recursal/Fanatic-Fandom huggingface dataset:
Flower Cutie

The Magical Cutie wields the power of flowers. Fluffy dandelions or beautiful thorny roses, the magical cutie can harness the power of plant life and aromatic flowers to sooth their allies and destroy their foes.

*1st level:* A Flower Cutie’s Magical cutie wand imposes a -2 penalty to all saving throws against an enemy it strikes. These penalties can stack up to 4 times (Max of -10) and last for a number of rounds equal to 1/2 the magical cutie’s level in this class.

A Flower Cutie’s Magical Cutie transformation grants the bonus to Constitution based d20 rolls, and to any saving throw DC based on constitution, and the Magical Cutie’s Damage reduction increases by 3/-. In addition they gain +2 hitpoints per hit dice. At 5th level it becomes +3 hitpoints per hit dice, and at 10th level it becomes +4 hit points per hit dice. The Magical Cutie gains the ability to cast the spell Entangle or Wall of thorns at will. The Magical cutie adds her relevant casting modifier to the damage dealt from Entangle, and wall of thorns as well as to the strength check DC needed to move through the wall. The spell can be cast as a quickened spell, however it makes the spell unable to be used for 1d4 rounds following the quickened use.

*4th level:* A Flower Cutie’s Magical cutie wand imposes a -2 penalty to all attack and damage rolls against an enemy it strikes. These penalties can stack up to 4 times (Max of -10) and last for a number of rounds equal to ½ the magical cutie’s level in this class.

A Flower Cutie’s Magical Cutie transformation increases her damage reduction to 5/-. The Flower Cutie becomes immune to all forms of rough terrain, and can cast the spell Plant Growth at will. Wall of thorns now also ignores natural armor and shield bonuses from armor class to determine how much damage a creature suffers from it.

*7th level:* A Flower Cutie’s Magical cutie wand imposes a -2 penalty to all armor class, energy resistance, and damage reduction against an enemy it strikes. These penalties can stack up to 4 times (Max of -10) and last for a number of rounds equal to ½ the magical cutie’s level in this class.

A Flower Cutie’s Magical Cutie transformation increases their damage reduction to 10/-. While in her magical cutie form, the Flower cutie can now cast the spell animate plants at will. Plants of medium size or larger that deal damage, deal damage as if wielding the Magical cutie’s wand, or their own damage, whichever is higher. The wall of thorns spell also does not count armor bonuses, Insight bonuses, or deflection bonuses when determining how much damage it deals, and the Magical cutie adds her Magical cutie level to the Strength DC needed to move through. In addition the entangle spell now ignores freedom of movement.
Flame Cutie

The Magical Cutie gains her powers from the burning flames of the universe and harnesses their everburning ferocity.

*1st level:* A Flame Magical Cutie’s Magical cutie wand deals +1d6 fire damage on all damage rolls.

A Flame Magical Cutie’s Magical Cutie transformation grants the bonus to Intelligence based d20 rolls, and to any saving throw DC based on intelligence, and the Magical Cutie’s fire resistance increases by 10 while in this form. While in this form, the Magical Cutie can cast the spell Greater Dispel Magic at will, however only to dispel spells with the fire descriptor. If the Magical cutie successfully dispels a spell with the fire descriptor she heals a number of hitpoints equal to her magical cutie level multiplied by the spell level she dispelled.

*4th level:* A Flame Magical Cutie’s Magical cutie wand deals +2d6 fire damage on all damage rolls.

A Flame Magical Cutie’s Magical Cutie transformation increases her fire resistance to 20. In addition her movement speed increases by 30 feet when she’s transformed. All squares the magical cutie touches with a fire spell while in this form are lit on fire, and creatures that pass through them must make a reflex saving throw or take the fire damage from her Magical cutie wand for a number of rounds equal to her magical cutie level. She can suppress this ability if she wants.

*7th level:* A Flame Magical Cutie’s Magical cutie wand deals +3d6 fire damage on all damage rolls. This damage is now multiplied on a critical hit.

A Flame Magical Cutie’s Magical Cutie transformation increases her fire resistance to fire immunity. While in this form, the Dispel magic ability adds her relevant casting modifier to the dispel magic check, and she can cast the spell as an immediate action. If she successfully dispels the effect she heals an additional number of hitpoints equal to her relevant casting modifier. Any hitpoints healed in excess of her total hitpoints are retained as temporary hitpoints for the duration of her magical girl transformation.
Hairball Incident

**Level:** Slumber Cat 8

**Spell Resistance:** no

You fire out a yarn ball that the kitty rides on, as it slowly grows
bigger and bigger collecting anything in it's path and crushing enemies.
 As a standard action, Creatures within a 60 foot cone must make a
reflex saving throw DC: 18+Dexterity modifier or take critical damage as
 well as 1d6 damage per level (Max 20d6). Creatures that make the saving
 throw take half damage, creatures that fail take full damage, and are
knocked prone, taking additional damage equal to the Slumber Cat's
Dexterity modifier.
Ghost Techniques

This is a list of all of the Ghost's "Monster" techniques it can acquire.

### **Level 2**

Tie Down

Bite Catcher

Ball Cast (Magichange)

### **Level 3**

Bomb Magic

Spirit Ignition

X-Dimension Wonder (Magichange)

### **Level 4**

Ghost Assist

Wraith Orb

### **Level 6**

Shock Magic

Pixie Prank

### **Level 7**

Pressure Bomb (Magichange)

BomBom Box (Magichange)

Puppet Show

Never Forget You

### **Level 8**

Ice Magic

Ignus Fatuus

### **Level 9**

Pac-Ghost Chaser

Poltergeist

Dimension Eater X (Magichange)
Feigned Innocence

**Level:** Slumber Cat 4

**Spell Resistance:** no

Luring in their enemy with cat like
cuteness, they suddenly leap up and pummel their foe with a floppy fish. As a
standard action, you can make a bluff check against any enemy within reach
against that enemy's sense motive. If successful, you can make a full attack on
them as a part of the standard action, the first attack catches the enemy flat
footed.
Heaven Ray

**Level** Blades light/heavy 7

**Spell Resistance:** no

Jumping into the sky, you invoke great holy energies before throwing
your blade at your foe. It flies true, sparkling and igniting as it
moves, leaving an explosive burst of energy as it passes through it's
unholy enemies. As a standard action, creatures within a 10 foot by 60
foot line extending from you must make a reflex saving throw DC: 17+
Strength modifier. Creatures that succeed in their saving throw take 1/2
 damage. Creatures who fail take normal damage as well as 1d6 damage per
 level (Max 20d6). Half of the damage is fire and the other half is
divine. Evil creatures who fail their saving throw are also stunned for 1
 round.
Genocide King

**Level:** Genocide King Level 3

**Spell Resistance:** no

As a standard action, you gain a +4 bonus to your Strength, Dexterity, and Constitution score. Every time you defeat or kill an opponent during the duration of this technique. Whenever you successfully kill a creature, you heal a number of hitpoints equal to your Dexterity modifier and gain back 1 villain point. This technique lasts for 1 round per level.
Grand Theft

**Level:** Rogue 9

**Spell Resistance:** No

Leaping into the air with a somersault, you summon a massive treasure chest and slam it down on the ground before you. It’s gem glows and the chest opens revealing a dark miasma within. It swirls into a black hole and starts sucking creatures in as well as all of their items. As a full round action, you can make a disarm or steal combat maneuver, sleight of hand, thief hand, or UFO attack against every enemy within 100 feet. You must know the enemy is there or you can’t target it. You can make a different check against each enemy. Once this technique ends all of the items are placed adjacent to you.
Evil Transformation

**Level: Mao 9**

**Spell Resistance: yes**

Summoning a transmogrification chamber, it encases your
enemies in a force cage and then another appears with a slime or some other
creature in it. You fuse all of them together into one creature, which then
explodes in a nuclear blast visible from space due to it's genes being
unstable. As a standard action, creatures within a 30 foot burst placed
anywhere within 60 feet must make a will saving throw. DC: 19+ Strength
modifier. If the creature fails it's saving throw, it takes a -2 penalty to all
of it's dice rolls. This penalty increases by 1 for every 2 levels you possess
(Max -12). In addition it takes a -4 penalty to all of it's ability scores and
it's movement is cut in half. The creature cannot use techniques or spells of
9th level. This increases by 1 for every 3 levels you possess (8th level, 7th
level, 6th level, ect...). This lasts for 1 round per 4 levels. At the end of
the duration, you take double damage as well as an additional 1d6 damage per
level (Max 20d6). You gain a fortitude saving throw for partial damage. Partial
damage is normal damage +5d6. Regardless when the technique ends you are
staggered for 1 round.
Green Needle

**Level:** Flora Beast 1

**Spell Resistance:** no

Launching out a small seed, it quickly grows into a dangerous thorny
growth that impales the enemy. As a standard action, you can make a
touch attack on any creature within 30 feet. The creature must be no
more than 10 feet off of the ground. This attack deals normal damage.
Help Me Goddess

**Level:  Almaz 9**

**Spell Resistance: yes**

Lightning strikes down around you as you raise your sword.
You then summon the image of a battle goddess holding a lightning spear. She
summons spears of lightning around her that explode down on her foes before firing
a dancing stream of crackling lightning bolts. As a full attack action, make a
single attack against every creature within a 40 foot cone extending from you.
Creatures struck take normal damage as well as an additional 1d10 lightning
damage per level. Half of the damage dealt is divine. Creatures struck by this
must make a will saving throw for half damage. Creatures that fail are
paralyzed for 1d4+1 rounds and blinded, deafened, and dazzled for 1d6+2 rounds.
The user of this technique gains a +4 bonus to it's armor class against any
creature who failed their save against this technique for the rest of the
encounter.
Ground Blade

**Level: Blades light/heavy 3**

**Spell Resistance:** yes

Summoning up a great power, you launch a blade of energy at your foe,
tearing through them and the ground before turning away the releasing
energy causing a massive explosion behind you. Make a single touch
attack against any creature within 30 feet as a standard action. If the
creature is struck with this attack, deal normal damage as well as 1d4
damage per level (max 10d4). Half of this damage is sonic and half is
fire. A successful fortitude saving throw DC: 13+ Strength modifier
halves the damage.
Frost

The Magical Cutie gains her powers from the arctic frost and the primal cold that freezes the world, bending the divine ice to her will to freeze away her foes.

*1st level:* A Frost Magical Cutie’s Magical cutie wand deals +1d6 frost damage on all damage rolls.

A Frost Magical Cutie’s Magical Cutie transformation grants the bonus to constitution based d20 rolls, and to any saving throw DC based on constitution, and the Magical Cutie’s frost resistance increases by 10 while in this form. In addition they gain +2 hitpoints per hit dice. At 5th level it becomes +3 hitpoints per hit dice, and at 10th level it becomes +4 hit points per hit dice. While in this form, the Magical Cutie gains a swim speed of 40 feet and she becomes immune to any snow or ice based rough terrain, and her vision is never impeded by snow.

*4th level:* A Frost Magical Cutie’s Magical cutie wand deals +2d6 frost damage on all damage rolls.

A Frost Magical Cutie’s Magical Cutie transformation increases her frost resistance to 20. In addition any spell with the frost descriptor that the magical cutie casts also staggers the enemy for 1d4 rounds if they fail their saving throw. If the spell had no saving throw, it now has a fortitude saving throw to avoid that additional effect. The Magical cutie also gains a burrow speed of 40 feet.

*7th level:* A Frost Magical Cutie’s Magical cutie wand deals +3d6 frost damage on all damage rolls. This damage is now multiplied on a critical hit.

A frost Magical Cutie’s Magical Cutie transformation increases her frost resistance to frost immunity. While in this form, she can cast the spell slow at will, and it is treated as a spell with the cold descriptor. Creatures that fail the saving throw of this spell take an amount of damage equal to the frost damage from the Magical cuties wand as well as an additional amount equal to their relevant modifier, which bypasses damage reduction. This spell can be quickened, however quickening it makes it unavailable for 1d4 rounds.
Granite Checkmate

**Level: Gargoyle 6**
(Magichange)

**Spell Resistance: yes**

Calling upon a grand chess board, you multiply into it's pieces
and surround your foe. The wielder lifts you in the air and you grow 10 times
your size before being slammed down into the enemy. Make a single attack on
every enemy within a 30 foot burst placed within 100 feet as a standard action.
Creatures struck by this attack must make a will saving throw DC: 19+ Strength
modifier or take normal damage + 1d6 damage per level (Max 25d6). A successful
save halves the damage, a failed save means you are also knocked prone.
Fire and Ice

**Level:** Death 9

**Spell Resistance:** yes

You raise your arms and generate a ball of ice and a ball of fire before
 clashing them together and flinging it at your enemy. As a standard
action, With this attack you make a single attack at your highest base
attack bonus against every creature within a 30 foot burst placed
anywhere within 100 feet. If the attack hits it deals damage equal a
critical hit along with 1d6 fire damage per level (Max 10d6) and 1d6
Frost damage per level (Max 10d6). Creatures with Fire or Ice resistance
 gain no protection from this fusion of elements, and Creatures with
immunity to either still take 1/2 damage.
Gold Moon Judgment

**Level:** Rabbit Knight 9

**Spell Resistance:** yes

Leaping to the moon, you consume one of the legendary golden carrots and
utilize it's strength to defeat your enemies. Your sword extends into the
heavens and glows a golden hue before you slam a dimension slash into your
enemies. As a standard action, creatures within a 60 foot line extending from
you must make a will saving throw DC: 19+ Dexterity modifier or take double
damage as well as an additional 1d6 per level (Max 25d6). Creatures within this
line whom fail their saving throw are also effected by a confusion spell. When
this technique is over, you gain a +4 to attack, damage, and armor class for 1
round per level. Enemies whom succeed in their saving throw take half damage.
Familiars Reincarnation

# **FAMILIARS**

**Hit Dice:** This works as the listed ability. This includes the maximized reincarnation hit dice.

**Hit Points:** This works as the listed ability. This includes the maximized reincarnation hit dice.

**Attacks:** This works as the listed ability. This applies the reincarnation bonus to attack rolls of course.

**Saving Throws:** This works as the listed ability. The Familiar gains the usual bonuses to saving throws from reincarnating.

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

**Natural Armor:** The familiar's natural armor increases by the listed amount.

**Intelligence:** The familiar's Intelligence increases by 1/2 of the listed amount.

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

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

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

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

**Deliver touch spells:** This works as the listed ability. It possesses no additional effects.

**Speak with Master:** This works as the listed ability. It possesses no additional effects.

**Speak with animals of it's kind:** This works as the listed ability. It possesses no additional effects.

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

**Scry on Familiar:** This works as the listed ability. It possesses no additional effects.
Flying Sparks

**Level:** Succubus 8

**Spell Resistance:** yes

You levitate into the air and point up your finger before a column of
lightning explodes from above, frying your enemies. As a standard
action, Creatures within a 20 foot wide, 40 foot tall cylinder get a
reflex save DC: 18+ Charisma modifier for half damage. This attack deals
 lightning damage equal to the Succubus’s critical damage with an
additional 1d6 lightning damage per 2 levels (max 20d6). Creatures who
take damage must also make a fortitude save of the same DC or be
depraved for 1 round per level. Creatures that would be sexually
attracted to females take an additional amount of damage equal to your
Charisma modifier.
Heart Breaker

**Level:** Novelty (Staff/Rod) 7

**Spell Resistance:** Yes

Encasing your foe in a humongous heart of energy, the target rises in
the air before you pierce the heart and your enemy with a single bolt of
 magic. As a standard action, a single creature within 100 feet must
make a will saving throw DC: 17+ Intelligence modifier. If the creature
fails their will save, they take normal damage as well as 1d6 damage per
 level (Max 20d6). If the creature is of a good alignment the damage
becomes d8's, and if the creature is of Lawful Good Alignment the damage
 becomes d10's. Also if this is dealt to a creature whom has a high
percentage of friendship towards you through the relationship rules,
that creature is treated as lawful good for the purposes of damage, and
if it is already lawful good takes d12's instead of d10's and lowers
your friendship by 15%.
Evil Modification

**Level:  Mao 6**

**Spell Resistance: no**

Knocking your foe in the air, several robotic appendages
emerge from your back and grab hold of the enemy as you splice apart their
genes. As a standard action, you gain 1 mechanical arm for every 5 levels you
possess (Max 4). These arms have a reach of 30 feet. These arms use your bonus
to hit and deal your normal damage whenever they hit. You can use these arms to
attack independently or use them on a full attack. Each arm uses your highest
base attack bonus, however each one has a cumulative -5 penalty to the attack.
(-5, -10, -15, and then -20). The first arm deals half slashing and half force,
the second deals half piercing and half force, the third half bludgeoning and
half force, and the fourth deals all force damage. These can be used as part of
CMB attacks and grant you a +2 to cmb for each arm you possess. Finally, when
taking a move action, if you do not use your arms to attack this round, you can
gain a +15 foot move bonus for each arm you use in your movement (Max +60).
These arms can also be used to deliver touch attacks or spells.
Griffons

Griffons are part Lion and part Eagle. They fly around swooping in to snatch up prey and can make powerful battle mounts. Though they aren't very intelligent, they are smart enough to communicate and have their own society. Griffons are the most often spotted kind of Griffon, however there are also Gryphos, which are more deadly, and the White Wind griffons which know how to control the whether.

# **Griffon**

[1]

Griffons use the statistics for the Griffon from the Pathfinder Bestiary with the following changes.

Griffons have the evility Heaven's blessing, granting you a +1 bonus to attack, damage, armor class and reflex saving throws as long as you are 10 feet in the air.

Griffons possess the technique [wiki:disgaead20:"Bloody Talons"] usable once per day.

# **White Wind Griffon**

White wind Griffons are 13 hit dice half white dragon Griffons with the Cold subtype. They possess the evilities Heaven's blessing, granting you a +1 bonus to attack, damage, armor class and reflex saving throws as long as you are 10 feet in the air, and Ice blessing granting it a bonus to damage equal to the spell's level when using a technique that deals ice damage.

White Wind griffons possess the Ice domain and can cast each spell on the domain list as if it were a spell like ability once per day using it's constitution modifier as it's relevant modifier for the saving throw.

White wind griffons possess the technique Dragon Claw usable once per day.

# **Gryphos**

Gryphosen stalk the skies of most desert regions. They can spot their prey from miles away, then swoop down to rip them apart. Though they can be ridden if trained from birth, adults are nearly impossible to catch and tame, This has led to the mass plunder of gryphos eggs.

Gryphos are Griffons with 8 hit dice and the advanced creature template.

Gryphos have the evility Heaven's blessing, granting you a +1 bonus to attack, damage, armor class and reflex saving throws as long as you are 10 feet in the air.

Gryphos possess the technique Bloody Talons usable once per day, and the technique Wild Rush usable once per day.

Gryphos also possess the following ability.

**Flash of Insight (Su)**
Once per day as an immediate action, a Gryphos can peer into an occluded visual spectrum of possible futures with it's third eye, gaining insight that allows it to select the exact result of one die roll before the roll is made. This effect can alter an action taken by the Gryphos only, and cannot be applied to the rolls of others.

# **Gryphos Rider**

Gryphos Knights can soar high and fly where nobody else can. There are very few of them because of the time, skill, and money needed to train a gryphos.
Galleon Cannon

**Level: Gargoyle 8**

**Spell Resistance: yes**

Sacrificing your mana to create another gargoyle, you catch
it and attach it to yourself, charging energy through it and firing it's
massive spike hand off like a rocket. It passes through the enemy and leaves
behind a weaving trail of destructive energy. As a standard action, you gain a
+4 bonus to your Strength, and Dexterity. In addition, you deal an additional
2d6 electricity damage on all attacks. Finally, your first attack in a round is
a touch attack. This lasts for 1 round per 4 levels you possess. You can spend
a standard action to discharge the technique early and deal normal damage as
well as an additional 5d6 for every round you had left. The damage is divine
damage, and creatures in a 60 foot cone extending from you must make a DC: 18+
Strength modifier reflex save to for half damage.
Hundred Facet: Noble Raptor

**Level** Hundred Knight 9

**Spell Resistance:** no

The Noble Raptor is said to be the ultimate Facet of the Hundred Knight, granting it great combat power. The Torch on it's head lights up as he turns around, his armor turning a noble gold and red as the light dims down. As a standard action, you become the Noble Raptor. This grants a +8 bonus to strength, dexterity, and constitution, but gives a -4 penalty to Intelligence, Wisdom, and Charisma. The Hundred Knight loses any Damage Reduction it possesses and it's armor class decreases by -6, in addition it loses 4 giga calories. The Hundred Knight's attacks deal an additional +2d6 damage, and they ignore 5 points of any enemy's damage reduction. In addition it grants the following abilities.

**Resignation Haze:** All Techniques that deal damage deal an additional +1 damage per 2 levels in hundred knight.

**Frosty Haze:** The Hundred Knight's critical hit range increases to 17-20. If the critical hit range is already lower than that it's range increases by 1 more point.

Only one Hundred Facet Technique can be active at any given time. If this is activated while in another Hundred Facet, the previous one ends instantly. This lasts 1 minute per level
Homing Eraser

**Level:** Crossbows/Firearms Light and Heavy 7

**Spell Resistance:** yes

Capturing your foes in energy bubbles, you send them flying off as massive
crystals sprout from your weapon and begin charging energy. Your enemies line
up as you release a piercing beam straight through all of them. As a full
attack action, make a single attack against one creature per 3 levels (Max 5).
If the creature is hit, it takes normal damage and all of the creatures are
moved to be in a line placed anywhere within your gun's range. The creatures in
a 70 foot line then gain a reflex saving throw DC: 17+ Dexterity modifier  or take normal damage and an additional 1d6
per level (Max 20d6). Creatures that succeed in their saving throw take +5d6
damage instead.

***MYTHIC:***
By spending a use of mythic power, you can place creatures that fail
their saving throw in a force cage as per the spell.
Hellfire Catharsis

**Level:** Crossbows/Firearms Light and Heavy 9

**Spell Resistance:** yes

Known in some circles as "Double Hell Limbo" or "Twin Hell Catharsis", you begin by firing two
energy blasts at your opponent, they twist and rotate magnetically
around one another before exploding above and below the creature,
causing a hellish inter-dimensional magnetic storm to release divine
lightning upon your foes. As a standard action, Creatures within a burst 30 feet wide and 100 feet tall placed anywhere within 100 feet must make a successful reflex
 saving throw DC: 19+Dexterity modifier or take normal damage as well as 1d6 electricity damage per level, 1d6 fire damage per level, and 1d6 divine damage per level (Max 10d10 each).
Creatures that fail this saving throw take full damage, are staggered for 1d4 rounds, and must make the
 saving throw in the following round or take the damage again. If they fail the saving throw on the following round they are stunned for 1d4 rounds instead. Creatures that succeed on the first saving throw take 1/2 damage but are staggered for 1 round. By spending 2 grit points whenever you use this technique, you negate the effects of evasion when using this technique. By spending 4 grit points you can negate the effects of improved evasion.
Fright Field

**Level: Demon 4**

**Spell Resistance: yes**

Invoking dark spirits, you allow yourself to endure pain and
damage more readily. As a standard action, you gain a +4 bonus to armor class
and your damage reduction increases by 5/-. This lasts for 1 round per level.

If you can perform 6th level techniques, you can spend the
additional technique slots to have this technique Increase your armor class by
an additional +2 and your DR by an additional 5/-. You also get holy/divine
resistance 5.
Hug me Headless

**Level:** Shinigami 2

**Spell Resistance:** yes

Spinning your deathscythe through the air you vanish in an instant,
reappearing behind your opponent and grappling them hard whilst your
deathscythe goes to town disemboweling them and making their insides
outside. As a full attack action, Make an attack on your opponents CMD
with a +2 circumstance bonus to the check. This can be made on any
creature within 40 feet. If it hits and you succeed your opponent will
be flat footed as your scythe makes a full attack at your normal bonus.
This attack deals an additional and accumulating +1 damage for every
attack you land in this round. Enemies struck must succeed in a DC: 12+
Charisma modifier will saving throw or be shaken. If the creature
effected is already shaken, instead you double the penalties caused by
shaken.
Hell's Cocoon

**Level:** Moth Man 3

**Spell Resistance:** yes

Wrapping your foe in a cocoon of silk, you hold them in place before you
 blow them away with a sonic screech. As a standard action, Make a
single touch attack at your highest base attack bonus. If you hit, the
enemy must make a Reflex saving throw DC: 13+Dexterity modifier. If you
fail the saving throw you take normal damage as well as 1d6 sonic damage
 per level (Max 10d6). Creatures that fail this save take full damage
and are stunned for one round, while creatures that succeed take 1/2
damage. You can activate your Toxicraft ability to apply poison to this attack as part of the action without spending the swift action.
Gone With the Cotton

Level: Makai Book 2

Spell Resistance: No

Summoning a cute little cotton puff spirit, it lulls your foes to sleep with the giant puffs of drifting cotton that blow in and tear them apart. Creatures within a 10 foot burst placed anywhere within 60 feet must make a fortitude saving throw DC: 12+Intelligence modifier or take 1d6 damage per 2 levels (Max 10d6). Creatures that fail this saving throw are also put to sleep for 1 round.
Fight Shot

**Level:** Fighter 8

**Spell Resistance:** no

Stomping your foot on the ground, your body wells up with the burning
fighting spirit and you become a powerhouse of complete destruction. As a
 standard action, you or any 1 creature within 10 feet gains a number of
 charges equal to 1 per 3 levels. (Max 6 charges). These charges can be
used during any attack to grant a +10 bonus to the attack roll, and 5d6
to the damage roll. These charges last for 1 round per level. Up to 2
charges can be expended as a part of a single attack.
Existential Hyper-Reaver

**Level:** Genocide King Level 6

**Spell Resistance:** yes

Make an attack against a single enemy within charge distance, Plus one additional enemy for every 5 levels you possess, but only if it's within your reach after hitting the first enemy. If it hits, the creature must make a fortitude saving throw DC: 16+Dexterity modifier or be effected by a bilocation spell and Dimensionally anchored before both targets take normal damage and must make a will saving throw of the same DC or each takes a negative level. This lasts for 1 round per level and unlike with Bi-location, each of you is treated as a separate entity for the purpose of area effects, however still works like the spell if effected by something hidering. (For example, if you were struck by an entangle ability, both of you have to make the save to avoid it, and if one fails, both are effected. This also means that if you are effected by this technique again, there will be 4 of you, and so on).
Galactic Blast

**Level: Monk/Close 9**

**Spell Resistance:**  yes

Summoning up an orb of spirit energy above you, you throw it
down into your enemies and blow them apart. As a full attack action, you can
summon an orb above you. This orb deals normal damage as well as 1d6 damage per
level (Max 10d6). You can throw the orb as a part of the full attack action,
creating a 20 foot burst anywhere within 500 feet. The enemy must make a DC:
19+Wisdom modifier fortitude saving throw to take 1/2 damage. This damage is
either force or disintegration, selected when activating the technique. Creatures
that fail their saving throw are blinded for 1d6+1 rounds. You can instead
choose to hold it and charge it for another round. You gain the following
effects depending on the number of rounds you charge this technique before you
use it.

*1st Round:* Normal
damage

*2nd Round:* Damage
cap becomes 20d6 and the burst range becomes 40 feet. The user is fatigued
after using this.

*3rd Round:* Damage
becomes 2d6 per level and the damage cap becomes 25d6, The burst range becomes
80 feet and creatures that fail their saving throw are staggered for 1 round .

*4th Round:* Damage
cap becomes 30d6, burst range becomes 100 feet and creatures that fail their
saving throw are staggered for 2 rounds. Creatures with mettle do not gain the
benefit from it, however if they have Improved Mettle they are treated as having
normal mettle. The user takes double the penalties of fatigue after using this.

*5th Round:* The
burst range becomes 150 feet, Creatures that fail their saving throw are
stunned for 2 rounds, creatures that succeed in their saving throw are
staggered for 2 rounds and the blindness now lasts 1d6+1 minutes. The user is
exhausted after using this.

*6th Round:* The
burst range becomes 200 feet, Creatures that take damage are knocked prone.
Creatures that fail their saving throw take 2d4 Strength and Dexterity damage.
Creatures that possess mettle or improved Mettle do not gain those benefits
from this technique. The user takes double the penalties for exhaustion after
using this.

***TAG TEAM:*** Creatures within the area can raise up their arms and
spend a full round action as well as their technique slots, even if they don't
know this technique. For every 2 creatures that do this, the damage and
explosion radius increase by +5d6 and +10 feet. (Max +20d6 and +40 feet).

***MYTHIC:*** By spending a use of Mythic power when using this
technique, you can have it begin at the 3rd round of charging. By spending 2
uses of mythic power you can have it begin at the 6th round. If allies use the
tag team, by spending a single use of mythic power, they can be treated as 2
people themselves to determine the number of people helping.
Hephaestos

**Level:** Crossbows/firearms Light/heavy 9

**Spell Resistance:** yes

You fling an entire package of ammunition at your foe and then fire on
it, causing it to erupt into a grand explosion of magical fire and
deadly force. As a full attack action, make a single attack against 1
creature for every 4 levels you possess, no 2 of which can be further
than 30 feet from one another. Each creature struck takes double damage
as well as 1d6 damage per level (Max 25d6). This damage is 1/2 fire and
half divine. Creatures gain a fortitude saving throw DC: 19+Dexterity
modifier. Success indicates that you only take 10d6 fire/divine damage
and normal gun damage instead, a failure means you take full damage and
you are blinded and deafened for 1d8+2 rounds. the target creature's
square, and all adjacent squares are treated as rough terrain, and for
1d6+1 rounds after the technique they deal 3d6 fire damage to anyone who
 steps in them.
Gigantic Slash

**Level:** Dark Knight 7

**Spell Resistance:** no

You expand to a massive size before you slice through the opposition. As
 a full attack action, Make an attack on every creature within a 15 foot
 line. If this attack hits you deal damage as if you were 2 size
categories larger as well as an additional +1 damage per level (Max
+20).
Gnome

·  +6 Dexterity, +2 Wisdom, -4 Strength, -4 Constitution.

·  Type: Fey

·  Tiny: As Tiny creatures, Gnomes gain a +2 bonus to attack rolls and armor class based on their size. They also gain a +8 bonus to stealth checks and a +4 bonus to fly checks.

·  Gnome base land speed is 20 feet.

·  Low-Light Vision: A Gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.

·  **Defensive Training**: Gnomes gain a +2 dodge bonus to AC against humanoids, or a +4 bonus vs. monsters of the giant subtype.

·  **Illusion Resistance**: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.

·  **Keen Senses**: Gnomes receive a +2 racial bonus on Perception checks.

·  **Darkened Skin**: Gnomes gain a +2 racial bonus on stealth checks to hide in dark locations.

·  **Obsessive**: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.

·  **Gnome Magic**: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: **1/day**—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome’s level. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Charisma modifier.

·  **Hatred For the Huge**: Gnomes receive a +1 bonus on attack rolls against creatures larger than them

·  **Siege Weapon Fighter**: A group of two or three gnomes can wield a crossbow or firearm of medium size as if it were a siege weapon. This deals the weapon's normal damage, however it is treated as a siege weapon for the purpose of any effects that require it.

·  **Weapon Familiarity**: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.

·  **Automatic Languages:** English or Japanese
Giga Wind

**School Evocation** [Wind][Sonic][Electricity]; Level Sorcerer/Wizard 5, WIND 5

**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 Wind before a Typhoon like blast of Wind hurtles down into your foe.
This attack deals 1d6 of Sonic or electricity Damage (Selected upon casting the spell) per level up to a maximum of 20d6.
 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 back 20 feet.

\*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)
Hammer Dance

**Level** Hammer/Axe/Flail 4

**Spell Resistance:** no

You create a doppelganger of yourself and Juggle your opponent around
with your weapon as if they were a shuttlecock. As a full attack action,
 Make two attacks on the enemy at your highest base attack bonus. If
they hit, you deal normal damage and for each hit you succeed in the
enemy must make a fortitude save DC: 14+ Strength modifier or take 1
temporary negative level. This negative level wears off after 1 hour.
This technique can only be used to inflict up to 6 negative levels on an
 enemy, any more will be negated.
Extend Magichange

**School Evocation**; Level Beast Master 2

**CASTING**

**Casting Time** 1 standard action

**Components** V, S

**EFFECT**

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

**Area** touch

**Duration** instantaneous

**Saving Throw** no; Spell Resistance no

**DESCRIPTION**

Instilling great power into your magichanged creature, you double the
length with which it can remain magichanged. In addition when the
creature ends it's magichange it only suffers from the ill effects for
1/2 of the time (Fatigue or exhaustion).
Flaring Kitty Shot

**Level:** Nekomata 3

**Spell Resistance:** no

The Catgirl is summoned and she punts you into the sky before releasing a
 flaming roundhouse kick and flinging you through your opponent and into
 the Soccer goal. As a standard action, Make a single attack at your
highest base attack bonus on any creature within 10 feet. If this hits
you deal normal damage as well as an additional 1d6 fire damage for
every 2 levels you possess (Max 10d6). A successful fortitude saving
throw cuts the 10d6 damage in half.
Flame Dance II

**School** evocation [Fire]; **Level** Wizard/Sorcerer 6, Witch 6, Cleric 6, Druid/Geomancer 6, Succubus 6, Nosferatu 6, Fairy 4, Kitsune 6, Anubis 6, Death 6

CASTING

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

EFFECT

**Range** 60 feet
**Effect** Mana ignites target from within, Targeting 1 creature per 4 hit dice.
**Duration** Instantaneous
**Saving Throw** Fortitude Halves; **Spell Resistance** yes

DESCRIPTION

Converting an enemy's mana into pure flame, you attempt to ignite them from the inside out. The enemies within 60 feet must make a fortitude saving throw or take 1d6 fire damage per level (Max 15d6). A creature that fails it's saving throw is caught on fire and takes damage equal to 1/2 of the spell's damage every round for 3 rounds or until the fire is put out. A creature that is struck by this spell also loses 2 spell slots of the highest level they can cast, or 2 technique slots if they fail their saving throw. If they don't have any spell or technique slots remaining, they take 2d6 damage to their mana times the highest spell level they can cast. 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 fire immunity. A Mythic caster of 6th tier or higher can expend a use of mythic power to also adds 1/4 of their mythic tier to the number of spell and technique slots drained from the creature. If the creature is non mythic, it loses the spell and technique slots even on a successful saving throw.

*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 4 mana you spend you can increase the duration of being caught on fire by 1 round (To a maximum of +3 rounds).

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

**Level:** Slumber Cat 1

**Spell Resistance:** no

Spinning your little fishy around at mach speed you let go and it lodges
 into your enemy's head before you grab hold and tear it out of their
face. As a standard action, Make a single ranged touch attack against an
 enemy within 30 feet, this attack deals normal damage.
Gobbler

This tall creature has rough, green hide. Its hands end in claws, and its bestial face has hideous long and fat pink lips.

**GOBBLER    CR 5**

XP 1,600

CE Large Outsider  (Demon)

Init **+2;** Senses **darkvision 60 ft., low-light vision, scent;** Perception **+6**

**DEFENSE**

**AC** 16, **touch** 11, **flat-footed** 14; (+2 Dex, +5 natural, –1 size)

**hp** 69 (6d10+36); regeneration 5 (acid or fire)

**Fort** +12, **Ref** +4, **Will** +6

**OFFENSE**

**Speed** 20 ft.

**Melee** bite +8 (1d10+5+Grab)

**Space** 10 ft.; Reach 10 ft.

**Special Attacks** Grinding Chew (2d10+10), Swallow whole (1d10+5 bludgeoning,3d6 acid. HP: 12 AC: 12)

**STATISTICS**

**Str** 21, **Dex** 14, **Con** 23, **Int** 6, **Wis** 9, **Cha** 6

**Base Atk** +6; **CMB** +12; **CMD** 24

**Feats** Intimidating Prowess, Iron Will, Improved Natural Attack (Bite)

**Skills** Intimidate +9, Perception +6

**Languages** English and Japanese

**ECOLOGY**

**Environment** cold mountains

**Organization** solitary or gang (2–4)

**Treasure** standard

Proficient in Rapier, Flamethrower, Fishing Pole, and Pie.

**Grinding Chew (Ex)**
If a Gobbler successfully Grapples an Opponent, rather than swallowing it whole it can instead do a Grinding Chew. On it's next round it can deal double bite damage to the enemy and spit it out back on the ground.

Gobblers are large and disgusting Ogre like creatures that scour the netherworld in search of delicious treats. Unfortunately for the rest of the Netherworld Denizens, everything is considered a tasty treat to them. Gobblers usually are solitary creatures, however a Gobbler of high skill and power often has many servants that go out and hunt for him.
Full Bloom

**Level:** Flora Beast 3

**Spell Resistance:** no

Spinning around and flinging off your own petals, you launch the foe
into the air, to be slashed to pieces by the deadly flowers. As a
standard action, This 15 foot burst can be placed anywhere within 60
feet. Creatures in the burst must succeed in a DC: 13+Dexterity modifier
 reflex saving throw or take normal damage as well as 1d6 damage per
level (Max 10d6). Creatures that succeed in the saving throw take half
damage while creatures who fail the save take full damage and they take
an additional number of damage equal to the Flora Beast's Dexterity
modifier.
Giga Heal

**School Conjuration** [Healing]; Level Cleric 5, HEAL 5

**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** None; Spell Resistance no

**DESCRIPTION**

Raising your hands in the air, you call out an incantation to the Lords
of Healing before a Glacier like blast of Heal hurtles down into your
foe. This technique Heals 1d6 of Reconstructive Energy per level up to a
 maximum of 20d6. This is pure reconstructive energy so living, non
living and undead are all restored through this magic.
Evil Healing

**Level:** Succubus 4

**Spell Resistance:** yes (Harmless)

You point your finger to the sky and with a wiggle of your butt you heal
 the wounds and the hearts of the souls surrounding you. This heals an
amount of damage equal to your natural attack to every creature adjacent
 to you. In addition you cure any one status ailment they may be
suffering from.
Froggy Cursed

It is said that there exists a powerful form of magic that can twist and reshape a person's body into that of an insignificant frog. These miserable creatures are the lowest of the low and are often considered to be even lower on the Food Chain than a Prinny. However some continue living on with their miserable lives, hoping to one day restore their bodies.

The Froggy Cursed type changes to Aberration and keeps all original subtypes.

**Size:** Tiny creatures gain a +2 Size bonus to attack rolls, a -2 penalty to CMB and CMD, and a +8 bonus to Fly and Stealth checks,

**Speed:** The Froggy Cursed speed increases by 20 feet and they gain a Fly Speed equal to their land speed at perfect maneuverability.

**Ability Scores:** +2 Dexterity. In addition a Froggy Cursed gains an additional +2 dexterity for every 5 levels they possess.

**Hit Points:** The Froggy Cursed gain normal hit points every level as the class they’re taking.

**Armor:** A Froggy Cursed gains a +1 bonus to Natural armor.

**Natural Attacks:** A Froggy Cursed can choose any one weapon it has proficiency in. The Froggy Cursed can still perform weapon techniques with the chosen weapon. However he has a natural weapon in the form of a Sticky tongue that deals 1d8 damage.

**Armor Proficiency:** A Froggy Cursed loses all Armor proficiencies.

**Singular Class:** Whatever class you enter First, It is the only class you can level up in, monsters cannot multi class.

**Monster weapon Prof:** You gain proficiency in Physical or Magic Monster weapons and can gain proficiency in NO other weapon.

**Magichange:** Whichever weapon was chosen for the Natural attack is the weapon you become when transforming.

**Skills:** An Froggy Cursed ALWAYS has Fly and Acrobatics as class skills and gains a +4 racial bonus on checks.

**Luck of the Frog (Ex):** Once per day, you can move without provoking attacks of opportunity from creatures.

**Challenge Rating:** +1

**Level Adjustment:** +1
Hardening

**Transmutation**

**Level:** Merchant 6

**Components:** V, S

**Casting Time:** 1 standard action

**Range:** Touch

**Target:** One item of a volume no greater than 10 cu. ft./level (see text)

**Duration:** Permanent

**Saving Throw:** None

**Spell Resistance:** Yes (object)

This spell increases the hardness of materials. Paper becomes harder to
tear, glass becomes harder to break, wood becomes more durable, and so
on. For every two caster levels, add 1 point of hardness to the material
 targeted by the spell. This hardness increase improves only the
material’s resistance to damage. Nothing else is modified by the
improvement. For example, a longsword (hardness 10) affected by a
hardening spell cast by a 12th-level caster would have a new hardness of
 16 for purposes of ignoring damage caused by an opponent’s successful
sunder attempt. The sword’s hit points, attack and damage modifiers, and
 other factors are not affected. The hardening spell does not in any way
 affect the item’s resistance to other forms of transformation. Ice
still melts, paper and wood still burn, rock still becomes transmutable
to mud with the proper spell, and so on. This spell affects up to 10
cubic feet of material per level of the caster. If cast upon a metal or
mineral, the volume is reduced to 1 cubic feet per level.