feet. If at least 2 of these attacks hit,
 you deal an additional 1d4 damage per level (Max 20d4). Creatures must
succeed in a DC:14+Dexterity modifier reflex save to halve the extra
damage.
Lovely Heart

**Level:** Novelty (Staff/Rod) 6

**Spell Resistance:** Yes

After twirling around, you hop into the air and invoke the power of love
 as a circle of cartoonish hearts surround you and then pile on top of
your foe with devastating force. As a standard action, you create a 20
foot burst placed anywhere within 60 feet. Creatures in this burst must
make a will save DC: 16+Intelligence modifier or take normal damage+1d6
damage per level (Max 15d6). Creatures who fail are also dazzled for
1d6+2 rounds.
Lightning Sword

**Level: Black Knight 9**

**Spell**
Resistance: yes

Summoning the power of lightning into yourself, you are struck by a searing
bolt that super charges your chest orb. You pull a blade of pure lightning from
within and dash across the night sky, weaving like a lightning bolt through the
air before slashing through a cluster of enemies and causing them to explode in
a brilliant flash of light. As a full attack action, you can move up to your
charge speed and Creatures within a 30 foot cone extending from you must make a
fortitude saving throw DC: 19+charisma modifier. You deal critical damage as
well as an additional 1d8 per level (Max 25d8). Half of the damage dealt is
lightning and half is profane. A successful saving throw halves the damage
dealt. If you fail the saving throw, you are stunned for 1 round and take a -1
penalty to all energy resistances and damage reduction for every level you
possess. This lasts for 3 rounds. Once the technique is over, You gain
lightning resistance 30, and you deal an additional 3d6 lightning damage on all
attacks and to creatures whom strike you in melee combat for 3 rounds. This
decreases by 1d6 and -10 energy resistance every round.
Lamp Fog I

**School** evocation [Frost]; **Level** Wizard/Sorcerer 3, Witch 3, Cleric 3, Druid/Geomancer 3, Aqua Demon 3, Sea Angel 2, Death 3

CASTING

**Casting Time** 1 standard action
**Components** V, S

EFFECT

**Range** 60 feet
**Effect** Mana melts target from within,
**Duration** Instantaneous
**Saving Throw** Fortitude Halves; **Spell Resistance** yes

DESCRIPTION

Thrusting out your hand, you invoke primal frost magic allowing you to melt enemy from inside with gaseous mana.

A single enemy within 60 feet must make a fortitude saving throw or take 1d6 damage per 2 levels (Max 10d6) Half of this damage is acid and half is frost. A creature that fails it's saving throw is effected as if by the confusion spell for 1 round and they also take 1d8 damage to their mana pool. If this spell would kill the creature, upon their death they are the center of an obscuring mist spell which persists for 1 round per 2 levels. On a successful saving throw the creature takes half damage and suffer no additional effects.

This spell can be cast with a Lantern weapon. Doing so increases it's saving throw DC by +2 and it's damage by an amount equal to the base lamp damage.

*Mythic:* By expending a use of Mythic Power when casting this spell, you can cause the enemy to contract mana sickness. The creature takes 1d4 constitution damage, and 1 wisdom damage every round for 4 rounds, and must make the save for this spell every round to avoid the additional damage. A mythic caster of tier 4 or  higher can also expend a use of mythic power to completely bypass frost and acid immunity. A Mythic caster of 6th tier or higher can expend a use of mythic power to also treat the confusion spell as Mythic, and double the duration of the obscuring mist.

*Mana Burn:* By casting this spell using mana as per the Manacaster feat, you can gain additional effects by spending more mana. These effects are cumulative.

·*Increased Damage:* For every 8 mana you spend you can increase the damage by +1d6.

·*Lengthy Spell:* For every 2 mana you spend you can increase the duration of the obscuring mist by 1 round.

·*Difficult Spell:* For every 3 mana you spend you can increase the save DC by +1 (Max +10).
Mimic Blade

**Level:**
Box 6

**Spell**
Resistance: yes

Opening wide, the box releases blades of brilliant
energy that saw through foes that get too close. As a standard action, place a
single 20 foot burst anywhere within 60 feet. Creatures in this area must make
a reflex saving throw DC: 16+ Strength modifier or take normal damage as well
as an additional 1d6 force damage per level (Max 15d6). On a successful saving
throw you take half damage. As a move action every round you can choose to move
this area in a line up to 60 feet in any direction so long as it remains in
your line of sight. Creatures in the line or that begin their turn in it's
space must make a reflex saving throw for half damage. This lasts for 1 round
per level.
Ice Dancer

**Level:** Sea Angel magichange 6

**Spell Resistance:** no

Summoning an ice hockey rink, you and the sea angel dance and spin around
the enemy in an elegant ice dance circle before a huge burst of ice explodes
out and devastates all of your enemies in the circle. As a standard action, you
summon 20 feet of ice per level on the ground. This is all a solid flat sheet
of ice. While on this ice your move speed increases by +30 feet and you are
immune to falling prone. When making an attack, you deal an additional +1
damage for every 10 feet you moved in that round (Max +20). All attacks you
make deal 3d6 ice damage. Enemies whom try to move on this ice must make a
reflex saving throw DC: 16+ Wisdom modifier or fall prone and take 2d6 ice
damage. This lasts 1 round per level.
Magnetic Wave

**Level:** Galactic Demon 5

**Spell Resistance:** yes

The Galactic Demon releases some of it's magnetic core, electrocuting
everyone around it. Creatures within several 30 foot long lines that
extends from the front, back and sides, of the Galactic demon must
succeed in a DC:15+Strength modifier reflex saving throw or take normal
damage as well as 1d6 electricity damage per level (Max 10d6). Creatures
 that fail this save take full damage and are stunned for 1 round.
Lion's Roar

**Level:** Close Monk/Double 5

**Spell Resistance:** yes

Upon activating this technique, you can use it in one of two ways. Each has a saving throw DC of 15+ Wisdom modifier.

*Lion Barrage:* Leaping into the air you channel the spirits of those whom battled before you, thrusting out your palms and letting an enormous and explosive beam of energy rip through the air. As a standard action, enemies within a 30 foot cone emanating from your weapon must make a reflex saving throw for 1/2 damage. Creatures within this area take normal damage as well as 1d8 force damage per level (Max 15d8). Creatures that succeed their save take 1/2 damage, creatures that fail take full damage and are blinded for 1d6 rounds. By spending 1 point of ki when using this technique, you gain a +2 bonus to wisdom and a +5 foot bonus to movement speed for 1 round per level. This stacks with itself up to 3 times.

*Beast Blast:* Summoning fourth a crackling magenta energy, it condenses down into a small orb into your palms as lightning explodes fourth from the surge in energy. Unleashing the power, it explodes into a beam that strikes the ground and erupts into a massive column of force and flame. As a full round action, place a cylinder 20 feet wide and 60 feet tall anywhere within 50 feet. Creatures in this area must make a reflex saving throw or take normal damage as well as 1d6 force damage per level (Max 20d6). Creatures that succeed take ½ damage. Creatures that fail their saving throw are knocked prone and stunned for 1 round. By spending 1 point of ki, you can increase this damage to d8s. For every additional point of ki spent it increases the damage die all the way to d12’s. (D6-d8-d10-d12).
Mimic

* +4 STR, -4 INT, -4 CHA
* Aberration
* Medium: As Medium creatures, Mimics have no special bonuses or penalties due to their size.
* Mimic base land speed is 30 feet with a fly speed of 30 feet (Good).
* Darkvision
* +2 racial bonus to Stealth and disguise checks. This bonus becomes +8 when trying to disguise as a Box or treasure chest.
* Automatic Languages: English or Japanese
* **Boxing Day:** Mimics can instantly change to appear as treasure chests, this is a swift action and requires a spot check with a DC equal to the mimic’s disguise check.
* **Holding Space:** Mimics contain within themselves a chest of holding. This can carry up to 500lbs of equipment, and can store a living creature for up to 5 hours, of up to medium size.
* **Natural Weapon:** Slam: 1d6 Bludgeoning damage. Crush: 1d8+1 ½ STR mod with a successful grapple check.
* +1 Natural Armor.
* Proficient with Morning star, Hammer, Shovel, and Box
Long Horn Fang

**Level:** Skeletal Dragon 5

**Spell Resistance:** no

Your massive horn grows out and you impale the enemy on it. Swinging
them around like a rag doll you then bury them in the ground with great
force. As a standard action, Make a single attack at your highest base
attack bonus on a creature, if you hit you deal normal damage and must
make an attack on their grapple CMD. If this attack misses the technique
 ends, but if grappled you deal critical damage, in addition the
creature must succeed in a Fortitude saving throw DC 15+Strength
modifier or take 1 negative level. This negative level lasts for 24
hours after which the save must be made again or it becomes permanent.
Jackknife

**Level:** Lantern 5

**Spell Resistance:** No

Tossing a cigarette or Lollipop into the air, you distract your enemy
for long enough to appear behind them and unload a flurry of bladed
slashes into their back. As a full attack action, make a feint attempt
against any creature within 60 feet. If successful, you instantly move
next to the creature, provoking no attacks of opportunity, and you get a
 full attack on that creature. If the feint was not successful you still
 get to move, however you only gain a single attack against the
creature, however they are still flat footed for the attack roll. Each
attack deals an additional 1d6 damage and the creature must make a
fortitude saving throw DC: 15+ Strength modifier or be vulnerable to
precision damage until the end of your next round.
Ice Wall Circle

**Level:** Sea Angel 7

**Spell Resistance:** yes

Summoning up a pool of water, you dive in and freeze it over before
creating a magic rune atop it's surface. Thrusting the rune out, you
release a burst of magic ice and grow the Ice to three times it's size
before dropping it on the enemy with crushing force! As a full attack
action, the ground within 30 feet of you becomes rough terrain and is
quite slippery. Creatures trying to move on land in this terrain must
make a reflex DC: 17+Wisdom modifier or fall prone and end their move.
While the ice is in effect, you can make a stealth check as part of any
move action and take no penalty (Unless attacking in which you take the
usual penalties for sniping. Once during the duration of this spell, you
 can target a creature with a single Ranged touch attack. If it hits,
you deal normal damage, as well as 1d4 ice damage per level (Max 10d4). a
 successful DC:17+ Wisdom modifier fortitude saving throw halves the
damage. Creatures that succeed this save gain a reflex save of the same
DC to avoid the falling ice. Creatures that failed their first save
however take an additional 5d10 damage. This lasts for 1 round per
level.
Moon Shine Slash

**Level:** Rabbit Knight 6

**Spell Resistance:** no

Invoking the celestial powers of the moon, you slash through your foe with
lunar accuracy and deadliness. As a standard action, make a single attack on
every creature within a 20 foot line. Creatures in that line must make a reflex
saving throw DC: 16+Dexterity modifier for half damage. Creatures in this line
take normal damage as well as an additional 1d10 damage per level (Max 20d10).
Creatures that fail their saving throw are confused for 3 rounds. When this
technique is used against a Werewolf it also staggers them for 1d6 rounds if
they fail their saving throw.
Light Dark Armageddon

**Level:** Zana 9

**Spell Resistance:** no

The darkness within you is all consuming, yet the light of your past
refuses to die. This great turmoil has brought to your soul the final
judgment and you plan to harness that might for your own needs to bring
to your foes not only absolute destruction, but Armageddon. This
technique can be used in one of the following ways.

*Resonant Harmony:* As a full attack action you can activate the effects of Light Dark Reincarnation and Light Dark Insurrection.

*Baleful Insurrection:* You can choose to spend a standard action to use your Light Dark Insurrection technique, Using it in this way cuts it's normal duration in half. On top of the usual effects of Light
Dark Insurrection you gain the following effects. Your weapons are
treated as having both the Anarchic and Axiomatic properties, however
they do not inflict penalties if you are of an opposing alignment. In
addition, The Anarchic and Axiomatic do not count towards your total
enchantments on any particular weapon. If the weapon already possesses
Anarchic or Axiomatic, you deal an additional 1d6 damage to the
corresponding alignment with this weapon. Neutral characters take 1d6
additional damage from weapons instead of taking no additional damage
while this technique is active due to its balanced nature. As a standard action, you can choose to end your rage as well as this technique prematurely to make a single attack at your highest base attack bonus
against a creature. That creature is treated as having a Good, Evil,
Chaotic, Lawful, and Neutral alignment for the purpose of dealing
damage.

*Impossible Reincarnation:* You can choose to spend a standard
action to use your Light Dark Reincarnation technique, using it in this
way cuts it's normal duration in half. You gain the usual benefits of
this technique, however you gain the abilities from both Infernal
Diplomat and Celestial Nightmare simultaneously. The Damage reduction
granted by this becomes overcome by nothing.
Legacy of the Goo-Spark: Cypernetic Protoplasm

Level: Gooey 9

Spell Resistance: Yes

Your body is a conduit for the power of mana that flows within your veins. You are energy incarnate, and this power will manifest it's self within you in a way that will allow you to prove your position as the greatest of your people. You are a hero, and with this newfound strength you will prove that to everyone. Your body glows and transforms, hardens and rotates into a new, more powerful and semi translucent form of green powerful slime.

Apex Armor: As a full-round action, the user gains a +8 bonus to Strength and Constitution, 10 DR/-, and gains Force resistance equal to the user's Acid resistance.  If the user is immune to Acid, they triple the resistance. When this technique is activated, you can select up to one ally per 5 levels (max 4), to gain 1/2 of these bonuses as well. If they have no Acid resistance, they instead use yours to determine the amount of Force Resistance.

Once per round, You can spend an instant action to negate one force spell or technique that targets him, or that has him in the area of effect. Also, if You end the technique as an instant action, he can give one ally that was under the effects of Apex Armor and is being attacked, his DR and resistances for one round. He and that target still keep all the bonuses of the technique until after the attack resolves.

This technique lasts 1 round per level.

Requiem Blaster: As a standard action, the user makes a single melee touch attack within 30ft. This deals double damage plus 10 per level (max 200). This has no effect on creatures using gaseous form or incorporeal targets. This can be used with Vital Strike. If this kills the target, they must make a Will Save or their body is lost to a black hole and destroyed.  If the target is a construct, they take a -8 to the saving throw.

Using the technique in this way ends Apex Armor.
Double Usa Swipe

Level: Rabbit Knight 4

Spell Resistance: no

You leap at your foe and slash downward through them before turning and cutting through them horizontally. As a full attack action, you can charge at an enemy and make two attacks on them. If the first attack hits, it deals normal damage as well as an additional 2d6 and the enemy must make a fortitude saving throw DC: 14+Dexterity modifier or be stunned. On the second attack you deal double damage and an additional 2d6 and the enemy must make a fortitude saving throw or be confused for 1 round. This nausea comes on the round after the stunning if the creature was effected by the first attack.
Judgment Ray

**Level:** Fairy 9

**Spell Resistance:** yes

Transforming your elemental into a massive arm, it fires a golden beam from
it's palms before lowering it slowly through your foe with destructive results.
As a standard action, you or your flame guardian projects a 30 foot cone from
it. Creatures in this cone must make a reflex saving throw DC: 19+ Charisma
modifier or take normal damage as well as an additional 1d6 damage per level
(Max 20d6). Creatures that succeed in their saving throw take normal damage as
well as an additional 5d6+1 per level (Max 5d6+10) instead. Creatures whom fail
their saving throw are set on fire for 1d6+2 rounds taking 4d6 fire damage
every round and are effected by an early judgment spell. Every round as a
standard action instead of attacking, you can continue to use this beam, and
the beam moves with you. Creatures that pass through it must make the saving
throw. If your flame guardian is not summoned when you use this technique it is
summoned as a part of this technique. If it is not near you, you can transport
it to your location as well.
Magic Extension

**School Transmutation**; Level Bard 4

**CASTING**

**Casting Time** 1 standard action

**Components** V, S

**EFFECT**

**Range** close (25 ft. + 5 ft./2 levels)

**Area** one creature

**Duration** 1 round per level

**Saving Throw** no; Spell Resistance no

**DESCRIPTION**

Doing a little dance and encouraging your ally, you grant them a +30
foot bonus to the range of their ranged touch spells and techniques. In
addition it gives touch spells a range of 10 feet.
Midare Fubuki

**Level Ninja** 9

**Spell Resistance:** no

spinning around your foe in an icy gale, you create multiple clones of
yourself while moving at a breakneck pace. You then begin tearing
through your foe while keeping him in the air from your whirlwind,
uppercutting upward, only to fall back into the frozen tornado you had
devised. Make a full attack on a creature within melee range. Each
attack deals regular damage as well as your elemental fist damage,
however this does not use any of your uses per day of elemental fist. If
 more than two attacks hit, you deal an additional amount of damage
equal to your normal damage + 2x your strength modifier. If the creature
 survives this onslaught, so long as one attack has hit, the creature
must make a fortitude saving throw DC: 19+Charisma modifier or Lose any
ice resistances or immunities it has for 1d4+1 rounds.
Meteor Axe

**Level**
Hammer/Axe/Flail  9

**Spell Resistance:** no

leaping into space, you hook your axe into a titanic
meteor and bring it back down to the planet, slamming it on top of your foes
for an impossibly huge explosion that triggers an extinction event. As a
standard action you target a 20 foot burst located anywhere within 60 feet.
Creatures in this area must make a reflex saving throw DC: 19+Strength modifier
or take normal damage as well as an additional 1d6 per level (Max 25d6). A
successful saving throw cuts the damage in half. The area is also the center of
an Earthquake spell, with creatures in the actual 20 foot burst treated as if
being underground when the Earth Quake happens (Meaning that they are pinned
regardless of their save), and the save DC being the same as this technique. If
actually under Ground, the damage dealt from the cave in is doubled.

***MYTHIC:***
By
spending uses of mythic power, you can add on a mythic earth quake to this effect
instead of the normal earthquake effect. In addition, you increase the burst by
20 feet.
Magnetic Flash

**Level:** Galactic Demon 9

**Spell Resistance:** yes

In an amazing display of legendary magnetism, the Galactic demon
releases a mighty burst of electricity into the bodies of surrounding
enemies. Creatures within 60 feet of the Galactic demon must succeed in a
 DC:19+Strength modifier fortitude saving throw or take normal damage as
 well as 1d8 electricity damage per level (Max 20d8). Creatures that
succeed in their save take half damage, while those that fail are
paralyzed for 1 round.
Lilly Duet

**Level:  Kyoko 6**

**Spell Resistance: yes**

Splitting into two, you grab hold of your plasma kamas and
dash forward, enwreathing your foes in the plasma whips before pulling tight
and dicing them up with a burst of energy. As a standard action, creatures in a
20 foot burst placed anywhere within 60 feet must make a fortitude saving throw
DC: 16+Strength modifier. Creatures who fail their save are entangled. They
also take double damage as well as an additional 1d8 per level (Max 20d8).
Creatures that succeed their save take half damage and are not entangled.
Creatures that are entangled take minimum normal damage every round for 4
rounds or until they break free of their entanglement. If you have successfully
stayed hidden from these creatures when you utilize this technique, you can
apply sneak attack damage to the creatures involved.
Kobold

Kind-hearted warriors resembling dogs. They like studying and are trusted by the other races. They don't whine about their jobs because they worked hard their whole lives. They are always calm and composed, which really helps with the mysterious, cool factor girls love. They are good with blades.

Kobolds use the statistics for the Kobold from the Pathfinder Bestiary with the following changes http://www.d20pfsrd.com/bestiary/monster-listings/humanoids/kobold

Kobolds no longer possess the Reptilian subtype.

Kobolds possess the evility of the class they take, if they take no class they possess Wild Cry and gain a +1 bonus to attack rolls for every enemy adjacent to them.