recursal/Fanatic-Fandom huggingface dataset:
Forsaken One

The dripping slug like beast turns and brandishes a greataxe while chanting hymns of hell on Earth.

**Forsaken One Barbarian 1**
**CR: 1/2; EXP: 200**
**LE Humanoid (Demon)**
**Init** -1 **Senses** Perception + 1, [Blindsight]

**Defense**

**AC** 13, touch 10, flat-footed 13 (+1 natural armor, +3 Wood Armor, -1 Dexterity)
**hp** 15 (1d12+3)
**Fort** + 5 **Ref** -1 **Will** + 1
**Defensive Abilities** DR 5/ Magic and slashing

**Offense**

**Speed** 30 ft
**Melee** Greataxe +5(+7) 1d12+4 (1d12+6)

**Special Attacks** Rage (+4 Str, +4 Con (+2 HP), +1 Will, -2 AC 3 rounds)

**Statistics**

**Str** 17 (21) **Dex** 8 **Con** 16 (20) **Int** 10 **Wis** 13 **Cha** 10
**Base Atk** + 1; **CMB** + 4; **CMD** 13
**Feats**
Weapon Focus
**Skills**
Martial Knowledge (Axes) +4, Perception +5, Intimidate +6, Ride +3, Survival +3
**Languages**
English and Japanese
**Gear**
Greataxe, Wood Armor

**Heretics (Su):** Gain a +2 bonus on all saves against divine magic. And a +1 bonus on attack and damage against divine casters.

Forsaken ones look like blind, slimy slug beasts. They were cast down to hell for trying to kill god and have since learned to cope with their disgusting forms and have become terrifyingly powerful.

# **Forsaken Ones as characters**

* +2 CON, +2 STR, -2 Cha
* Outsider
* Medium: As Medium creatures, Forsaken ones have no special bonuses or penalties due to their size.
* Forsaken ones gain a +2 bonus on Survival and intimidate checks.
* Forsaken Ones base land speed is 20 feet.
* Blind sight out to 30 feet.
* Automatic Languages: English and Japanese. Bonus Languages: Any (Unless      specifically noted)
* DR 5/ Magic and Slashing.
* Heretics (Su): Gain a +2 bonus on all saves against divine magic. And a +1 bonus on attack and damage against divine casters.
* +1 natural armor
* Proficient in Sword, Spear, Drill and Shovel
* Level Adjustment: +1
Hip Attack

**Level:** Succubus 1

**Spell Resistance:** yes

Summoning up a beam of sensual light you pop the enemy above the
battlefield where you turn around and give him a little booty before
letting him land safely on the ground. As a standard action, Make a
single attack at your highest base attack bonus, if the attack hits it
deals normal damage. You heal a number of hit points equal to the damage
 dealt.
God of

**Level: Great Wyrm 9**

**Spell Resistance: yes**

Depending on your type of Great wyrm you add Frost, Flame,
Diablos, Rage, or Astro to the end of this technique's name. You uppercut the
foe into space, rocketing after them and slamming them into the sun as you
release a burst of destructive energy while basking in the cosmic rays. Make a
single attack against an enemy within charge distance. This is a full round
action. If the creature is struck by this attack you deal normal damage as well
as 1d6 per level (Max 25d6) This deals half Fire, Weapon, Frost, Force, or
Disintegration damage depending on your discipline and half divine damage. If
this attack misses you deal 1/2 damage. If this attack is negated by some
effect other than missing (Such as Pringer Protection) it deals 1/4 damage. The
creature struck must make a will saving throw DC:19+Strength modifier or be
effected by an additional effect depending on the Great Wyrm's discipline. The
creature does not apply resistances or immunities of any sort against this
attack (Fiery and Frigid), The creature loses it's armor and natural armor
bonuses to armor class for 1 round (Rage), The Creature cannot move for 1 round
(Astral), The creature cannot make attacks for 1 round (Diabolic).
Flame Dance III

**School** evocation [Fire]; **Level** Wizard/Sorcerer 9, Witch 9, Cleric 9,  Druid/Geomancer 9, Succubus 9, Nosferatu 9, Fairy 6, Kitsune 9, Anubis 9, Death 9

CASTING

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

EFFECT

**Range** 60 feet
**Effect** Mana ignites target from within, Targeting 1 creature per 2 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 20d6). 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 3 spell slots of the highest level they can cast, or 3 technique slots if they fail their saving throw. If they don't have any spell or technique slots remaining, they take 3d6 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).
Full Potential

**Level: Human 6**

**Spell Resistance: no**

You surpass your body's limitations and become a humanoid
engine of awesome destruction. As a standard action, you gain a +4 bonus to all
of your ability scores. Whenever you are effected by an effect that allows for
a saving throw, you can take 2 constitution damage to ignore the effect
completely, this must be used before you roll your saving throw. Your
constitution cannot be healed until you end this technique. You gain a +30 foot
increase to your move speed and damage reduction 10/Adamantine. This technique
can't be used if you possess no constitution score or are immune to
constitution damage. This lasts for 1 round per 2 levels. Your constitution
cannot be healed until the technique ends.
Hallowtide resurrection

**Level: Spirit of Halloween 9**

**Spell Resistance:** yes

Exploding from the ground is a massive pumpkin patch with reaching vines and expanding pumpkins. The largest and centermost one explodes into a shower of flame and a skeletal being emerges from within, slowly regaining their musculature and flesh as they emerge, ready for combat once more.

As a standard action, you can become imbued with the power of the pumpkin king. If an attack would kill you, or leave you at 0 hitpoints, negative hitpoints, negative levels, ability damage, or anything similar, this technique ends, places the creature at 0 hp regardless of how much it had taken, cures the user of any ailments other than curses, and heals the user vital strike damage +1d8 per level (Max 25d8). The creature gains damage reduction 5/- and energy resistance 5 to all energy types for 1 round afterward. This amount increases by 5 for every level you possess.

Upon activating this technique, it is active for 1 minute per level. Until it is discharged it grants a bonus to bluff and acrobatics checks equal to twice your level.
Frog

Amphibious beasts that hop around marshy swamps and eat insects. These frogs are much larger however and as such often times eat people or other animals.

# **Big Frog**

The most base kind of giant frog, Frogs are green, slimy and mean.

[1]

Big frogs use the statistics of the Giant frog from the Pathfinder bestiary with the following changes.

Big Frogs possess the evility Mass Psyche, meaning they gain a +1 bonus to attack, damage, and armor class for every Big Frog, Poison Toad, or Venom Toad within 30 feet of them.

Big frogs possess the technique Electric Shock DC: 15 usable once per day.

**Poison Toad**

The poisonous cousin of the Big Frog, Poison Toads are just as the name implies. Poison toads. They use their poisons to cripple their foe before devouring them whole.

[2]

Poison toads use the rules for the Pathfinder giant poisonous frog with the following changes.

Poison Toads gain the evility Punishing Punisher but only gain a +2 bonus to attack and damage when an opponent is poisoned.

Poison Toads gain the technique Electric Shock DC:14, usable once per day.

# **Venom Toad**

The Venom toad is one of the most powerful in the Frog family and it proves that with it's great size and strength. Venom Toads possess a great and powerful tongue as well that can snatch up enemies and some are said to even know how to wield weapons with their mighty tongue.

[3]

Venom toads use the rules for the Tome of Horrors Giant Abyssal Dire Frog with the following changes.

The Venom Toad gains the evility Special counter, When standing adjacent to an opponent, if they attempt to cast a spell, you are granted two attacks of opportunity instead of the usual one. If both attacks hit the opponent must make a concentration check DC 10+damage dealt, or instantly fail at casting the spell.

Venom Toads gain the techniques Electric Shock DC:22, and Licky Bounce DC:23 usable each once per day.

You can also grant the Venom Toad a weapon of some sort (Usually a greatsword) and use that as a substitute for it's normal tongue attack to signify a Toad that has learned to wield a weapon.
Ad Nauseam

**Level:** Illuminati 5

**Spell Resistance:** Yes

You can curse a creature to become nauseous if they attempt to divulge information forbidden to outsiders. This takes a swift action to cast, and can be imparted as part of another spell or technique that takes a standard or full round action. If the spell or technique has a saving throw, this technique becomes a part of that spell or technique's effects. A bluff check can be made when a creature receives a beneficial spell to hide it within the spell and allows them to not gain a saving throw against it. It can also be cast by it's self by spending 1 minute as a ritual to cast it on a helpless or restrained creature, in which they gain no saving throw. When using this technique, select a certain topic of discussion or cache of information the creature is knowledgeable about. This can be as vague as selecting an organization, or as focused as selecting a single person or object. Whenever the creature attempts to speak about the topic in a way that would reveal the information, they become nauseated for 1d4 rounds. Afterward they will remain sickened for 1 hour. If they continue to attempt to speak on the subject multiple times within the same day, they will then suffer from the effects of a bestow curse spell each time they attempt to speak of it. This curse becomes permanent so long as they are effected by this spell. If it would be used to lower an ability score to 0 or below, the creature dies instantly and it's head explodes. This applies to written information as well. You can attempt to convey the information through a code or cipher of some sort, though you must make a linguistics check and a bluff check, the save DC of which is equal to the caster level of the one who cast this spell or used this technique. This effect is permanent and is a curse, and must be removed with abilities such as wish, break enchantment, limited wish, or miracle.
Gravitation Flare

**Level** Hammer/Axe/Flail 8

**Spell Resistance:** no

You fling the enemy into the stratosphere before sending them hurtling
back to the planet through slabs of stone your martial powers have
summoned for you, ending in a cataclysmic landing. As a full attack
action, You make a single attack at your highest base attack bonus, if
this hits, the enemy must succeed in a fortitude save DC: 18+ Strength
modifier, or Take normal damage as well as an additional 2d4 points of
damage per level (Maximum 40d4 at 20th level). A Successful saving throw
 cuts this damage in half.

**Empower**
By spending an additional technique slot,
you can also impose a -2 penalty on your opponent's armor class until
the start of your next turn. This penalty is only imposed if the enemy
fails their save.
God's Dawn

**Level:** Great Wyrm 8

**Spell Resistance:** yes

Uppercutting your foe, you follow
them through the galaxy and into the sun where you slam your fist into them and
burn them away into the surface of the sun. This technique adds, Flame, Frost, Rage,
Astral, or Diabolic to it's name depending on your discipline. As a standard action, make a touch attack against a single
creature within your reach. If it hits it deals double damage as well as your
grapple damage. That creature must then make a fortitude saving throw DC: 18+
Strength modifier or be effected by a disintegration spell (2d6 per level). The
damage dealt however is 1/2 of the type of your discipline and 1/2 unholy. A
successful saving throw deals 5d6 damage instead.
Go Wild

**Level:**
Powered Suit 5

**Spell**
Resistance: Yes

Breaking all of your mechanical limits, you go wild with power, unable to
discern friend from foe. As a standard action, you gain a +30 bonus to your
land speed and a +8 bonus to all physical ability scores, and your DR increases
by 10/-, however you cannot treat allies as such, and must include them in are
effects as if they were enemies. If not using a technique, you must only attack
the closest creature to you whether it is friend or foe, using the most
effective way you possess to take down said creature. This lasts for 1 round
per level.
Eryngii Raid

**Level:** Eryngii 2

**Spell Resistance:** yes

You grow a massive mushroom on your opponent's head and chop down the
stalk until it collapses on them. As a standard action, Make a single
touch attack at your highest base attack bonus. if the attack hits the
creature must make a fortitude saving throw DC: 12+ Constitution
modifier, or take normal damage. Next, they must make a reflex saving
throw or take normal damage again. A successful Fortitude save negates
the first damage.
Galactic Triangle (3 People)

**Level:** Tag Team 8

**Spell Resistance:** Yes

Uppercutting the enemy into the air, you and your allies form a triangle
 that shatters dimensions and launches your foe into the galaxy. They
fall into the star system and are bombarded by cosmic energy before
shattering through reality and falling back into the world. You can only
 perform this technique with two additional people. As a standard
action, a single enemy within 10 feet must make a fortitude saving throw
 DC: 18+ Relevant ability modifier or take normal damage as well as an
additional 4d6 from everyone in the tag team attack. This only applies
Damage reduction and energy resistance once. If the enemy fails their
saving throw they are also removed from the battle for 1 round. If they
make their save they take 1/2 damage and are only staggered.
Geomancer Animal Companion

Very similar to a Beast Master's Animal companion, the Geomancer gains the aid of a Geo Beast that aids it on and off the battlefield. Though the statistics are the same, the geo Beast is a bit different due to it's unique nature.

Animal companion: [1]

# **Geo Beast**

**Starting Statistics**

**Size:** Small; **Speed:** 30 ft.; **Attack** bite (1d4); **Ability Scores:** Str 12, Dex 15, Con 12, Int 2, Wis 12, Cha 5; **Special Qualities:** low-light vision.

**Geo Color (Ex):** The Geomancer selects what color the Geo Symbol possessed by the Geo Beast is. The color options are Red, Green, Blue, Yellow, Purple, or Cyan. If the Geo Beast is defeated on a Geo Panel it will react just as if it were a Geo Symbol.

**Geo Assimilation (Su):**
A Geo Beast is in tune with the Geo Symbol it possesses on it's back, and as such, it can gain and grant great power to those around him. The Geo Beast grants it's Geo Ability (Chosen from the Geo symbol Abilities below), to any creature standing within 5 feet of it. The Geo Beast selects an additional Geo effect at 8th and 16th levels.

**4th-Level Advancement**

**Ability Scores** Str +2, Con +2.

**Geo Boost (Su)**
As a standard action, a Geo beast can spread the radius of it's Geo Ability by 5 feet for every hit dice it possesses. This lasts until the end of your next round, and the Geo Beast cannot use this ability for 1d4 rounds afterward.

**8th-Level Advancement**

**Ability Scores** Dex +2, Con +2.

**Selective Geography (Su)**
A Geo Beast can choose who is and isn't effected by the Geo ability it grants.

**NOTE:** Once chosen, the ability cannot be changed. Abilities that allow you to specify a certain type, such as the weapon proficiency and the energy resistance, must be chosen at first level and cannot be changed. (I.E. If you choose Great sword proficiency as the Geo beast's power, it cannot be changed to a different weapon.) In addition, Geo Beasts always benefit from the ability of their geo panel.

Geo Beasts can gain the benefits of other geo symbol effects not listed here through the Geomancer selecting the Improved Geo Beast feat.

These other options can be found on the Geo Symbols page.

# **Reincarnation**

If Reincarnating into this class after having already been this class, or a class with similar abilities, check the following page to see what ability you'll get instead at the levels you would normally gain an already achieved class ability.

Animal Companion Reincarnation
Gloomy Tears

**Level:** Anubis 5

**Spell Resistance:** yes

Summoning a massive eye above your foe, it rains down on it with a burning
black death in the form of a piercing necromantic energy beam before fading
from existence. As a standard action, you summon a huge eye 20 by 20 feet wide.
This eye is summoned anywhere within 100 feet. Creatures beneath this eye when
it is summoned must make a will saving throw DC: 15+Charisma modifier or take
normal damage as well as an additional 1d6 damage per level (Max 15d6). A
successful save halves the damage. Creatures beneath the eye also have a 50%
miss chance on attack rolls made against enemies outside of the area. Creatures
whom fail their saving throw are also effected by a crushing despair spell.
Creatures whom have already been effected by crushing despair take 1d8 per level
instead. This lasts for 1 round per level.
Hit Force

**Level: Archer 2**

**Spell**
Resistance: no

Raising your bow high, Three orange rings surround you and merge to the
shape of a bullseye, allowing your next attack to aim true. As a standard
action, you gain a +40 bonus to your next attack roll so long as it is made
within the next minute. This attack cannot critically fail.
Hospital

The Netherworld Hospital is the place most demons come to after particularly dangerous battles. The nurses in a Netherworld hospital are generally ready to heal all of your wounds (For monetary compensation of course) and are extremely excited to see you get bruised and maimed.

The Hospitals are run by Nether Nurses in the same way Item Worlders allow demons to traverse the Item world. Nether Nurses can work together to heal your wounds and even resurrect you from the dead, be it from a stab wound, a poison dart, eating an old egg, or good old fashioned disintegration.

The Disgaea campaign setting is built around the idea that a netherworld Hospital is accessible to most demons, as the system can be quite dangerous, and it is built around the ability to return from the dead quite often which is why the status Defeated exists.

For more information on being dead or defeated. Look in the Basics section.

## **HEALING AT THE HOSPITAL**

When healing at a Netherworld Hospital, you must have the remains of a defeated ally returned to a hospital by a creature. This can be roughly any part of them (Even the dewclaw), and it can be utilized as a basis by the nurses to resurrect the creature back to life. Doing so costs an amount of hell equal to 50 X the hit points of the creature. This works as a True Resurrection spell and brings you back to full hitpoints as well as fully healing all of your abilities as if you had received a full rest, though abilities from items do not return from this. You can be dead for a number of days equal to your level. If the character cannot afford to be brought back to health. At the time of death, they can use mana to transmigrate into something new (at Lv. 1), and if they cannot afford that either, they are revived as a prinny, unless otherwise stated by the DM. Sometimes it's good to have friends in high places willing to pay the tab for you, or to get your allies to do it, though you may regret having to pay them back later....

A creature can choose to be healed at the hospital and return only their hitpoints and none of their class abilities or the like back for an amount equal to 25 X the hit points being healed.

## **HOSPITAL REWARDS**

Demons love violence and bloodshed, and so nether nurses are often willing to reward demons for getting beaten and battered. The following table shows the prizes that the hospital gives your party based on the number of times healed, the amount of hit points, and the number of spell and technique slots healed. This includes the total for the party (Which the DM should keep track of), however the item is only given out once for reaching that point and whoever is lucky enough to be there gets the item.
Flying Flame Shot

Level: Fairy Magichange 3

Spell Resistance: yes

Transforming your staff into a ball of glowing light, it lifts off of the ground and flutters towards the enemies before exploding in a brilliant blue blast. As a standard action, this works as a spiritual weapon spell, however in addition to the base damage it also deals your or your flame guardian's damage. At any point during this technique you can cause the spiritual weapon to explode in a 10 foot burst. This deals the same damage as the weapon as well as an additional 1d6 per level (Max 5d6). A successful reflex saving throw DC: 13+ Charisma modifier halves the damage.
Accel Charge

**Level:**
Fighter 2

**Spell**
Resistance: no

Spinning around, you start to gain amazing skills in movement and leaping. As
a standard action, you gain a +4 bonus to acrobatics checks, and a +20 bonus to
all forms of movement. Using this technique an additional time refreshes it's
duration and the bonuses stack (To a maximum of +32 to acrobatics and +160 move
speed) These bonuses last for 1 round per 2 levels.
Flower Dance

**Level:** Flora Beast 6

**Spell Resistance:** yes/harmless

Spinning around and summoning strange and beautiful flowers, you heal
the creatures around you, granting them bonuses to their saving throws
as well. This is a 15 foot cube that can be placed anywhere within 30
feet. Creatures in this cube are healed for 5d8+1 per level (Max +20)
hit points, and gain a +1 insight bonus to their saving throws that
lasts for 1 round per level.
Gothic Coppelia Reincarnation

**Bestial Soldier:**This grants no additional abilities.

**True Androgyny:** You gain a further +5 bonus to the skill check.

**Dead Calm (Ex):**If you had Rage as a class feature previously, you gain an additional 4 rounds of rage on top of any rounds of rage you possessed from previous classes.

**Heavy Damage Expert:**This ability works exactly as previously described.

**Violent Avenger:**This ability works exactly as described.

**Rage Powers:** You gain new rage powers, however you must meet all prerequisites to select them, using your new level as your class level to select the rage powers. You cannot select a rage power you already possess.

**Uncanny Dodge:**  If you already possessed Uncanny dodge, you gain improved uncanny dodge, if you possessed improved uncanny dodge, you gain nothing.

**Damage Reduction:** Your damage reduction increases by the listed amount.

**Greater Rage:** Your Strength and Constitution increase by +2 in rage and your will save Bonus increases by +1.

**Indomitable Will:** Your bonus to Indomitable Will increases by +2.

**Tireless Rage:** If you possessed Tireless rage already, you gain nothing.

**Mighty Rage:** Your Strength and Constitution increase by +2 in rage and your will save Bonus increases by +1.
Grenade

**Level:** Crossbows/Firearms Light and Heavy 1

**Spell Resistance:** no

Taking aim you fire your weapon at your foe, the bullet exploding into a
 billion pieces. As a standard action make an attack against a single
enemy. If this attack hits, the creature takes normal damage, and
creatures within 5 feet must make a reflex saving throw DC: 11+
Dexterity modifier or take the minimum damage that can be dealt with the
 weapon. A successful saving throw halves the damage. (Not for the
creature directly struck however).

If using a Bazooka to perform this technique, the area of effect increases to 10 feet.
Gleipnir's Incarceration

**Level:** Leotaur 9

**Spell Resistance:** No

Throwing your fists forward, the chains around your wrists launch out to grab your foes and drag them back to you to unleash hell upon them. As a standard action, make a single attack against a creature within 60 feet. If this attack hits, you deal double damage and the creature is repositioned to be adjacent to you unless they make a DC: 19+Strength modifier reflex saving throw. If they fail, the creature is stunned for 1 round, and you can then make a full attack against the creature. Alternatively you can use a technique with a performance time of standard or lower instead of making a full attack against the target. If the creature succeeds it’s saving throw, it takes full damage and is staggered for 1 round.
Holy Upper

**LEVEL:** 6 Monk/Close

**Spell Resistance:** yes

Summoning up divine powers, you uppercut the enemy into the air and
release a burst of pure divine energy into their body, flinging them far
 away and into oblivion. As a standard action, make a single attack
against an enemy within 30 feet. If the attack hits you deal normal
damage as well as 8d6 holy damage. The enemy must make a fortitude
saving throw DC: 16+ Wisdom modifier or be knocked back 5 feet for every
 2 levels the user possesses.
Hexensyndrome Witch

A Hexensyndrome Witch is one that has contracted Hexensyndrome but is suffering very few of it's side effects and has learned to wield the power of Hexensyndrome quite efficiently.

**Hexensyndrome (Su)**

At first level, a Hexensyndrome Witch is treated as if they had awakened as a witch with the Hexensyndrome Corruption Stage 1. The witch gains a +4 bonus to it's intelligence and Charisma, and must take the third eye as their first manifestation. These abilities only apply when in their witch persona as noted below.

This replaces your hexes at 1st and 2nd level.

**Weakened Dominion**

Your level is treated as 4 lower when determining the abilities of hexes granted from your witch dominion, and for determining the level at which you can select level dependant abilities.

This replaces the witches dominion.

**Weakened Casting**

The Witch begins play with all level 0 spells, and a number of spells equal to her intelligence modifier. At each level, the witch gains only 1 new spell of any level that she can cast. The witch instead gains 2 at levels 4, 8, 12, and 16. In addition, the witch gains 1 less spell per day that she can cast starting at 2nd level spells. If her intelligence modifier is high enough to grant her additional spells per day, she can still possibly cast spells when she would normally gain 0 at that level.

This replaces the witches normal spellcasting.

**Stainless (Su)**

Upon reaching 4th level, and every 4 levels afterward, select a single hexensyndrome manifestation that you possess. You no longer suffer the stain from that manifestation. This can never be used to remove the stain from the 3rd eye ability.

**Corrupted Mind (Su)**

At 10th and 16th level respectively, you are treated as if you have reached Corruption stage 2 and 3 for the purpose of determining the abilities of your manifestations.

This replaces the hexes gained at 10th and 16th level respectively.

**Corrupted Hex (Su)**

At any level that you would normally be able to select a hex, you can instead select a manifestation from the hexensyndrome corruption. The Witche's hexes count as corruption manifestations when determining the manifestation level.
Flower Wave

**Level:** Flora Beast/Treant 5

**Spell Resistance:** no

Spinning around with a flowery backdrop, you launch a flowery explosive
at your foe which entangles your enemy. You spin a color wheel on your
magical weapon, spinning the floral death around playfully and grinding
your enemy to a pulp. As a standard action, Make a single attack at your
 highest base attack bonus on your enemy. If this attack hits they must
succeed in a DC:15+ Dexterity modifier reflex saving throw or be
considered grappled for 1 round per level. A successful opposed grapple
attempt can be made to escape every round as usual using the save DC as
the Grapple DC. Starting on the round you are grappled, you take normal
damage as well as an additional 5d6 damage. This damage repeats every
round that the target is grappled.
Final Punch

**Level:** Bioroid 6

**Spell Resistance:** No

Activating this technique is a standard action. Upon using it you can do so in one of the following ways. These are all considered rocket fist attacks and apply any bonuses that apply to rocket fist attacks.

*Spiral Finale:* You clasp your hands together pointed at your foe and energy sparks from your forearms as they disconnect and begin to rotate like a drill before the nuclear fire explodes from them like a rocket. It explodes forward, impacts your foe and drills through their chest, emerging from the other side and causing the enemy to explode in a fiery blast before your fists return. Make a single attack with your rocket fist against an enemy within 120 feet. If this attack hits it deals critical damage. This can be a vital strike. If the creature struck is immune to critical hits, there is a 50% chance that this still deals critical damage, and creatures with fortification have their fortification lowered by 50%. Abilities that apply to critical hits are applied to this attack. The enemy struck must make a fortitude saving throw DC: 16+ Intelligence modifier or be stunned for 1 round and take 1d4 constitution damage.

*Atomic Rain:* You fire your fists into the air and generate several more pairs that you fire in rapid succession. They come down around you drilling into your foes  and exploding in massive blasts. Make an attack with your rocket fist at a range of 120 feet against one enemy within range for every 5 levels you possess (Max 5). Enemies struck by this attack take normal damage, as well as 1d10 damage per level (Max 10d10). This damage is half fire and half force. Creatures with immunity or resistance to fire and force do not apply their immunities or resistances unless they are also immune to radiation. The creatures must make a reflex saving throw DC: 16+ Intelligence modifier. On a failed saving throw, the target is impaired on all attack and damage rolls as well as on saving throws, and they are stunned for 1d4 rounds and knocked prone. On a successful saving throw they take full damage but no other effects. Regardless, the square that you are standing in becomes irradiated, with a medium level of radiation, and uses your technique save DC for the radiation’s saving throw dc.
Go to Hell

**Level:** Crossbows/firearms Light/heavy 7

**Spell Resistance:** no

Firing a shot into your enemy that sends them off
their balance and tosses them upwards, you begin juggling them with your bullet
fire, letting them fall once they've reached a deadly height. As a full attack
action, make a full attack against a single creature within your gun's reach.
You gain two additional attacks at your highest base attack bonus when you use
this technique. For every hit you successfully land on your opponent, you deal
normal damage and an additional 2d10, and the creature is knocked back 5 feet
in any direction you choose. This provokes attacks of opportunity from that
creature, allowing others to assault them for moving, however each creature
who's threatened space it passes through only gains a single attack of
opportunity if they have them.
Fog Counter

**School** Abjuration [Frost]; **Level** Wizard/Sorcerer 5, Witch 5, Cleric 5, Druid/Geomancer 5, Psion 5, Bard 5, Aqua Demon 5, Sea Angel 5, Succubus 5, Kitsune 5, Nosferatu 5, Almiraj 4

CASTING

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

EFFECT

**Range** One creature per 3 levels
**Effect** Reflect damage of a certain kind

**Duration** 1 round
**Saving Throw** none; **Spell Resistance** no

DESCRIPTION

Invoking counterspell magic, you prepare to reflect frost damage back to the attacker. After this spell is cast, until the beginning of your next round, creatures effected by this spell who take frost damage, reflect the frost damage back to the caster, thus also damaging the caster. If the effect targets more than one creature effected by this spell, it only reflects once back on to the attacker.

*Mythic:* By expending a use of mythic power when casting this spell, effected creatures take 1/2 damage from frost during the spell's duration and the enemy still takes it's full damage. At Mythic Tier 3 or higher effected creatures take no damage but the creature still takes full damage. At Mythic Tier 6 the damage reflected back to the enemy is doubled.
Gooey Titles

MILESTONE TITLE: RYAN AND GOOEY

TITLE: INHERITORS OF THE ARCANE SPARK

Your quest is for glory and might, and the road to glory is
filled with desolation and seemingly impassable darkness. However no one ever
said you must go it alone, and as such you have forged a bond that is mightier
than even the most legendary of blades. This ally will stand by you through the
good and bad, and when you have fallen to the darkness, when you have reached
your lowest point, that person will be there to drag you out of the shadows and
pick you back up onto your feet. Once per day, you can choose one of the
following abilities. The ability can be activated at any time, even on an
opponent's turn.

Samurai: You gain the ability to parry any 1 attack that
comes your way as the dueling parry ability. If you already possess the ability
to parry attacks, for 1 round after activating this, you cannot critically fail
a parry attempt, and can make a parry attempts against attacks that require a
saving throw instead of an attack roll. If your attack roll is higher than the
damage dealt, you cancel the attack completely, otherwise, you subtract your
attack roll from the damage dealt to determine how much damage is dealt.

Slime: Your Damage Reduction is doubled for 1 round
following the activation of this ability. Alternatively if you are a slime
using this ability, you can apply your DR to any type of damage for 1 round
instead.

Until this ability is used,  select one of the following abilities upon
equipping the title, this ability is always active while the title is equipped.

Samurai: You gain a +2 bonus to attack and damage rolls. if
used to parry, this bonus increases by an additional +4. If someone is using
the Slime portion of this title within 30 feet of you, you gain DR 2/-. If someone
is using the Samurai Portion of this title within 30 feet of you, you gain an
additional +1 to attack and damage rolls and +2 to attack rolls for parrying.

Slime: You gain DR 4/-, if the attack being made is from a
machine or construct, this DR becomes DR 8/-. If someone is using the Samurai
portion of this title within 30 feet of you, you gain a +1 bonus to Attack and
damage rolls. If someone is using the Slime portion of this title within 30
feet of you, you get an additional +1 DR, or DR 10/- when attacked by a machine.
Fear Energy Collection

**Level: Demon 3**

**Spell**
Resistance: no

As a demon, your life force comes from the very fear
energy that creatures give off. With this technique you can collect that fear
energy to sustain yourself. As a standard action, you can make a single attack
against a creature within reach, this deals normal damage as well as an
additional 1d4 damage per level (Max 20d4). All creatures within 100 feet whom
can see or hear you must make a will saving throw DC:13+ Charisma modifier. If
they do so they are shaken for 1d6+2 minutes. For every creature that is shaken
in this way, you heal 1d6 hit points. For each creature that is a human, you
heal 1d10 instead. If the creature was already shaken, it is instead panicked
for 1d6 rounds.

***MYTHIC:***
***By***
spending a use of mythic power when using this technique, you can choose to knock
creatures prone whom are effected by this technique. If a creature was already
shaken when effected by this, it is knocked unconscious for 1d6 rounds instead.
Flame Demon's Fist

**Level:** Fairy 7

**Spell Resistance:** yes

Summoning your elemental to your side, a sealing sigil appears over it's
fist before it swings at the enemy and causes a massive explosion. As a
standard action, you or your Flame Guardian can make a single attack at your
highest base attack bonus. If this hits, you deal normal damage as well as an
additional 1d8 fire damage per level (Max 20d8). Half of this damage is fire
and half is divine. Creatures struck must make a fortitude saving throw DC: 17+
Charisma modifier or be knocked back a number of feet equal to the damage
dealt. Falling damage is calculated normally. Creatures that fail their saving
throw are also caught on fire and take 4d6 fire damage every round for 1d4+4
rounds. Creatures that succeed in their saving throw take half damage and are
only knocked back 10 feet. When using this technique, if your Flame guardian is
not summoned, you can summon it as a part of this technique, or transport it to
you before or after the technique if it is already summoned.
Genocide Saber

**Level:** Baciel 7

**Spell Resistance:** yes

Also known as "Deep Impact", The Baciel releases the beam in a stream of
 power which functions similarly to a massive laser sword. As a standard
 action, This effects a 20 foot line, This attack deals damage as your
normal attack, adding in twice your strength modifier. You also deal an
additional 1d8 force damage per level (Max 20d8 at 20th level). A
successful fortitude saving throw DC: 17 +STR mod halves the damage. If
the opponent fails their fortitude save they also get their move speed
cut in half (minimum 5 feet) that lasts for 1 round for every 2 levels
you possess.
Flower Hazard

**Level:** Flora Beast 7

**Spell Resistance:** no

Launch a line of horrible thorny growths that tear through your foes. As
 a standard action, Creatures in a 60 foot line must make a reflex
saving throw DC: 17+Dexterity modifier for half damage. Creatures struck
 take normal damage as well as 1d6 damage per level (Max 20d6).
Creatures that failed their saving throw take an additional 1d6 damage
for every point in the Flora Beast's Dexterity modifier and also must
make a fortitude saving throw of the same DC or be effected by a poison
that deals 1d4 strength damage and 1d4 strength damage 1 minute later.
Henge

**Level** Ninja 6

**Spell Resistance** Yes

Focusing your Ninja arts, you transform into a feral beast, or use your
skills to demean your foes by cursing them to a sad existence.

This technique functions like Polymorph http://paizo.com/pathfinderRPG/prd/spells/polymorph.html#\_polymorph or like baleful Polymorph http://paizo.com/pathfinderRPG/prd/spells/balefulPolymorph.html#\_baleful-polymorph The choice is made as to which it works like when you perform the technique. The save DC is 19+ Charisma modifier.
Found Water

**Level:**
Novelty (Shovel)  8

**Spell**
Resistance: No

Digging deep into the ground, you strike water and
it gushes out in a fountain, tossing your enemy in the sky and dropping them on
their head. As a full attack action, a single enemy within 30 feet of you must
make a DC: 18+ Strength modifier reflex saving throw or take double damage and
be flung 10 feet in the air per level (Max 200 feet in the air), taking falling
damage as normal when you return. The area surrounding the attack is flooded
and becomes rough terrain. The spout continues to rain water and mist down
afterwards, effecting the area with a obscuring mist spell and lessening all
fire damage in the area by 1 damage step (d12-d10-d8-d6-d4-d3-d2-1). This lasts
for 1 round per 2 levels.
Hundred Facet: Trick Screamer

Level Hundred Knight 7

**Spell Resistance:** no

The Trick Screamer is a strange form that possesses a horrific energy borrowed from unknown worlds. Harnessing great magic energy, the Trick Screamer is a unique and powerful facet, though it does have it's downsides. The Torch on it's head lights up as he turns around, his armor turning bright orange and it's helmet taking a much more jack o' lantern esq look as the light dims down. As a standard action, you become the Trick Screamer. This grants a +6 bonus to Charisma, Wisdom, and Intelligence, and a -6 penalty to Strength, Dexterity, and a -8 penalty to Constitution. It gains a bonus to use magic device checks and spellcraft checks equal to it's hundred Knight level. Calorie burn abilities cost twice as much to use.

**Leaf Trick:** Any Technique labled as a "Tochka" has their duration doubled.

**Love Hate Hex:** You can apply meta-magic feats to spells cast with wands, books, rods, staves, and scrolls by increasing the Use Magic Device DC by a number equal to the increase in spell level the meta magic feat costs. Upon activating this technique select 1 meta magic feat for every 3 Hundred Knight levels you possess, you are treated as having those meta magic feats for the duration of this technique.

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
Floater Shot

**Level:** Archer 6

**Spell Resistance:** no

Summoning a funnel in the ground, you fire a salvo of arrows into it. A
tornado appears beneath your foes and they are tossed into the air as
more funnels appear beneath them, your arrows piercing them where they
are in the air. Make a full attack as a full round action on creatures
within range. These attacks can be split up amongst as many creatures as
 you'd like. Every attack that hits deals an additional 2d6 sonic
damage. Creatures who are flying when they are struck take an additional
 +2 damage for every successful hit they take. They must also make a
reflex saving throw DC: 16+ Dexterity modifier or instantly drop from
the sky to the ground taking falling damage as usual.
Final Dragon

**Level:** Dragon 9

**Spell Resistance:** Yes

Launching into space, you summon the power of the Final Dragoon, a world
 encompassing energy wave. When you launch it at your foes, it destroys
the entire galaxy in an instant. Creatures within a 60 foot burst placed
 anywhere within 60 feet of the dragon take damage equal to a critical
hit as well as 1d6 of the dragon's relevant energy damage per level (Max
 20d6). A successful Reflex saving throw halves the damage. Creatures
who fail their save take an additional number of damage in the following
 round equal to 1/2 of the damage taken in the previous round.
Marginal Maze

A Versatile magic-user that can provide an offensive or healing presence from either the vanguard or the rearguard. In close combat situations, this spellcaster's lamp packs a wallop.

***Versatile Casting (Su):***

The Marginal Maze can cast 1 less spell per day of each level of spell it can cast. If this would make the Marginal Maze's number of spells per day 0, then the Marginal Maze gains no spells until it becomes at least 1. Possessing a high Intelligence modifier however can allow the Marginal Maze to cast spells normally if it allows them an additional slot.

The Marginal Maze selects spells known normally, however it can also select spells from the Cleric spell list, though the saving throw DC for such spells are decreased by -4.

A Marginal Maze's spells are treated as both divine and arcane spells simultaneously and as such can benefit from abilities that apply to divine or arcane spells, however it is only treated as one type (Divine or Arcane) at a time and so cannot benefit from all of the bonuses simultaneously.

Due to this ability, a marginal maze can prestige into Mystic Theurge without needing levels in an additional class.

This replaces the Arcanist's normal spell casting.

***Elemental lantern (Su):***

The Marginal Maze gains the Elemental Fist feat as a bonus feat at 1st level. The Marginal Maze is treated as a monk of the 4 winds to determine how often it can be used and it's damage increase, but utilizes the Marginal Maze's level instead. The Elemental fist ability can only be used when making an attack with a Lantern Weapon. The energy type dealt determines the base damage of the lantern's ranged attack after this ability is activated, until the user changes the type again.

This replaces the Arcanist's 1st level Arcanist Exploit.

***Greater Elemental Lantern (Su):***

When the Marginal Maze uses it's Elemental fist ability, It can also choose to deal Sonic, positive, negative, Holy, Unholy, Force, or Disintegration damage instead. In addition after using the elemental fist ability, the lantern's light gives off magic energy out to 20 feet. Spells cast that have the same descriptor or deal damage of the same type as the elemental fist ability that generated the light that are cast within the light are cast at +1 caster level and have a +1 bonus to their save DC. This bonus becomes +2 at 12th level.

This replaces the Arcanist's 9th level Arcanist Exploit.

**REINCARNATION**

Marginal Maze Reincarnation
Magma Turtle

A turtle born from an ocean of fire. They are housed in a sturdy shell immune to most enemy attacks. That shell also has volcanic crater-like protrusions that shoot lava out of it's vent and onto enemies. They love to bathe in boiling hot water and can sit there for hours.

Magma turtles use the statistics for the Giant Snapping Turtle from the Pathfinder bestiary with the following changes. http://www.d20pfsrd.com/bestiary/monster-listings/animals/turtle/turtle-giant-snapping
Moonlight Raid

**Level:** Mystic Beast 8

**Spell Resistance:** no

Summoning the mystic beasts of your tribe, you lash out in a wave of
fury, slicing your foes to bits. Make a full attack on a single enemy
with an extra attack at your highest base attack bonus. Each attack
deals normal damage as well as 5d6 sonic damage. If you hit a creature
with at least 3 attacks, you deal an additional 10d6 sonic damage to the
 enemy and they must make a fortitude saving throw DC:18+Dexterity
modifier or be sickened for 1 minute per level.
Gimlet Gun

**Level: Crossbows/firearms 4**

**Spell Resistance: Yes**

You release a single blast from the shot gun and continue firing, the
kinetic energy halting it's self and building to it's peak power before
tearing through everything in it's path. As a full attack action, Make a
 full attack against a single creature within your range. For every
consecutive hit you land, you deal an additional 1d10 of damage (+1d10,
+2d10, +3d10 Ect...) This cannot be combined with two or multiweapon
fighting.
Far Stretch

**Level:** Wood Giant 3

**Spell Resistance:** no

Lifting your opponent far over your head, you stretch them out to their
limits before slamming them into the ground. As a standard action, make a
 single attack against your enemy's grapple CMD. If the attack hits, you
 deal normal damage and the enemy must make a fortitude saving throw DC:
 13+Constitution modifier. You deal 1d6 damage per level (Max 10d6) and a
 successful fortitude saving throw halves the damage. Creatures that
fail their save are knocked prone and stunned for one round.
Gold Feather

**Level:** Holy Dragon 1

**Spell Resistance:** yes

You freeze your enemy in place with your mystic feathers and then
detonate them. As a standard action, Make a touch attack on an opponent
 within 30 feet, if this attack hits you deal normal damage. Half of the
 damage dealt is frost damage. The creature must succeed in a DC:
11+Dexterity modifier saving throw or be stunned for 1 round.