recursal/Fanatic-Fandom huggingface dataset:
Absolute Victory Unlosing Ranger Mode

**Level: Unlosing**
Ranger 9

**Spell Resistance: no**

You heighten your powers to a new level. An unlosing level.
Ascending beyond all of the heroes who came before you, you become the pinnacle
of justice and love in the world. As a full round action, you gain a +4 Morale bonus
to all of your ability scores. All of your weapons are treated as if they were
holy. Your move speed increases by +10 feet per level. You gain a +6 bonus to
all of your saving throws and to your armor class. Your DR increases by 10/-.
Evil creatures cannot overcome your DR. If an evil creature uses an ability
such as smite that bypasses all DR it instead bypasses 1/2. The Unlosing ranger
can end this effect at any time during any attack. This ends the technique and
ends the Unlosing Ranger's great power. This deals +1d10 for every evolution
the Unlosing Ranger had. This damage is applied on top of whatever the Unlosing
ranger was going to deal. If the attack targeted multiple creatures, apply it
only to one of them. This ability lasts for 1 round per2 levels. This cannot be
used alongside the Unlosing Mode
technique.
Bendy Sword

**Level:** Slime 2

**Spell Resistance:** no

Pulling back on your jiggling weapon, you let go and it snaps into your
foe with great force. As a standard action, Make a single touch attack
on an enemy within 20 feet. If the attack hits it deals double damage
(X3 on a critical hit) Critical feats apply to this as if it were an
actual critical hit.
Break

**School Necromancy** [Curse]; Level Cleric 4

**CASTING**

**Casting Time** 1 standard action

**Components** V, S

**EFFECT**

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

**Area** one creature for every 5 levels

**Duration** one minute per level

**Saving Throw** Will negates;

Spell Resistance yes

**DESCRIPTION**

Raising your fist high, you invoke words to break the body, mind, and
spirit, crumbling your foe's battle resolve right before your very eyes.
 The creature must make a fortitude saving throw or suffer one of the
following effects for 1 round per level.

• -4 penalty to an ability score

• -2 penalty to armor class

• -4 to spell resistance

• -2 penalty to all saving throws

The penalties granted increase by -1 for every 6 levels the caster possesses. Multiple
 castings of this technique stack, however only 4 castings of the spell
can be in effect at any one time and an ability score can never be taken
 below 1 with this.
Absolute Victory Unlosing Samurai Technique: Ronin Legacy: Destiny Tied Generations

**Level:** Ryan 9

**Spell Resistance:** no

Also known as the technique with the longest name ever. You have learned
 that through hard work and determination you can overcome your
obstacles, however the hard work and determination of one man cannot
stand against the unfaltering strength and will of souls combined. Tied
by destiny you synchronize with friends and family to achieve a greater
state of heroism. The more souls bonded to one body, the more power that
 body obtains.

As a standard action, you gain the ability to use the chivalry evility.
If you already possess the evility you gain the ability to parry a
creature's attack even when others are targeting it, as well as an
additional parry if you are wielding more than one weapon. These parries
 of course use the penalties for two weapon fighting as usual.

Gain a +2 bonus to AC, Perception, and Reflex Saving throws, a +1 bonus
to attack rolls and damage rolls, and a +5 foot move speed for every
weapon you are wielding.

One weapon you are wielding is treated as having the channeling
enchantment while in this stance. If your weapon already possesses that
enchantment it can be used a second time during the round.

In addition, once per round you can designate an enemy's attack to be
coming from your "Front" for the purpose of abilities or evilities that
would grant you extra benefits if an enemy attacks you head on.

You can choose to expend the rest of the rounds for this technique as a
free action to use your dexterity modifier for damage rolls instead of
your strength modifier until the beginning of your next turn.

This technique lasts 1 round per level.
Buy In Bulk

**Level:** U.P.S. 6 (Magichange)

**Spell Resistance:** no

Ordering a delivery online, UPS dashes off and revs up his Mail Truck,
before returning to deliver it to you, going through any obstacles he
finds on the way. As a standard action, you summon a Mail truck within
30 feet of you. This truck moves at 30 feet every round and takes up a
10 foot space. Creatures must make a Reflex saving throw DC: 16+
Dexterity modifier to avoid it if it drives through their square.
Creatures who make their save take no damage, though creatures who fail
take normal damage and an additional 3d6, and they are knocked prone.
You can only pass through a given creature's square once every round.
This can be dispelled, and cannot pass through solid walls, however it
can maneuver around them easily. If the truck is within 10 feet of the
performer of this technique when the duration ends, they are effected by
 one of the following. A shield spell, a Greater resistance spell, a
Mage armor spell, or a mega heal spell using your level as the caster
level to determine the length. This technique lasts 1 round per level.
Aero Striker

**Level** Blades light/heavy 2

**Spell Resistance:** no

With a series of rising, twisting slashes, you cut into your enemy as
you lift skyward and fling your enemy back to the earth with a final
blow. Make a full attack against a single enemy within your reach. Each
strike deals an additional 1d6 damage. In addition, if you have any
poisons coating the blade of your weapon, the poison persists through
the entire attack and forces the enemy to make a save for each attack it
 takes, The save DC of the poison is increased by +2.
Camaraderie

**Level:** Faery 8

**Spell Resistance:** no

Tearing a rift in the sky, you release an army of unused simulacrum
bodies that rain down on your foes, gaining life for a split second
before being dispelled. Make a full attack on every creature within a 30
 foot burst placed anywhere within 100 feet. If you hit with 3 attacks
you deal an additional number of damage equal to your character level.
Big Swing Slicer

**Level** Hammer/Axe/Flail 3

**Spell Resistance:** no

You rear back and slam into your foe with mighty force getting your
weapon lodged in the ground. You pry it up and slam it down a second
time, hoping to destroy their defenses. As a standard action, Make a
single attack at your highest Base attack bonus. If you hit, you deal
normal damage, and the enemy must make a reflex saving throw DC 13+
Strength modifier. If they fail they take the damage again as well as an
 additional 5d6 damage and a -2 penalty to armor class until the end of
your next round. If they succeed the technique ends.
Cat Blast

**Level:** Nekomata 6

**Spell Resistance:** yes

The Nekomatta rears back and charges her “Neko-chakra” before launching a
 deadly neko wave (Nekohameha) into her enemies. Every creature in a 60
foot line must make a reflex save DC: 17+Strength modifier. Or take 2x
damage as well as an additional 1d6+1 damage per level (Max 20d6+20). A
successful saving throw negates the damage, however the creature is
still staggered for 1 round. Creatures who fail the saving throw are
staggered and must make a reflex save with a DC the same as the first or
 be blinded and stunned for 1d6 rounds each.
Aura of Murderous Intent

**Level: Evil Alignment 4**

**Spell Resistance: yes**

A boiling, hateful aura rises up from within you as your foes can feel the hostile killing intent you possess. As a standard action, you activate your aura out to 50 feet. Creatures in this aura must make a will saving throw DC: 14+ Charisma modifier or be shaken for 1d6 minutes and stunned for 1 round. While this aura is active, you deal an additional +1d6 damage to creatures that are shaken. Enemies within this aura also take a -20 penalty to move speed and cannot take 5 foot steps. This lasts for 1 round per level.

***MYTHIC:*** By spending a use of mythic power when activating this technique, creatures within the aura take a penalty to your mythic tier to caster level checks, concentration checks, and any check to cast defensively. Creatures that are shaken within the aura also take 1d12 damage every round that bypasses damage reduction.
Burn Down

**Level:** Gargoyle 4

**Spell Resistance:** yes

Tearing your enemies souls from their bodies, you invoke the primal
element of fire and engulf their very souls in a blaze of torment. As a
standard action, Make a single attack on any creature within 5 feet. You
 gain an additional attack on another creature for every 6 levels you
possess (Max 3 at 16th level). If the attack hits you deal normal damage
 and the creature must make a fortitude saving throw DC: 13+Strength
modifier. If the creature fails it takes an additional 1d4 fire damage
per level (max 20d4). Creatures that succeed their saving throw take
half damage and creatures that fail take full damage and 1 dexterity
damage.
Astrologist

Some Clerics follow a divine wind or the stars themselves to gain their divine strengths. These clerics are usually in tune with nature, and often are able to see great distances into the future by reading the stars closely and looking for other symbols and hints amongst the stars.

**Domains:** An Astrologist Cleric only gains a single domain, and must select the Void  or Travel Domain, or one of their Sub-domains as it's domain.  This replaces the Cleric's usual domains.

**Diminished Channeling:** Your channel energy uses d4's instead of d6's. Otherwise the class feature is identical to the normal feature. This replaces normal channel energy.

**Master Diviner:** You are a master at finding the locations of anything, using the stars and their formations to guide you. As such, you add all divination spells to the list of spells you can cast. In addition, all divination spells can be cast spontaneously as your bonus cleric spells, and you gain a +1 bonus to the caster level, and a +2 bonus to the save DC's of any divination spells you cast.

**Guiding Star (Su):** Whenever you can see the open sky at night, you can determine your precise location. When the night sky is visible to you, you may also add your Charisma modifier to your Wisdom modifier on all Wisdom-based checks, and add your wisdom modifier on all charisma based checks. In addition, once per night while outdoors, you can cast one spell as if it were modified by the Empower Spell, Extend Spell, Silent Spell, or Still Spell feat without increasing the spell’s casting time or level.
This replaces the Cleric's Pleasure from Pain ability.

**Wind Patterns:** At 3rd level you learn to read the patterns of the wind. As such you gain the spell Know Direction, usable at will as a swift action.

**Star Chart (Ex):** At 7th level, Your copious notes contain a working model of the night sky expressed in artistic scribbles and arcane mathematical formulae. Once per day, you may spend 10 minutes contemplating your star chart to gain the benefit of the spell commune.

**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.

Astrologist Reincarnation
Catch and Poke

**Level:** Bioroid 6

**Spell Resistance:** No

You fire the Bioroid’s fists into the air and they slam into the enemy, dragging them toward you. You strike them and knock them away, but the rocket fists continue to drag them back into your strikes. After several punishing strikes, the fists launch away, dragging the foe through the air before slamming them into the ground in front of you, leaving them in a crater. As a full round action, make a single attack against an enemy within 60 feet. If this attack hits, the enemy must make a reflex saving throw DC: 16+ Intelligence modifier or be moved adjacent to you. If the creature fails, you gain an attack of opportunity against that creature, and can activate any abilities that you possess that trigger on an attack of opportunity. All attacks of opportunity that you use this round deal +1 damage dice per 5 levels (Max +5 damage dice).
Black Death Circle

**Level: Dark Knight 8**

**Spell Resistance: yes**

Cutting through your foe, you create a sealing circle within
their body that allows you to move 100 times faster and them 100 times slower.
While in this state you release a flurry of deadly blows on your foe's body,
being so destructive as to end the sealing circle's magic and shatter their
mind and body. As a full attack action, make a full attack against a creature
within your reach. You are effected by a haste spell, your enemy must make a
will saving throw DC: 18+ Strength modifier or be effected by a slow spell. For
every hit you successfully land you deal normal damage as well as an additional
3d8 holy or unholy damage. If you land at least 3 attacks, your enemy must make
a will saving throw DC: 18+Strength modifier or take 3d6 damage whenever they
next take a move or standard action. For the next 3 rounds, the creature will
take 3d6 damage that bypasses their DR if they take an action. If they succeed
in their saving throw, they take no additional damage. If the creature was the
target of your challenge ability, you bypass up to 10 damage reduction or
energy resistance on each hit during this attack.
Banshee

A Prankster who appears as a young girl with the wings and talons of a bird, they are a curious bunch who swoop down from above whenever they find something interesting. When you head their innocent laughs, assume that it's already too late. They like to call everything cute. Banshees are closely related to Sirens and are often called Harpies.

The Banshee uses the rules for the Banshee from the Pathfinder Bestiary with the following changes. [1]

Banshees no longer possess sunlight powerlessness.

The Banshee possesses the Flicker Wing Evility as well as the Mass Psyche Evility granting it +4 AC from the front and a +1 bonus to attack, damage and armor class for every Banshee within 30 feet.

Banshees possess the techniques Chicken Cyclone DC:29 and Nightmare Hug DC:28 usable each once per day.
Awaken Humanity

School Conjuration; Level Sorcerer/Wizard 6, Witch 6, Professor/Alchemist 4, Succubus 6, Kitsune 6

CASTING

Casting Time A Ritual that takes 6 hours to perform

Components V, S, (Strange herbs and spices, as well as a polished gemstone worth 2,000 hl for every hit dice the creature possesses)

EFFECT

Range Touch

**Area** One Creature

Duration Instantaneous

Saving Throw none

**Spell Resistance** no

DESCRIPTION

This spell allows the caster to imbue a single Animal, Vermin, Magical Beast, or construct with strange humanoid mannerisms. Upon the ending of the ritual, the creature is effected by an Awaken Spell. In addition, the creature gains the class abilities of a non-spellcasting class based on it's number of hit dice.

The classes that the creature can take levels in are Fighter, Maid, Rogue, Monk, Inquisitor, and Barbarian, and possibly other classes if the DM allows it. (Such as allowing a Soulbound Doll to gain class abilities from the Marionette Monster Class).

The creature gains all of the class abilities from that class as if it had gained a level in that class in addition to the effects of the Awaken spell. From then on it can gain levels and EXP as usual.

The creature also learns to speak and understand any one language that you know, can still speak to other animals of it's type, and gains additional skillpoints for it's new intelligence and can place them in class skills now from their new class.

The animal now gains the ability to stand upright like a humanoid creature and can use hands. It also gains proficiency in one weapon that you can wield as well as all light armor and simple weapons.

This creature can still be an animal companion or familiar. If utilized on a creature that has been transformed into an animal through the baleful polymorph or Familiar transformation spells you can grant them their old mental ability scores back and thus allow them to instead regain their old class levels and capabilities.

*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.

·         Resize Creature: You can cause the creature to become one size category larger or smaller for every 40 mana you spend. This can only increase or decrease it's size by up to 2 steps in this way.

·         Extra Class Levels: You can grant the creature additional levels in it's new class for every 100 mana you spend. You can only increase this up to your own number of hit dice and only up to double the class level of the creature.

·         Multiclassing: For every 100 mana you spend, you can lower the class ability level of the animal by 1 and increase it by 1 from another class on this list. For example by spending 200 mana on a 15 hit dice monster, you could have a monster who has 3 levels in Monk and 4 in Maid).
Catoblepas

An animal with fluffy fur and a huge eye. Their sluggish movement and cute appearance make people want to pet them, but their eyes can petrify any who make direct visual contact. Eye contact among the herd is, of course, a bad idea, so they communicate via telepathy.

The Catoblepas uses the statistics for the Catoblepas from the Pathfinder Bestiary with the following changes.

[http://www.d20pfsrd.com/bestiary/monster-listings/magical-beasts/catoblepas]
Anti-Element, Greater

**School Evocation; Level Paladin 4**

**CASTING**

**Casting Time** 1 standard action

Components V, S

**EFFECT**

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

**Area** one creature

**Duration** one round per level

**Saving Throw** will negates; Spell Resistance yes

**DESCRIPTION**

Invoking the powers of the zone, you force your foe's magic energies to
dwindle. The enemy must make a will saving throw, if it fails, select a
single energy resistance or immunity the creature possesses, This immunity is removed, or the resistance is dropped to zero. Alternatively you can select a single type of element and grant the creature a weakness to it, however it cannot be an element that they are immune to. Finally, you can select an elemental damage type the creature is already weak to, and weaken them even further, increasing the damage they take by 50%.
Cat Strike IV

**Level:** Nekomata 5

**Spell Resistance:** yes

Still no Cat Strike II, You charge a burst of energy in your palms before
thrusting forward and causing it to explode into a beam of light that then
explodes in several pulsing waves. As a standard action, make a touch attack
against one creature per 5 levels within your reach. If this attack hits it
deals normal damage as well as an additional 4d6 force damage. Creatures struck
must make a will saving throw DC: 15+ strength modifier, if they fail they are
stunned, and a 30 foot line erupts from them in the opposite direction from
which you attacked. Creatures in these lines must make a reflex saving throw of
the same DC or take normal damage as well as an additional 1d6 per level (Max
15d6). This damage is force damage. The creature you initially struck take this
damage without a reflex saving throw and are sickened for 1 round. A successful
saving throw halves the damage dealt.
Break Shot

**Level:** Roc 4

**Spell Resistance:** yes

You temporarily fossilize the enemies and play pool with their lifeless
bodies, having them ricochet along the area until they crash down into
the ground. As a standard action, Creatures in a 15 foot cone in front
of you must succeed in a fortitude saving throw DC: 14+ Constitution
modifier. Creatures who fail this save are temporarily petrified and as
such receive no further saving throws. Creatures who succeeded on the
save receive a reflex saving throw of the same DC. Creatures who succeed
 take no damage, however creatures who fail the save take the Roc's
normal damage as well as an additional 1d4 per level (Max 20d4).
Axel Shot

**Level:** Fighter 4

**Spell Resistance:** no

Leaping backward, you summon 3 magic rings that you dash through to gain
 speed and power. You slam into your enemy's face and explode out the
back as you keep going. As a standard action, make a single touch attack
 against a creature within 30 feet. If you successfully hit you deal
normal damage as well as 1d6 damage per level (Max 15 d6). If you
haven't yet made a move action yet in this round, you gain a +60 foot
move speed until the end of this turn. A successful fortitude saving
throw DC: 14+ Strength modifier halves the damage dealt.
Bloody Talons

**Level:** Dragon 1

**Spell Resistance:** no

Lifting into the air, you select your prey and dive in, slashing through
 them with your bladed claws. As a full attack action, Make a charge attack against any one creature within charge distance. If your attack hits you deal normal damage and gain an additional attack at your highest base attack bonus. This attack also gains the charge bonus. This second attack also deals normal damage. If the dragon has 50% more in it's hoard than the base requirement, the first 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, both attacks can be vital strikes.
Bottlemail

little messengers that can be implanted with messages and can be sent to creatures as little mailmen. They are crafted by spell casters to quickly send little messages from one place to another.

[1]

The bottlemail uses the statistics above, however they can make a full run and when they do fully run they can run 6X their base land speed. They possess a single message, and sometimes a scroll, if a scroll they can use it as if they had use magic device, but are often loathe to do so as it means their mission was a failure. They have a +12 bonus to tracking and the cost to make one is increased by 500 gp.
Big Splash

**Level:** Wood Giant 9

**Spell Resistance:** no

Mustering up all of your energy, you leap into space, returning in an
instant and slamming your huge fists into the ground, splitting the
entire planet in half. Your foes fall deep within it's core causing a
chain reaction that destroys the planet and launches your foes into
orbit. As a Full attack action, Make a single attack on every creature
within your reach, if the attack hits, you deal critical damage as well
as 2d6 damage per level (Max 40d6). Half of the damage dealt is fire and
 half is force. Creatures gain a fortitude saving throw DC:
19+Constitution modifier for half damage. Creatures struck by this
attack are pushed away 10 feet for every point in your strength
modifier, however no falling damage is calculated. An area of 45 feet
surrounding you is afterwards lowered by 5 feet per level and the very
center squares are considered to be lava. You are placed just outside of
 the lava unless there is some other obstruction.
Bug Hypnosis

**Level:** Moth Man 2

**Spell Resistance:** yes

Waving back and fourth like a Pendulum, you lull the foe to sleep before
 the powder consumes them from within. As a standard action, A single
creature within your reach must make a will save DC: 12+your Dexterity
modifier or take normal damage, in addition, you are put to sleep for
1d4 rounds.
Blade Feather

**Level: Angel 9**

**Spell Resistance: no**

Invoking angelic spirits into your blade, you allow it'd
deadly edge to become sharper than the blade of god himself. As a standard
action, your critical hit range increases by 1. In addition, when you land a
critical hit you deal an additional 5d6 holy damage on top of your critical hit
damage. This lasts for 1 round per 2 levels.
Barrier

**School Conjuration;** Level Cleric 6, Psion 6

**CASTING**

**Casting Time** 1 Instant action

**Components** V, S

**EFFECT**

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

**Area** one creature within range

**Duration** instantaneous

**Saving Throw** no; Spell Resistance no

**DESCRIPTION**

Raising your arms and shouting, "Berry Barrier Balidaire! Mirror
Reflect!" You summon a protective shield for a mere instant, sending
your enemy's attacks launching off of you. As an instant action, any one
 ray, ranged touch, or ranged attack roll made at you can be completely
ignored. You then roll 1d8 and the technique is launched in that
direction for the remainder of it's range. If a creature is within it's
line, the creature is effected by the attack roll normally.
Blades (Light) and(Heavy)

The category of weapons is actually a collection of many different weapons. These include all weapons located in the Blades (Light) and the Blades (Heavy) Category of weapons. These are the bastard sword, elven curve blade, falchion, greatsword, longsword, scimitar, scythe, two-bladed sword, dagger, kama, kukri, rapier, sickle, starknife, Beam Saber, and short sword.

## **Level 1**

Silver Flash (Katana Synergy)

Blade Rush

Beam Slash (Beam Saber Synergy)

Sniper Edge (Dagger Synergy)

## **Level 2**

Trick Blade (Dagger Synergy)

Striker (Rapier Synergy)

Aero Striker (Dagger Synergy)

Berserker (Great Sword Synergy)

## **Level 3**

Hurricane Slash

Tornado Slash (Great Sword Synergy)

Ground Blade

The Shadow (Katana Synergy)

## **Level 4**

Moon Slash

Cross X Slash

Twin Saber (Beam Saber Synergy)

Illusion Hunt (Dagger Synergy)

Ring Arrow (Rapier Synergy)

Sword Choppin

## **Level 5**

X-Level Flurry

Dark Secrecy

Multi Strat

Thousand Blades

Ice Slash (Great Sword Synergy)

Fire Slash (Great Sword Synergy)

Raging Fangs (Dagger Synergy)

Rising Stab (Rapier Synergy)

Shadow Scythe

Excavation

## **Level 6**

Wind Cutter

Storm Blade (Katana Synergy)

Angel Wing (Beam Saber Synergy)

Fire Storm (Dagger Synergy)

Aquaris (Rapier Synergy)

Nether Slash

## **Level 7**

Winged Slayer

Outlaw (Dagger Synergy)

Darkness Falls (Great Sword Synergy)

Heaven Ray (Rapier Synergy)

Soaring Nonuple

Wings of Fire (Merciful Healer Synergy)

 **Level 8**

Showtime (Dagger Synergy)

Omega Force (Beam Saber Synergy)

Rolling Thunder (Katana Synergy)

Slayer's Descent

Zodiac (Great Sword Synergy)

Super Crosslord

Crimson Rain

Infinite Graves

## **Level 9**

Dark X-Slash

Nightsever

Dimension Slash
Beauty Strike

**Level:** Novelty (Staff/Rod) 3

**Spell Resistance:** yes

Lashing out with your staff, a pretty ribbon suddenly extends from it as
 you connect with your foe's forehead, followed by another pummeling as
you twirl around adorably, summoning tiny stars to fall and slam into
your enemy. As a Standard action, you gain 1 star ray for every 4 levels
 you possess. Each star ray deals normal damage as well as an additional
 3d6 force energy on a ranged touch attack. If a creature is struck it
must make a fortitude saving throw DC: 13+Intelligence modifier or be
knocked back 5 feet.
Body Reinforcement

School Transmutation;

**Level** Cleric 5, druid 5 magus 5, Oracle 5, sorcerer/wizard 5, Phantom Summoner/summoner 4, witch 5, Witch Doctor 5, Professor 4/Alchemist 4, Succubus 5, Aqua Demon 5, Kitsune 5

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range personal

**Area** personal

Duration 1 round per level

Saving Throw no

**Spell Resistance** yes (Harmless)

DESCRIPTION

You use magic to dull your nerves and dampen your ability to feel pain. You gain a number of temporary hitpoints equal to your level+ your relevant casting modifier. In addition you become immune to pain effects. Finally, you gain damage reduction 1/-.

This spell can be cast using higher level spell slots for additional effects. If cast as a 7th level spell, you add 1 and 1/2 your relevant casting modifier to your temporary hitpoints and gain DR 2/- instead, and if cast as a 9th level spell you add twice your relevant casting modifier to your temporary hitpoints and gain DR 3/- instead.

*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.

·         Damage Resist: You can gain Damage reduction 1/- by spending an additional 8 mana. This increases by 1 for every 8 mana you spend.

·         Extra hitpoints: You can gain additional temporary hitpoints. You gain +1 temporary hitpoint for every 2 mana you spend.

·         Longer duration: You can increase the duration of this spell by 1 round for every 2 mana you spend.
Boltech Booster

**Level: Gargoyle 3**

**Spell Resistance:  No**

Summoning a burst of lightning, you telekinetically control
it around your body and strike yourself from behind, slamming your electrically
charged form into your foes blades first. As a standard action, move adjacent
to any creature within 80 feet and make an attack on that creature. if the
attack hits you deal normal damage as well as 1d6 electricity damage per 2
levels (Max 10d6). The creature must make a fortitude saving throw DC:
13+Strength modifier or be staggered for 1 round. This is treated as a charge
attack.
Beastly Vengeance

**Level:** Evil Eye 9

**Spell Resistance:** No

You appear behind your foe and gore them into the sky, juggling them up twice before headbutting them into the stratosphere. Following them with a massive leap, you channel your evil eye energy into your hoof and spike them back down to the planet before outstretching your arms for a massive belly flop. You light on fire as you re-enter the atmosphere and slam on top of them right after they hit the ground, destroying the landscape around you and leaving it a molten mess. As a full round action, make a charge attempt against a single creature. If this attack hits, it deals critical damage as well as 1d6 damage per level (Max +20d6). If this attack was an actual critical hit it increases it’s critical multiplier by 1. This can be a vital strike. If you possess any feats or abilities that trigger on a critical hit, they apply to this attack. In addition, any Miasmic eye abilities that you possess can be applied as well. The enemy must make a reflex saving throw DC: 19+ Wisdom modifier to avoid the miasmic abilities. If the creature fails, it takes the damage a second time immediately and is knocked prone. Regardless, the area within 60 feet of you becomes rough terrain, and deals any creature other than yourself that walks on the molten ground 5d6 fire damage every round, for 1 round per level.
Beast Rend

**Level:** Manticore 6

**Spell Resistance:** no

Making a mad dash through your enemies, you hack and slash through them
with relentless brutality, you make a single attack against every
creature in a 45 foot line. As a standard action, Creatures struck must
make a fortitude saving throw DC: 16+ Strength modifier or take critical
 damage as well as 1d6 damage per level (Max 20d6). Creatures that fail
this save take full damage and take a -2 penalty to armor class for one
round per level. Creatures that succeed take half damage.
Boomerang Band

**Level:** Roc 3

**Spell Resistance:** yes

Launching a furious barrage of eggs from it's butt, The eggs instantly
hatch into a Mystic Beast, an Eryngii, and a Slumber Cat, You land atop
them like a totem pole and let loose a horrid scream from your deadly
quartet. As a full attack action, Make a single touch attack on every
creature within a 15 foot line. If this attack hits it deals normal
damage as well as an additional +1 damage per level (Max +20). This also
 generates the effect of your stunning screech ability with a normal
saving throw for it's effects. This does not take up a use of your
stunning screech ability.
Astrologist Reincarnation

# **Astrologist**

**Domains:** If you do not possess the domains available you gain one, otherwise this works as the class ability.

**Diminished Channeling:** Astrologist's channel energy increases as if you were an astrologist of your own level -8. This does not count the maximized hit dice that are gained at 1st level of reincarnation. (Max of +7d4 at 20th level) You also gain an additional 3 uses per day of it.

**Master Diviner:** This ability stacks with it's self if gained again.

**Guiding Star:** This works just as the class feature, it is not altered in any way.

**Wind Patterns:** This works just as the class feature, it is not altered in any way.

**Star Chart:** This works just as the class feature, it is not altered in any way.
Astral Wave

**Level:**
Wizard/Witch 4

**Spell**
Resistance: yes

Magic circles appear beneath your feet and surround your hands as you
channel your spell power into a single bolt of electromagnetic magic energy. As
a standard action, make a single ranged touch attack against a creature within
30 feet, this attack uses your total level as your base attack bonus and your
intelligence modifier instead of your dexterity modifier. If this hits, you
deal normal damage as well as an additional 1d6 damage per level (Max 15d6).
Creatures struck must make a will saving throw DC: 14+ Intelligence modifier or
take 1d4 damage to a single spell slot of the caster's choice. The creature
loses that many spell slots if it fails it's save. If the creature struck is a
construct, robot, vehicle, or anything that would be effected by
electromagnetism it takes 1d8 per level instead, this bypasses the magic
immunity of golems.

When using this technique, you can choose to expend spell slots to do the
following. You can do any combination of these, spending a spell slot for each.

·
Gain a bonus to attack and damage with this
technique equal to twice the level of the spell level sacrificed.

·
Gain a bonus to the save DC of this technique
equal to 1/2 of the spell level sacrificed rounded down.

·
Gain a bonus to the spell slot damage equal to
1/2 of the spell level sacrificed rounded down.
Blood Exodus

**School** Transmutation [Force]; Level Sorc/Wiz 8, Psychic 8, Witch 8, Cleric/Oracle 8, War Priest 5, Blood Rager 4

**CASTING**

**Casting Time** 1 standard action

**Components** V, S

**EFFECT**

**Range** 30 feet, and 60 foot cone

**Area** Single living creature, and 60 foot cone

**Duration** instantaneous

**Saving Throw** fortitude halves and reflex halves (see text); **Spell Resistance** yes

**DESCRIPTION**

Letting out a guttural battle cry against your foes you thrust your hands forward as dark energies course through your arm like lightning, striking your foe with an invisible bolt that instantaneously jettisons their blood from their body in blast of gory shrapnel that blows your other foes apart.

Select a single enemy within 30 feet. That enemy must succeed in a fortitude saving throw or take 10 damage per level (Maximum 200) as well as an additional amount of damage equal to your relevant casting modifier, as well as 1d4 constitution damage. On a successful saving throw the creature takes no constitution damage and the hit point damage is halved.

If the creature fails it's saving throw, you create a cone effect emerging from the creature in the direction directly opposite you. Creatures caught in this 60 foot cone must make a reflex saving throw or take 1d6 piercing damage per level (Max 20d6) as well as an additional amount of damage equal to your relevant spell casting modifier. Creatures struck by this spell must succeed in a reflex saving throw for half damage.

Creatures who cast this spell whom possess a considerable strength score, can utilize their strength to modify the damage instead of their relevant spell casting modifier.

Creatures who possess the feats gory finish or dazzling display can use this spell as the attack allowed with those instead of a normal attack.

MYTHIC: A Mythic spell caster of at least 4th tier can expend a use of mythic power when casting this spell to also be able to effect undead creatures, or creatures that aren't alive but still possess blood or some equivalent. In addition they increase the constitution damage dealt with the initial attack by 1d4 per 2 mythic tiers, and the damage dealt from the cone becomes d8's instead of d6's.

A mythic spell caster of at least 4th tier can expend two uses of mythic power, to gain all of the above effects, and also raise all targets effected as skeletons with the bloody template as if it used animate dead. This is at no cost to the spell caster.
Alea iacta est

**Level:** Illuminati 9

**Spell Resistance:** Yes

Making a triangular gesture at your foe, you bind them to their fate. As a standard action the creature must succeed in a will saving throw or be unable to re-roll any die for 1 round per level. This includes abilities in which a creature can roll twice and take the best result, but never abilities that allow them to roll twice and take the worse result. If the creature succeeds in it's saving throw it cannot re-roll dice instead until the beginning of your next turn.
Anthropomorphic Monster

The Anthropomorphic Monster Template is a template that can be applied to any monster. This makes the creature more humanoid than previously indicated and grants them a slew of new abilities while taking away much of their monstrous heritage.

Anthropomorphic Monsters retain their original type and lose the Monster subtype.

**Hit die:** Anthropomorphic monsters level up in a class of their choosing instead of in a monster class.

**Size:** Same as the monster species. If the monster species size changes, yours does as well.

**Speed:** Anthropomorphic Monsters keep the same speed as the monster class.

**Ability Scores:** Anthropomorphic monsters gain bonuses to their ability scores equal to 1/2 bonus the monsters usually gains at those respective levels. The Anthropomorphic monster does not gain a +1 bonus to an ability score at every 4th level.

**Hit Points:** Anthropomorphic Monsters gain normal hit points every level as the class they’re taking instead of from their normal monster class.

**Evilty:** Anthropomorphic monsters gain the evilty of their class rather than the evilty of their monster type.

**Class abilities:** Anthropomorphic monsters possess only ½ of the normal bonus to Armor class, Damage Reduction, or energy resistance granted by their monster class. They do not gain any other class abilities from their monster heritage and gain the class abilities of their chosen class instead.

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

**Skills:** A monster chooses two skills from it’s monster class and adds them to their new class skill list.

**Level Adjustment:** +1

**CR:** +0
Bat

Mammals with wings that fly around the world at night. Though many eat mosquitoes and other small insects, these bats all thirst for blood. Often seen amongst vampires and Succubi, they are drawn to their dark and mystic powers and thirst for blood, working as minions in hopes for a tasty treat.

# **Littlebat Swarm**

Littlebats are tiny bats that have banded together to form a conglomerate of horrid wings and squeaking, blood thirsting fangs. Littlebats work as one to take down their foes and can succeed in devastating creatures 10 times their own size.

[1]

Littlebat swarms work exactly like above except for the following change.

Blood Suck (Ex): Whenever the Littlebat swarm deals damage to an opponent, it deals 1 constitution damage and heals damage equal to 1/2 of the damage it dealt with it's bite.

# **Bigbat**

Bigbats are powerful magical creatures that fly on huge wings and devour creatures with their comedic faces.

[2]

Big Bat Swarms work exactly like above with the following changes. Big Bats possess the Unholy Talon evility meaning that 2 times a day on a Natural attack, a Big Bat can paralyze a foe. The save DC is 15 and it lasts 1d4 rounds.

Blood Suck (Ex): Whenever the Bigbat deals damage to an opponent, it deals 1 constitution damage and heals damage equal to 1/2 of the damage it dealt with it's bite.
Active Despair

**Level: Monk 5**

**Spell Resistance: no**

A gleam of murderous intent sparkles in your eye as you focus your own dark energies into your body, using them to redirect your foe's own darkness back into them. As a standard action you activate this technique. If you are struck in combat during that turn, you can choose to make a melee attack against that enemy no matter their distance. If this attack hits, you deal normal damage as well as an additional 1d6 damage per level (Max 15d6). The enemy must also make a fortitude saving throw DC: 15+Wisdom modifier or be stunned for 1 round.
C@t PIKSHUR

**Level:** Jaylon 9

**Spell Resistance:** yes

You look at the cat picture. You
somehow feel better for some reason. You can use this technique as a standard
action. A single creature within 40 feet is effected by this. When activating
this technique, choose one of the following.

*3*
Spooky 5 Me: *Select a single enemy to target this*
with. The enemy gets a will saving throw DC: 19+ Charisma modifier. If the
enemy fails it's saving throw, all of it's spells and techniques that it has
active on it are instantly ended for 1d4 rounds. In addition, Beneficial
techniques or spells cannot be used on the creature for the duration. Any
active techniques or spells are reactivated once the duration is over, but only
if the technique's duration is still going once this technique ends.

*Redacted:*
*Select a single creature to target*
this with. The creature heals 1d6 damage per level (Max 25d6) and It
immediately ends any and all of the following adverse conditions affecting the
target: ability
damage, blinded,
confused,
dazed,
dazzled,
deafened,
diseased,
exhausted,
fatigued,
feebleminded*,*
insanity, nauseated,
poisoned,
sickened,
and stunned.
In addition the creature gains a saving throw against any ongoing harmful
effects. This heals both undead and living creatures when effected by it. If an
undead is effected by it, it gains fast healing 10 for 1 round per level as
well.

*Gross Boobs Ghost:* You show
your enemy a picture of Gross Boobs Ghost instead. You can make a bluff check
as a move action with this technique, and if you successfully bluff your foe
they take a -8 penalty to their will save for this technique. The creature
gains a Will waving throw DC: 19+ Charisma modifier or it takes double damage
+10 damage per level (Max +200). If it fails it's save it is also nauseated for
1 round, if it succeeds it is instead sickened for 1d10 rounds and takes only
1/2 damage. This can still effect you even if you have no eyes. The boobs are
that gross.
Angry Tree

**Level:** Wood Giant 5

**Spell Resistance:** no

Slamming into your foe, you spin around and grind into the ground,
allowing huge shards of ground to erupt out around you. As a standard
action, Creatures within a 30 foot burst centered on the Wood Giant must
 make a reflex saving throw DC: 15+ Constitution modifier, or take
normal damage as well as 1d6 damage per level (max 20d6). A successful
save halves the damage, creatures that fail the save are staggered and
knocked prone.
Axiom Caress

**Level:** Succubus,
Pettanko, Kitsune 6

**Spell Resistance:** no

You touch a creature lightly
and use it's body language, pulse, and other small tells to learn if they have
any status ailments, if they're lying to you, or what their emotional state is.
As a touch attack, the creature can make a will saving throw DC: 16+ Charisma
modifier. if they fail their saving throw they are effected by a status spell,
a discern lies spell, and you effect them as if you had cast analyze aura. The
discern lies and analyze aura spells last only for as long as you're touching
them, but the status spell remains for it's usual duration. This spell is
treated as an enchantment effect, and grants a creature effected by it a -2
penalty to will saves vs. your succubus spells and techniques for it's
duration.
Berserker

**Level** Blades Light/heavy 2

**Spell Resistance:** no

Jumping in the air, you slam your sword into the ground, causing an
eruption of shrapnel and debris that pelts your nearby foes. As a
standard action, creatures in a 10 foot burst centered on you must make a
 reflex saving throw DC: 12+Strength modifier or take your normal damage
 as well as an additional 1d6+1 per level (Max 1d6+20). A successful
reflex saving throw halves the damage.
Bane Barrier

**School Abjuration;**

**Level** Witch 5

**CASTING**

**Casting Time** 1 round

**Components** V, S

**EFFECT**

**EFFECT**

**Range** 10 ft.

**Area** 10-ft.-radius emanation placed within 100 feet.

**Duration** 1 min./level (D)

**Saving Throw** none

**Spell Resistance** yes

**DESCRIPTION**

Conjuring up a barrier around yourself, you keep a single type of
creature from entering. Select a single type of creature, animals,
aberrations, dragons, fey, giants, humanoids, magical beasts, monstrous
humanoids, oozes, plants, and vermin, but not constructs, elementals,
outsiders, or undead. That type of creature cannot enter the barrier by
any means.

This spell may be used only defensively, not aggressively. Forcing an
abjuration barrier against creatures that the spell keeps at bay
collapses the barrier.

Subsequent castings of this spell can increase the area of the barrier
by 10 feet, however it uses the lowest duration of the spell. Only one
instance of this spell can be active in an area at a time.
Bell Volcano

**Level:** Slumber Cat 6

**Spell Resistance:** no

Taking hold of your enemy you spin around in the air before slamming
them into the ground and then launching them back into the sky for your
final hit. As a standard action, Make a single attack on your opponent's
 CMD at a +2 circumstance bonus. If this attack hits you deal normal
damage as well as 1d6 per level (Max 10d6), and gain another attack at
the same bonus. If the second attack hits, you deal normal damage as
well as 1d6 fire damage per level (Max 10d6). The creature gains a
fortitude saving throw on the second part to halve the damage
DC:16+Dexterity modifier. Creatures that fail the second saving throw
are knocked prone.
Bite Viper(Medusa Technique)

**Level: Medusa 5**

**Spell Resistance: yes**

Transforming your snake hair into energy, the laser tendrils smash into
the ground and launch the enemy upward before you launch after them and
impale them with the remainder of your energy weapons. As a standard
action, Make a single ranged touch attack against an enemy within 30
feet. If this attack hits, deal normal damage and make a second touch
attack at the same bonus. If this one hits deal normal damage as well as
 1d6 per level. (Max 10d6). A successful fortitude saving throw is also
required by the target or it will be paralyzed for 1 round per level.
Astral Impact

**Level:**
Sorcerer 4

**Spell**
Resistance: yes

A Magic circle appears beneath you and you channel your spell power into
three bolts of electromagnetic energy that explode out from you. As a standard
action, make one ranged touch attack per 4 levels (Max 3) against a creature
within 30 feet, this attack uses your total level as your base attack bonus and
your charisma modifier instead of your dexterity modifier. If this hits, you
deal normal damage as well as an additional 1d6 damage per 2 levels (Max 5d6).
Creatures struck must make a will saving throw DC: 14+ Charisma modifier or be
stunned for 1 round. If the creature succeeds it is dazzled and staggered for 2
rounds instead. If the creature struck is a construct, robot, vehicle, or
anything that would be effected by electromagnetism it takes 1d8 per 2 levels
instead, this bypasses the magic immunity of golems.

When using this technique, you can choose to expend spell slots to do the
following. You can do any combination of these, spending a spell slot for each.

·
Gain a bonus to attack and damage with this
technique equal the level of the spell level sacrificed.

·
Gain a bonus to the save DC of this technique
equal to 1/2 of the spell level sacrificed rounded down.

·
Gain a bonus to the number of rounds they're
stunned, staggered, or dazzled for equal to 1/4 of the spell slot sacrificed
rounded down (Minimum 0).
Book Shock

**Level: Makai Book 1**

**Spell Resistance:** Yes

Invoking the arcane energies within, you release a burst of raw, arcane
lightning that fries your enemy. As a standard action, make a ranged
touch attack against an enemy within 30 feet. If this attack hits it
deals normal damage as well as 1d6 damage +1 per level (Max 1d6+20).