recursal/Fanatic-Fandom huggingface dataset:
Dizzying Voice

School Evocation (Air);

**Level** Bard 4, Witch 3, Sorcerer/Wizard 3, Succubus 3, Sea Angel 4

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range emitting from you

**Area** 30 foot cone

Duration instantaneous

Saving Throw Fortitude partial

**Spell Resistance** yes

DESCRIPTION

You strum on your instrument or let loose a wild scream, damaging and knocking away everything in the area. Creatures in the area must make a fortitude saving throw or take 1d4 sonic damage per level (Max 10d4). Creatures who fail their saving throw are dazed for 1 round and knocked prone. Creatures who succeed in their saving throw do not suffer these effects and take 1/2 damage.

*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.

·         Extra Damage: You can increase the damage by 1d4 for every 8 mana you spend (Max +10d4).

·         Extra Effect: You can choose to add deafening to the spell for 5 mana. This lasts for 1 round on a failed saving throw. For every 2 mana you spend it increases the duration by another round.

·         Difficult Spell: You can make this spell more difficult to resist. By spending 8 mana, you can increase the save DC by +1. For every 8 mana you spend this way you increase the DC by +1 to a maximum of +10.
Con con con of the con con

**Level:** Underlord 6

**Spell Resistance:** No

You know how to build your body to resist damage and heal it's self from
 damage already sustained. As a standard action, your Damage Reduction
increases by 10, in addition you gain fast healing 10. Finally, once per
 round you can select a single d20 roll and add your constitution
modifier to it. This must be used before the roll is made. This lasts
for 1 round per 2 levels you possess. You can expend the technique slots
 to perform this technique as a swift action to renew the technique
without performing it again.
Deep Impact

**Level:** Pincer Shell 7

**Spell Resistance:** Yes

Summoning a massive tsunami that crashes over you, you launch past your foe, striking them with deadly force multiple times before gripping on to them with your deadly claw. Spinning around you create an inverted whirlpool that you fling the enemy into and they get launched into the horizon.

As a full round action, this works as the Tsunami spell and lasts for the 5 rounds. While within the water created by the spell, you can move up to 30 feet after every attack that you make. This must remain in the water and it doesn’t provoke attacks of opportunity. As a standard action you can make an attack roll against a creature caught in the tsunami. This attack can be a vital strike. If successful it deals normal damage as well as 1d6 damage per 2 hit dice (max 10d6) and they are moved to the edge of the water and then knocked back 10 feet per level. A fortitude saving throw DC: 17+Constitution modifier negates the knock back.
Death Roll

**Level: Zombie 5**

**Spell Resistance:** no

Dropping on all fours, you lunge forward and spin, biting into your foe and grinding through them like a massive undead drill bit before piercing through to the other side. As a standard action, the Zombie moves in a straight line up to 60 feet and makes a single attack that applies to all creatures within that line. This can be a vital strike. Creatures struck take an additional +1d4 damage per level (Max 25d4). This damage bypasses damage reduction. Creatures struck by this attack must make a reflex saving throw or be knocked prone. If this attack knocks a creature prone, any zombies within reach of the creature gain an attack of opportunity against that creature.
Dark Orb Blaster

**Level: Demon 3**

**Spell**
Resistance: yes

You fire a volley of dark energy blasts at your foe
that blows them away. As a standard action, You may fire one ray, plus one
additional ray for every four levels beyond 3rd (to a maximum of three rays at
11th level). Each ray requires a ranged touch attack to hit and deals 4d6
points of unholy damage. The first ray also deals an additional amount of
damage equal to your normal damage. The rays may be fired at the same or
different targets, but all rays must be aimed at targets within 30 feet of each
other and fired simultaneously. Creatures effected by a fear effect when struck
by this technique take an additional 1d6 unholy damage.
Dark Pit

**Level:** Shinigami 6

**Spell Resistance:** yes

Summoning a pit to the deepest recesses of the shadow realm, the black
tentacles of madness consume your foes and show them true fear before
spitting their battered corpses back into the world of the living.
Creatures within a 10 foot cube placed anywhere within 60 feet must make
 a fortitude save DC: 16 + Charisma modifier, or be thrust into a plane
of darkness for 1 round, returning at the end of the Shinigami’s next
turn. Whilst in this pit creatures take double damage, applying any
feats that apply to critical hits, Along with 1d8 damage per level (Max
20d8). They must also succeed on a will save of the same DC or be shaken
 and blinded for 1d4 rounds following. Creatures who succeed their save
take 1/2 damage. Creatures whom were already shaken before this
technique was used, take 1d4 negative levels if they fail their will
save and the Shinigami heals a number of hitpoints equal to his charisma
 modifier times the number of negative levels inflicted.
Darkness Curse

**School Necromancy [Curse];**

**Level** Witch 9

**CASTING**

**Casting Time** 1 standard action

**Components** V, S

**EFFECT**

**Range** Touch

**Target** Creature touched

**Duration** permanent

**Saving Throw** Will negates;

**Spell Resistance** yes

**DESCRIPTION**

The creature is effected by a terrible curse that causes them to die of
inflicted injuries. While under the effects of this curse, damage,
negative levels, ability damage, and non-lethal damage cannot be cured
through any means. Fast healing or regeneration end and do not allow the
 creature to regain hit points and any healing magic used on the
creature fizzles out. Healing items used on the creature react violently
 and instantly break. In addition, ailments such as stunning, magical
sleep, fatigue, exhaustion and the like cannot be repaired through magic
 by any means until the curse has been lifted.

The curse bestowed by this spell cannot be dispelled, but it can be
removed with a miracle or wish spell, as well as by killing the caster.
It cannot be removed with remove curse or suppressed with abeyance.
Energy Break

**Level:** Void Dark 3/Devouring Kris 3

**Spell Resistance:** no

A black orb of dark energy forms in your hand, and explodes into the power of the void, generating the spears of Azathoth, the Devouring Kris. The spears rain down on your foe and drain energy from the creature, reverberating and pulsing back into them to blow them apart.

As a standard action, Select a single opponent. You summon one Devouring Kris per 4 levels (Max 5), and each Devouring Kris gets a single attack on the target. Instead of draining away the mana, the mana damage that is usually dealt is doubled, and given to the opponent. At any point the wielder can spend mana from their own pool to add to the enemy’s mana pool. After determining this, the creature takes additional damage that does not apply the effects of the Devouring Kris.

The target must then make a fortitude saving throw DC: 13+ Charisma modifier or take 1d6 additional damage for every 500 mana they possess. The save DC increases by +1 for every 500 mana they possess as well. If a creature is destroyed through this weapon they are turned into a mana pit of varying size depending on the mana within them. The creature takes 1 damage to all of their ability scores for every 5,000 mana they possess.

A successful saving throw halves this damage.

If the creature is defeated with this technique, all of the man a spent on it returns to the user.

*Mythic:* By expending 2 uses of mythic power, whenever you use this technique, all of the attacks made can be vital strikes, and the ability damage dealt is ability drain that can never be recovered from anything short of divine intervention.
Death Spells by Level

Some of the spells are located here [1]

**1st-Level Death spells—**

Bane

Cause Fear

Command

Curse Water

Death Knell

Detect Poison

Decompose Corpse

Interrogation

Ray of enfeeblement

Ray of Sickening

Restore corpse

Doom

Inflict Light Wounds

Magic Weapon

Protection from Good/Law/Evil/Chaos

Read Magic

**2nd-Level Death spells—**

Blindness/Deafness

Corruption Resistance

Command Undead

Defoliate

False Life

Unshakable Chill

Darkness

Darkvision

Desecrate

Eagle's Splendor

Hold Person

Invisibility

Scare

Silence

Undetectable Alignment

**3rd-Level Death spells—**

Animate Dead

Bestow Curse

Contagion

Deeper Darkness

Defile Armor

Dispel Magic

Inflict Moderate Wounds

Magic Weapon Greater

Vampiric Touch

**4th-Level Death spells—**

Fear

Inflict Serious Wounds

Invisibility Greater

Poison

Resounding Blow

Slay Living

Terrible Remorse

**5th-Level Death spells—**

Atonement

Boneshatter

Break Enchantment

Greater Contagion

Curse of Magic Negation

Major Curse

Inflict Light wounds Mass

Raise Dead

Scrying

True Seeing

Unhallow

Unholy Ice

**6th-Level Death spells—**

Antilife Shell

Banishment

Blade Barrier

Epidemic

Harm

Inflict Moderate Wounds Mass

Undeath to Death

**7th-Level Death spells—**

Control Undead

Finger of Death

Destruction

Inflict Serious Wounds Mass

Resurrection

Repulsion

Create Demiplane Lesser

**8th-Level Death spells—**

Create Demiplane

Dimensional Lock

Discern Location

Frightful Aspect

Inflict Critical Wounds Mass

Orb of the Void

Symbol of Death

Unholy Aura

**9th-Level Death spells—**

Energy Drain

Create Greater Demiplane

Cursed Earth

Overwhelming Presence

Polar Midnight

Soul Bind

True Resurrection
Create Barrel

**Level:** Rogue 3

**Spell Resistance:** no

The Rogue Crafts an explosive barrel that plops down on the battlefield.
 If the barrel is thrown it explodes on every creature in a 10 foot
burst where it lands. It deals a number of fire damage equal to the
Rogue's sneak attack damage. A successful reflex save DC: 15+
Intelligence modifier halves the damage. The barrel can last for 1
minute per level or until it explodes. A Barrel that takes 10 points of
fire damage explodes instantly. If an explosive barrel damages a
creature with explosive nature, they must make their save or have their
evility activate.
Desiccating Thunder

DESICCATING THUNDER

School: Abjuration; Level Sorcerer/Wizard 9, Witch 9

DESCRIPTION

This spell functions as Chain Lightning, but it also deals 1d6 Con damage to every target. It deals double damage against aquatic creatures and if it kills a creature, they are turned to dust (requiring a Wish or Miracle to return from the dead).
Echoing Hymn

**Level: Celestial Host 6**

**Spell**
Resistance: yes

Summoning holy orbs of elemental light, they merge with your body, granting
you extreme elemental resistances. As a standard action, you gain energy
resistance 30 to fire, Ice, Acid, Sonic, and electricity damage, which
increases by 5 for every 5 levels you possess, and energy resistance 10 to
force, disintegration, holy, and unholy damage which increases by 5 for every
10 levels you possess. This lasts for 2 rounds per level.
Demonic Howl

**Level:** Nether Noble/Anubis Magichange 4

**Spell Resistance:** no

Allowing your weapon to breathe in
deeply, it's third eye opens lets loose a horrible howl crackling with death
energy that blows away and damages your surrounding foes. As a standard action,
all creatures within 30 feet of you must succeed in a will saving throw DC: 14+
Strength modifier or take normal damage as well as an additional 1d6 per level
(Max 20d6). This damage is half sonic and half unholy damage. Creatures that
fail their saving throw are knocked to the edge of the burst and shaken for 1d10+2
rounds. Creatures that succeed are knocked back 5 feet and take 1/2 damage.
Dark Lace

This whisping humanoid figure stands with glowing yellow eyes and a purple aura of impending death.

DARK LACE    CR 5

XP 800

CE Medium Outsider (Darkstalker, Incorporeal)

Init **+4; Senses detect magic, see in darkness;** Perception **+4**

**DEFENSE**

**AC** 16, **touch** 16, **flat-footed** 10 (+6 Dex)

**hp** 47 (5d10+20)

**Fort** +4, **Ref** +10, **Will** +5

**Special Defenses:** Incorporeal

**OFFENSE**

**Speed** 30 ft.

**Melee** kukri +11 (1d3-1/18-20 plus black smear poison)

**Special Attacks** death throes, poison use, sneak attack +2d6, soul harvest

**Spell-Like Abilities** (CL 4th; concentration +6)

**Constant**--detect magic

**At will**--bleed (DC 12), chill touch (DC 13), darkness, spectral hand

3/day--daze monster (DC 14), death knell (DC 14), inflict moderate wounds (DC 14), (Fire, Ice or Wind)(DC 14)

**STATISTICS**

**Str** ---, **Dex** 22, **Con** 16, **Int** 10, **Wis** 13, **Cha** 15

**Base Atk** +4; **CMB** +4; **CMD** 16

**Feats** Skill Focus (Use Magic Device), Weapon Finesse, Toughness

**Skills** Climb +3, Perception +4, Spellcraft +7, Stealth +12, Use Magic Device +12; Racial Modifiers +4 Climb, +4 Stealth, +4 Perception

**Languages** Dark Folk

**SQ** magical knack , Hide in plain sight, ghost touch

**SPECIAL ABILITIES**

**Evilities**
Mass Psyche, Gain a +1 bonus to attack, damage, and armor class for every creature with the darkstalker subtype within 30 feet.

**Death Throes (Su)**
When a dark Lace is slain, its body implodes violently into nothingness, leaving its gear in a heap on the ground. All creatures within a 10-foot burst take 1d8 points of sonic damage and must make a DC 15 Fortitude save or be deafened for 2d4 rounds. The save DC is Constitution-based.

**Magical Knack (Ex)**
Spellcraft and Use Magic Device are always class skills for dark slayers.

**Soul Harvest (Su)**
When a dark Lace damages a flat-footed foe or a foe it is flanking with a melee touch spell or spell-like ability that deals hit point damage, the spell does an additional 1d6 points of damage and the dark slayer gains an equal amount of temporary hit points. These temporary hit points last for a maximum of 1 hour.

**Hide in Plain Sight (Su)**
A Dark Lace can use the Stealth skill even while being observed. As long as it is within 10 feet of an area of dim light, a Follow can hide it's self from view in the open without anything to actually hide behind. It cannot, however, hide in it's own shadow

**Ghost Touch (Su)**
A Dark Lace grants the Ghost Touch enchantment to any weapon it touches so long as it stays in it's possession. This is granted even if the weapon doesn't have a +1 bonus already and does not grant the weapon a +1 bonus.
Proficient in Dagger, Rifle, Flamethrower, Magnet

**Martial Techniques**
Dark Lace possess the martial techniques Blade Rush and Hurricane Slash DC:19 usable once per day.

**ECOLOGY**

**Environment** any underground

**Organization** solitary, gang (1 dark Lace and 2-5 darkstalkers), or clan (20-80 dark Stalkers plus 1 follow or Kids in hell per 20 darkstalkers, possibly 1 Null of Descent)

**Treasure standard** (kukri, black smear [2 doses], other gear)
Deathseeker Bolts

School Evocation;

**Level** Cleric 7, Oracle 7, Sorcerer/Wizard 7, Witch 7

CASTING

Casting Time 1 full round action

Components V, S

EFFECT

Range 500 feet

**Area** One deathseeking bolt per 6 levels

Duration 1 round per 2 levels

Saving Throw no

**Spell Resistance** yes

DESCRIPTION

Upon this spell's completion, you fire a number of deathseeking bolts from your body. These bolts extend from you and fly towards your target, turning corners and avoiding obstacles to attempt to strike your foe. This creates one Deathseeking Bolt per 6 levels that begin adjacent to you. Every round as a free action you can control them to move up to 60 feet. If they enter a square with a creature or object in it, they explode. Make a ranged touch attack against that target. If it hits it deals 7d6+Relevant spell casting ability modifier force damage. in damage to the target. If a creature pushes you into a square with one of these deathseeking bolts or another creature or object, you must make the attack against that instead and deal your damage to it. If the bolts travel further than 500 feet they dissipate.

*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.

·         Extend Spell: You can increase this spell's duration by +1 round for every 3 mana you spend.

·         Extra Movement: You can increase the distance you can move each bolt by +10 feet for every 5 mana you spend.

·         Extra Damage: You can increase the damage dealt by +1d6 for every 6 mana you spend. This can only increase it to a maximum of +3d6.
Dog God

* Dog God Characters gain +2 to Strength and Dexterity and a -2 penalty to Wisdom. Dog gods are strong and quick, but they are easily distracted.
* Humanoid (Demon, Outsider)
* Dog Gods gain a +1 bonus to Natural armor.
* Medium: As Medium creatures, Dog Gods have no special bonuses or penalties due to their size.
* A Dog God's base land speed is 30 feet
* Dog Gods gain a +4 racial bonus to perception checks.
* Dog Gods have a bite attack that deals 1d4 damage.
* Low-Light Vision: Dog Gods can see twice as far as humans in conditions of dim light.
* Automatic Languages: English or Japanese. Bonus Languages: Any (Unless specifically noted)

**Adventurous Mind (Ex)**
Dog Gods are known for traveling the world and searching for adventure, as such they choose any 1 knowledge skill at 1st level. This is always considered a class skill for them.

**Demonic Dignity (Su)**
Dog gods are very proud as they stand above their canine people, While a Dog God is at maximum hit points, it gains a +1 bonus on all attack rolls.

**Magic Release (Su)**
Dog Gods are protected by secret magical energies, Once per day, when an attack should kill the Dog God, they are instead left with 1 hit point.

**Dog Empathy (Su)**
Dog Gods can speak to other Dogs and dog like creatures.
Crimson Rain

**Level:** Sword 8

**Spell Resistance:** no

Tossing your enemy in the air, you leap skyward, twirling your sword
lightning fast as you grind your foe against it like helicopter blades,
ending it with a terribly powerful 3 hit combo. Make a full attack
action against your enemy. For each attack you land, you deal normal
damage as well as an additional 5d6 damage. In the following round, an
enemy must make a fortitude saving throw DC: 18+Strength modifier or
take 1/2 of the damage dealt with this technique again in the following
round.
Darkness Release

**Level:** Devil bear 7

**Spell Resistance:** no

Opening your chest, you reveal a cache of machine guns, shot guns, and other
dangerous projectile flinging weapons. You bombard your enemy with a furious
rain of lead before revealing a rocket Launcher, firing your quad missiles at your
foe. As a standard action, you gain a reach of 60 feet and an additional attack
at your highest base attack bonus. This does not change the range you can make
attacks of opportunity or your threatened space. You also deal an additional
+2d10 damage on all damage rolls. At any point you can choose to target a 5
foot cube, as well as an additional 5 foot cube for every attack you have in a
full attack. Creatures in that cube must make a reflex saving throw DC:17+
Strength modifier or take double damage as well as an additional 1d6 per 2
levels (Max 5d6). Alternatively as a standard action you can target a single 10
foot burst anywhere in your reach. This deals normal damage as well as 1d10 per
2 levels (Max 10d10). This can be a vital strike. Creatures that succeed on
their saving throw for any of these take half damage. On a failed saving throw
the creature takes 2d6 bleed damage every round for 1 round per level. You can
end this technique early as a full attack action by firing 4 rockets. These
target 10 foot cubes located anywhere within reach, creatures that fail their
reflex saving throw take normal damage +1d10 per 2 levels (Max 10d10) for every
missile that strikes. This technique lasts for 1 round per level.
Chasing Fishy

**Level:** Slumber Cat 3

**Spell Resistance:** no

You drop your little magic fish which flops around and lands on your
enemy's heads. Trying to catch it you hop off of them before grabbing
the fish and piledriving it into them. As a full attack action, Make a
single attack on every enemy in a 20 foot burst placed anywhere within
40 feet of you. If a creature is struck, it takes normal damage as well
as 1d6 damage per level (Max 10d6). Creatures struck must make a reflex
saving throw DC:13+ Dexterity modifier for half damage, creatures that
fail this save are knocked prone.
Demon Ice Fang

**Level: Paladin 5**

**Spell**
Resistance: yes

When using the technique, you summon a glossy, beautiful blue
blade of elemental ice. After stabbing your foes, they frost over before you
dash through and shatter the ice that has encased them. As a full attack
action, make a single attack against one creature per 4 levels to a maximum of
3 creatures. This attack is a touch attack and can be used at a range of 30
feet. Before making this attack, you can make a sleight of hand check against
the creature's perception check to catch them flat footed. If this hits, it
deals normal damage as well as an additional 1d10 per level (Max 10d10) Half of
the damage is ice and half is divine damage. Creatures struck must also make a
fortitude saving throw DC: 15+Strength or Charisma modifier or take an
additional 1d6 bleed damage for one round per level and take a -5 penalty to
it's movement speed. If this is used on a creature currently burrowing beneath
the ground with a burrow speed, they do not gain a saving throw against this
effect. Using this technique multiple times stacks the damage and the
penalties, to a maximum of 6d6 bleed damage and -30 move speed. If the creature is the target of your smite when activating this technique, it deals 1d10 per level (Max 20d10). In addition creatures that take a penalty to their movement speed from this technique have their movement cut in half.

***MYTHIC:***
By spending a use of Mythic Power when using this technique, you can
increase the damage cap by 5d10. If you spend 2 uses, it also increases the
bleed damage to 1d10.
Erupting Overgrowth

Erupting Overgrowth

Level: Lord Edamamu 6th

Spell Resistance: Yes

You summon a twisting orb of plant matter that explodes with roots. Casting this is a full round action. This orb can be placed anywhere within 300 feet and is a 30 foot area. Creatures in the initial area must make a reflex saving throw DC: 16+ Charisma modifier or take normal damage as well as an additional 1d6 per level (Max 20d6). This deals d8's against creatures with the water or Earth Subtype and d4's is creatures with the fire subtype. Creatures that succeed in their save take 1/2 damage. The area becomes rough terrain for 3 pounds, and creatures that fall their initial save are entangled. Every turn they must make a fortitude save or take the damage again, and must make a reflex save of the same DC or an Escape Artist check as a standard action to escape. This technique lasts for 3 turns, but you can expend the technique or spell slots again as a swift action when it should end to extend it's duration by another 3 rounds. This can be cast as a spell, but requires 3 spell slots to cast it as a spell.
Enhance Item

**Transmutation**

**Level:** Merchant 4

As lesser enhance item, but you can do the following.

*Armor*
As lesser Enhance Item, but you can choose any
special ability whose market price is equivalent to a bonus of up to +3
or up to 35,000 hl, such as ghost touch or acid resistance.

*Weapon*
As lesser Enhance Item, but you can choose any
special ability whose market price is equivalent to a bonus of up to +3
or up to 70,000 hl, such as speed.

**Material Component:** An ointment costing 100 gp.
Cocytus's Rage

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

**Spell Resistance:** yes

*Raging Snowstorm:* Leaping into the sky, you grow a pair of huge icy wings and fire several energy charged ice burgs at your foes. These ice burgs connect a ring of power and release the true essence of cold into your enemies. Select any 5 points within 50 feet of you. Each of
these have a line attack drawn from one to the other until they fully
connect with one another. These lines can not overlap or intersect. For 1 round per level, all creatures within this area save for you, must make a fortitude saving throw DC:19+Dexterity modifier or take 5d6 ice damage and be frozen and unable to move (Works like being paralyzed and
you are considered an object). You are only immune to this if you are
both immune to cold and petrification, otherwise it still effects you
and you still take damage as well. You gain a new saving throw every
round. As a swift action every round, you can choose to destroy one of
the 5 points you placed to lessen the area of the technique and have it
deal d8's instead.

*Infinite Ice Age:* leaping into the sky, you release the pure
Sub-Zero energies from your body in the form of massive ice wings as you fire icicles at your foes, surrounding them with a magic circle of frost. Your wings invert into your arms and you then fire a burst of
pure polar energy that frosts over not just the enemies, but the entire
Netherworld and shatters it like nothing. Creatures within a 50 foot
burst located anywhere within 100 feet of you must make a fortitude
saving throw DC: 19+Dexterity modifier. Failure means they take double
damage as well as an additional 1d10 cold damage per level and 1d12
divine damage per level (max 10d10 and 10d12). Creatures who fail their
saving throw take full damage, creatures who fail by more than 5 are
effected by a flesh to stone spell. Creatures that succeed take 5d6 cold damage and are slowed as per the slow spell for 1 round.
Dark Shot

**Level: Demon 2**

**Spell Resistance: no**

Channeling unholy energy into your hands, you fire off a
concussive burst of darkness into your enemy. As a standard action, make a
single ranged touch attack against a creature within 60 feet. If the attack
hits it deals normal damage as well as 1d6+1 per level (Max +20). This damage
is considered Unholy damage. Damage from this technique becomes d8's when used
against angels.

If you can perform 6th level techniques, you can spend the
additional technique slots to have this deal an additional +1d6 per 2 levels
(Max +10d6). This additional damage is in addition to the damage granted by the
initial technique.
Corigon

Sickeningly cute, and somewhat scary little demons, they are known for saying adorable things, even when doing incredibly evil or violent acts.

**Corigon Starting Statistics**

**Size** Small; **Speed** 40 ft.; **AC** +2 natural armor;

**Saves** Fort (good), Ref (good), Will (bad); **Attack** 1 gore (1d6+ 1 1/2 strength);

**Ability Scores** **Str** 14, **Dex** 16, **Con** 13, **Int** 8, **Wis** 10, **Cha** 12

**4th-Level Advancement**

**Size** Small; **AC** +3 natural armor;

**Ability Scores Dex** +4, **Con** +2, **Int** +2;

**Special Qualities** Immune to Poison; **Resist energy:** Electricity, Fire, Cold Resist 5; **Damage Reduction: 5/Cold Iron**
Enhance Item, Greater

**Transmutation**

**Level:** Merchant 6

When casting this spell, it works in one of the following ways.

*Armor:*
As lesser Enhance item, but you can choose any
special ability whose market price is equivalent to a bonus of up to +5
or up to 200,000 gp, such as vorpal.

*Weapon:*
As lesser enhance item, but you can choose any
special ability whose market price is equivalent to a bonus of up to +5
or up to 100,000 gp, such as etherealness or greater fire resistance.

**Material Component:** An ointment costing 200 hl.
Dragon Hornet

**Level: Dragon 4**

**Spell Resistance: yes**

You dive under your enemy and knock him into the air
breathing deeply and releasing a breath weapon on the foe as they fall back
down. As a full round action, Make a charge attack against any enemy within reach. If the attack hits, you deal normal damage to that enemy as well as an additional 1d8 damage per level (Max 20d8) and the enemy gets no saving throw. This damage is determined by your elemental fang class ability. If the initial attack misses, instead the enemy is allowed a reflex saving throw DC: 14+ Strength modifier to halve the damage. If the dragon has 50% more in it's hoard than the base requirement, this attack can be a vital strike. If the dragon possesses twice the amount in it's hoard than the base listed requirement for it's level, the dragon deals D10's instead of d8's.
Dynamic Moon

**Level** Hammer/Axe/Flail 6

**Spell Resistance:** no

Your axe glows with a deadly might and you slam it into the ground in
front of your enemy, sending them flying into the air. You leap after
them, slam into the moon, leaving a massive crater, and launch at your
enemy at the speed of light, tearing through them on your way back to
the planet. As standard action, Make a single attack against a creature
within your reach. If this attack hits you deal normal damage as well as
 1d6 damage per level (Max 20d6). Creatures struck by this technique
must make a fortitude saving throw DC: 16+ Strength modifier or be
stunned for 1 round and knocked prone.
Cloak of Countless Faces

**Level:** Raxion 3

**Spell Resistance:** no

Shifting your form, you use your malleable shadows and illusory magic to transform yourself to better replicate a creature. As a standard action, you gain a +1 bonus to bluff and disguise checks for every 2 levels you possess. In addition, for 1 round per level you are treated as if effected by the polymorph spell. When using this technique you must select a specific creature that you transform into. The bonuses to skills are used when pretending to be that creature.
Death Seize

**Level:** Shinigami 1

**Spell Resistance:** no

Reaching into the black abyss you tear through your opponent with great
ease, savoring the sound of their the life exiting their body. As a
standard action, You can make a single attack on any creature that you
can see within 60 feet, this attack is a touch attack.
D-Rule 2: Volunteer

**Level:** Raspberyl 6

**Spell Resistance:** yes

Raspberyl throws her hand in the air as her book flips open, summoning an arcane rune of great power beneath her foes, it shines and transports them to a pocket dimension and folds in on it's self before forcefully tearing them and a portion of the dimension back into the world with a spatial explosion.

As a standard action, select one 30 foot burst within 100 feet. Creatures in this area must succeed in a will saving throw DC: 16+ Intelligence modifier or take normal weapon damage +1d8 per level (Max 25d8). A successful saving throw halves the damage. Creatures who fail this save are stunned for 1 round, and creatures who succeed are staggered for 1 round instead. Outsiders effected by this spell  take 1d10 damage per level instead. This technique is treated as an evocation spell only for the purpose of being effected by feats.
Eruption

**Level:** Gargoyle 6

**Spell Resistance:** yes

Calling to you the energy of the stars, orbs of light spin around the
point of your deadly claw and destroy the surrounding area. As a
standard action, Creatures within a 20 foot burst centered on the
Gargoyle must succeed in a Reflex saving throw DC:16+ Strength modifier
or take normal damage as well as an additional 1d6 damage per level (Max
 20d6). Half of the damage is fire, and half is force. Creatures that
succeed take half damage, creatures that fail must make the save again
or take 1/2 damage in the following round, and then 1/2 of that damage
on the round after that.
Dark

The Magical Cutie’s heart is tainted with darkness. Her emotions are twisted or in a state of turmoil, and it grants her a dark power to cause destruction and inflict misery in the hearts of those she meets.

Dark Cuties are usually Neutral or Evil aligned. However if a Magical cutie has a fall from grace, renounces the ways of the Magical Cutie, or otherwise becomes emotionally compromised, they may swap their abilities for that of the Dark Cutie. If a GM and the player deem a Magical Cutie has suffered emotional turmoil who is not already a Dark Cutie, they can decide that the Dark Cutie may be able to change their focus to this.

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

A Dark Cutie’s Magical Cutie transformation grants the bonus to Charisma based d20 rolls, and to any saving throw DC based on charisma, and the Magical Cutie’s Unholy damage resistance increases by 10. While in this form, a Dark cutie can cast the spells Crime of opportunity and Deflect Blame at will. When using Crime of opportunity, she always rolls twice and selects the option she prefers.

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

A Dark Cutie’s Magical Cutie transformation increases her unholy resistance to 20. The Dark cutie adds twice her magical cutie level to sleight of hand checks and to her CMB and CMD for the steal combat maneuver. If she successfully steals an object from a creature, she effects them with a crime of opportunity spell, with their crime in question having something to do with the theft of the item. Whenever she successfully steals an item, she can choose to immediately teleport up to 60 feet away as a free action.

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

A Dark Cutie’s Magical Cutie transformation increases her unholy resistance to unholy immunity. The Dark Cutie can now cast the spell Crime Wave. Doing so makes the spell crime of opportunity unavailable for 1d4 rounds. When using Crime of Opportunity or Crime wave, she can select which option she wishes each creature to be effected by. Every creature that fails their saving throw against the spell can be targeted immediately by a steal combat maneuver, even if the creature isn’t next to you. The creature must however be within your movement range, though you do not need to move.
Clap

**Level:** Great Wyrm 2

**Spell Resistance:** yes

You ignite your fist with energy and
then lash out and grip on to them letting the energy flow and explode through
your hands. This
technique adds, Burning, Polar, Seething, Cosmic, or Abyssal to it's name
depending on your discipline. It also adds a secondary effect. As a standard
action, make a touch attack against a creature within reach. If this attack
hits, you deal normal damage as well as your great Wyrm grapple damage, this
attack can be a vital strike or can be used as a part of a spring attack. If
the creature is struck it must also make a fortitude saving throw DC:12+
Strength modifier or take one of the following effects. If it is a save for damage
the save halves the extra damage.

Burning:
deal an additional 1d6+1 fire damage per level (Max 1d6+15).

Polar:
deal an additional 1d6+1 fire damage per level (Max 1d6+15).

Seething:
deal an additional 1d10+1 damage per level (Max 1d10+25).

Cosmic:
deal an additional 1d4+1 Force damage per level (Max 1d4+15).

Abyssal:
deal an additional 1d4+1 Disintegration damage per level (Max 1d4+15).
Dual Snake Sigil

**Level: Demon,**
Vampire, Nobility/royalty, Overlord of Magic/Overlord of War 5

**Spell Resistance: yes**

You summon a large sigil that transforms into two ethereal
snakes, twisting and weaving through the air as they descend upon their foes.
As a standard action, you summon 2 ethereal snake eidolons. The Snakes possess
the same bonus to attack as you and each can make one bite attack that deals 5d6+15
force damage. A creature struck by both snake attacks takes an additional
10d6+30 force damage. The snakes attacks are touch attacks. The snakes cannot
perform techniques. The snakes have a move speed of 30 feet and cannot be more
than 100 feet away from you or the technique ends. The snakes cannot take
attacks of opportunity and provoke no attacks of opportunity when they move.
The snakes cannot be targeted by effects or take damage. They last for 1 round
per 4 levels. Controlling the snakes is a free action on each round.
Devil Combination

**[Transmutation] Level**
7

**Spell Resistance:**
no

**Saving throw:**
Yes, see text

With the spell devil combination, you can use your magic
powers to imbue a person with the powers of demons or other spiritual magical
beings. As a standard action, you can target any 2 creatures that you can see
within 100 feet. If the target is unwilling they make a will saving throw to
resist. This works as the monster fusion ability and has all of the same rules,
save for both creatures do not need to possess the monster subtype, and it
lasts 1 round per 2 levels. When you do this, you select a creature to be the
base, and then bind the other one into them. If done with 2 monsters, it still
increases their size category by 1 step, however if done with any combination
of humanoid or monster, it does not increase their size category. If both
parties are in agreement and willing, they decide who controls the body. if the
targets are unwilling, whichever has the highest Charisma is in charge, however
they can spend time making charisma checks to switch places if they wish to
assert control. This can be used to buff allies, or to hinder enemies, as many
of them will not react well to being combined with another creature. Once this
ends the creature is exhausted just as with the normal ability.
Dragon Assassinator

**Level:** Dragon 9

**Spell Resistance:** no

Summoning the imperial dragon spirit and the might of the rising dragon,
 you merge with it's strength giving you a green aura of power. You can
launch through the enemy and bite him clean in half. You gain a +4 bonus
 to Strength, Dexterity, and constitution for 1 round per level. You can
 choose to expend the technique early during a bite attack. Whenever you
 land the attack, should you choose to end the duration, you deal
double damage with an additional 10 damage for every round remaining
in the technique's duration. (Max 200 damage). Any abilities that apply to a critical hit apply to this attack. Creatures must succeed in
 a fortitude saving throw DC: 19+ Strength modifier. If the creature
succeeds it's saving throw it takes only 5 damage per level (Max 100).
Creatures who fail their save take full damage as well as 1 negative
level. This negative level wears off after an hour. If the dragon has 50% more in it's hoard than the base requirement, the dragon gains an additional +2 to strength, dexterity and constitution, and when it makes it's attack the max damage becomes 400 or 200 and the negative level lasts for 24 hours. If the dragon possesses twice the amount in it's hoard than the base listed requirement for it's level, the dragon's bonus increases by another +2 to Strength, dexterity, and constitution, and when it makes it's attack, the maximum damage becomes 800 or 400 and the negative level is permanent.
Electric Shot

**Level: Gargoyle 6**

**Spell Resistance: Yes**

Allowing the massive lightning spikes to emerge from your
back, they channel energy through them and into your hands, which you fire as a
beam of thundering energy, electrocuting your foes. As a standard action,
creatures within a 100 foot line extending from you must make a reflex saving
throw DC: 16+ Strength modifier. On a failed saving throw the creature takes
double damage as well as an additional 1d6 electricity damage per level (Max 15d6).
If the creature fails it's save it is also stunned for 1d4 rounds. On a
successful saving throw, instead you take normal damage as well as 5d6
additional electricity damage.
Dragon Lightning

**Level: Dragon 7**

**Spell Resistance: yes**

Leaping skyward you charge a super powerful burst of
crackling lightning and dropkick them into your foes. A column of energy tosses
them skyward before the ball of lightning bursts and slams them into the
ground. As a standard action you summon a cloud overhead that is 10 feet wide
per level. Every round, as a free action you can call down 1 lightning bolt per
level. Each creature can be targeted by only a single bolt of lightning each
round. The creature gets a Reflex saving throw DC: 17+Strength modifier for 1/2
damage. The lightning bolt deals your normal damage as well as an additional
+1d6 per level (Max 10d6). All damage dealt is electricity damage. You can take a standard action
while this technique is active to make every lightning bolt that comes down
knock the enemy prone if they fail their saving throw. If you take a full round
action, you can apply vital strike feats to the lightning bolts. The cloud
lasts for 1 round per 2 levels and cannot be moved. If the dragon has 50% more in it's hoard than the base requirement, Lightning bolts deal d8's instead of d6's. If the dragon possesses twice the amount in it's hoard than the base listed requirement for it's level, it deals d10's.
Delta Strike

**Level:** Bioroid 4

**Spell Resistance:** No

You drop down into an aerodynamic pose as your eyes shine bright before lunging forward through your enemies at a breakneck speed. You dash through them with a violent strike, returning back from another direction and then again as you appear on all sides of them, moving so fast that you appear in multiple locations at once before three of you strike your opponent from various directions in a violent cross slash. As a full round action, you can move up to your charge speed and make a full attack against a single enemy. The enemy must make a perception check against your initial attack roll. If it fails it is caught flat footed for all of the attacks. Once you make the final attack, you immediately return to the square where you had initially started.
Close/Monk and Double

The category of weapons is actually a collection of many different weapons. These weapons include gauntlet, heavy shield, light shield, punching dagger, sap, spiked armor, spiked gauntlet, spiked shield, unarmed strike, kama, nunchaku, quarterstaff, sai,

shuriken, siangham, dire flail, dwarven urgrosh, gnome hooked hammer, orc double axe, and two-bladed sword.

# **LEVEL 1**

Triple Strike

Fist of Fury (Unarmed Strike Synergy)

# **LEVEL 2**

Phantom Fists

Unwavering Heart (Unlosing Ranger Synergy)

Double Shadow

# **LEVEL 3**

Exploding Fists

Blazing Palm

Insect Wrestle

☆Sandwich

Falling Heaven (Unarmed Strike Synergy)

Phantom Blow

Dragon Strike (Nunchaku Synergy)

# **LEVEL 4**

Tiger Charge

Dragon Blow (Nunchaku Synergy)

Arm Press

Dragon Slash

Side Out

Comet Upper

Raging Fury (Unarmed Strike Synergy)

# **LEVEL 5**

Lion's Roar

Relentless Effort (Unlosing Ranger Synergy)

Hurricane Blow

# **LEVEL 6**

Curse Finger

King of Beasts

Falling Heaven (Unarmed Strike Synergy)

Holy Upper

Rising Domination

# **LEVEL 7**

Aura Punch

Final Arts

Splitting Shot

Libra Piasso (Necromancer Synergy)

Rocket Meteor

Nature's Bell

Paradise Lost (Unarmed Strike Synergy)

Purgatory Palm

Dragon Fury (Nunchaku Synergy)

# **LEVEL 8**

Funnel Blow

Rising Dragon

Master Palm

Dragon Rage (Nunchaku Synergy)

Special Burst

Quintuple Shot

Circle of Life (Unarmed Strike Synergy)

# **LEVEL 9**

Big Wave

No Way Out

Big Bang

Galactic Blast (Unarmed Strike Synergy)
Demon Reaper Reincarnation

**Battle Dance:** You gain an additional 2 rounds of bardic performance.
If they have the 7th and 13th level abilities already they gain no new effects.

**Cantrips:** Bards gain cantrips from the spells known table as usual.

**Spells:** When you gain a new level as a bard, you gain 1 additional
bard 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.

**Spells Known:** Bards gain the spells known as per normal on the table.

**Bardic Performance:** When a Bard gains Bardic Performance again, it
gains 4 additional rounds of performance, after which you gain the normal
amount every level.

**Counter Song:**  If the bard already possesses Counter song it
gains no extra effects.

**Distraction:** If the bard already possesses Distraction it gains no
extra effects.

**Fascinate:** If the bard already possesses Fascinate it gains no extra
effects.

**Well Versed:** The bonus increases by +2.

**Inspire Competence:** If the bard already possesses Inspire Competence
it gains no extra effects.

**Inspire Greatness:** This increases the number of creatures you can
inspire by 1 every time you would be able to effect another creature. (Every 3
levels beyond 9th).

**Jack of All Trades:** If the bard already possesses Jack of all trades
it gains no extra effects.

**Inspire Heroics:** You can effect more enemies with this, gaining an
additional number of enemies effected equal to the bonus normally gained.

**Violent Reaper:** This
can be used an additional 3 times per day.

**Blades of the**
Destroyer: **The Reaper gains new Slayer Talents.**

**Flurry of Blades:** The
Reaper gains no additional abilities.

**Precise Dervish:** The
Reaper gains new Sneak attack damage dice at the listed levels.

**Leaf on the Wind:** The
Reaper gains no additional abilities.

**Dance of Fury:** The
Reaper gains no additional abilities.

**Battle Fury:** The
Reaper gains no additional abilities.
Desco Unit Reincarnation

# **DESCO UNIT**

**Desco Bonus Feats:** You gain the Desco Unit Bonus feats, however you only gain the feats at levels 2, 8, and 15.

**Usatako Adaptation:** Your Adaptation pool increases by +3.

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

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

**Conversion:** You can use Conversion 3 additional times per day.

**Resurgence:** You gain additional uses of this based on your level.

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

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

**Cosmic Horror:** This works as the listed ability. It possesses no additional effects.
Counter attack

**School Transmutation;** Level Bard 2, Sea Angel 2

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 or until used

**Saving Throw** no; Spell Resistance no

**DESCRIPTION**

Doing a little dance and encouraging your ally, you grant them an extra
attack of opportunity in a round. Once used the spell ends.