recursal/Fanatic-Fandom huggingface dataset:
Almiraj Reincarnation

**Divine Heritage:** This works as the listed ability, no additional abilities are gained.

**Elemental Focus:** You gain this class feature again, selecting a different element this time.

**Mythic Grace:** This works as the listed ability, no additional abilities are gained.

**Improved Mythic Grace:** This works as the listed ability, no additional abilities are gained.

**Supreme Mythic Grace:** This works as the listed ability, no additional abilities are gained.

**Divine Horn:** This works as the base Almiraj ability, however the number of d6 increased use your Almiraj level -8. This does not include the maximized reincarnation hit dice. The other bonuses increase again using the same penalties. An Almiraj also gains 2 additional uses per day of this ability.

**Mercy:** You gain new Mercies, however you must meet all prerequisites to select them, using your new level as your class level to select the Mercies. You cannot select a Mercy you already possess.

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

**Kirin:** You gain an additional use per day of the ability.

**Dimension Door:** You gain additional uses according to the table.
Black Blood Demon

**Level: Demon 7**

**Spell Resistance:  no**

A Black Blood Demon is a demon whom has been elevated beyond
the status of a mere demon and has become a powerful being of energy and fear.
As a standard action, the Demon's blood runs black and they gain Damage
Reduction 10/-. If they previously had such DR it increases by that amount
instead. The Black Blood Demon's fast healing increases by 5. In addition, the
demon gains a +2 bonus to Constitution (Charisma if the demon has no
constitution). Creatures who land a critical hit on the demon take 1d6 damage.
This increases by 1d6 for every multiplier beyond X2 in the weapon's critical
hit multiplier. This bypasses damage reduction. This lasts for 1 round per
level.
Centaur Arrow

**Level:** Holy Dragon 8

**Spell Resistance:** yes

Merging with the holy dragon, you fire a massive holy arrow that
decimates it's foes. As a Standard action, Make a single attack at your
highest base attack bonus against a creature, if the attack hits you
deal critical damage as well as an additional 1d4 holy damage per level
(Max 20d4). Creatures must succeed in a DC:18+dexterity modifier
fortitude saving throw for half damage. Creatures who fail their save
take an additional 1d6 frost damage for every point in the Holy dragon's
 charisma modifier.
Bishop Oracle Reincarnation

**Cataclysmic Mastery:** The oracle must select another mystery that she has not previously selected.

**Divine Decree:** The Oracle can still select decrees it does not yet possess as revelations.

**Craft Edict:** The Oracle gains access to craft a new kind of edict that they have not yet learned to craft yet.
BomBom Box

**Level:** Ghost 7

**Spell Resistance:** yes

Splitting into smaller forms like a Russian doll, the Ghost surrounds
the battlefield before opening to reveal it's explosive contents.
Creatures within a 60 foot cube must make a reflex saving throw
DC:17+Charisma modifier or take normal damage as well as 1d8 Fire damage
 per level (Max 20d8). A successful saving throw halves the damage, if
you fail the save you take full damage and you are deafened and blinded
for 1 round.
Beast Ray

**Level:** Manticore 9

**Spell Resistance:** yes

Opening your mouth, you channel your fury into a single blast of
destructive light. Make a single attack against every creature within a
100 foot line as a full attack action. Creatures struck must make a
fortitude saving throw DC: 19+ Strength modifier or take critical damage
 as well as 2d6 damage per level (Max 40d6). Creatures that make their
save instead take 10d6+1 per level (Max +20). Creatures that fail the
save not only take full damage but they are blinded for 1 round and take
 a -2 penalty on their next saving throw.
Cannon Shower

**Level:** Polearm/Spear 9

**Spell Resistance:** no

Leaping into space, you fire a blast of energy into a belt of asteroids
that ricochets back and fourth eventually slamming into the moon,
throwing it off balance and dropping it on your enemies for a massive
world ending explosion. As a full attack action, make a single attack
against every creature within a 30 foot burst placed anywhere within 60
 feet. If the attack hits, the creature takes critical damage as well as
 1d10 per level (Max 20d10). Creatures struck by this gain a fortitude
saving throw DC:19+Strength modifier to drop the damage to 10d6+1 per
level (Max +20). Creatures struck by this are knocked prone regardless
of their save. If they fail their save they take 1d2 strength and
dexterity damage and are staggered for 1 round. The area effect where
the technique was placed is now considered difficult terrain.

*Empower:* By spending an additional technique per day, you can
move your base land speed as a free action as soon as the technique ends taking no attacks of opportunity.
Aura of Black Madness

**Level: Chaotic/Evil/Neutral**
Alignment/Dark Amalgamation/Insane/Madness domain/Aberrant Bloodline 5

**Spell**
Resistance: yes

A black, swirling madness rises from within your
body and swirls around you with chaotic, alien intent. As a standard action,
you activate the aura of black madness. The aura goes out to 30 feet, and all
creatures in the area when you activate it must make a DC: 15+Charisma modifier
will saving throw or be knocked prone and shaken for 2d6+2 rounds. creatures
whom are shaken by this also take 1d4 wisdom damage. While within the aura of
madness, you gain fast healing 5 and a +4 bonus on will saving throws as well
as immunity to confusion and insanity effects. all attacks you land while in
this form, deal 1 wisdom damage. Creatures in a berserk fury, or effected with
confusion, do not consider you a target when determining who to randomly
attack, and animals won't approach you as per the unnatural aura. This lasts
for 1 round per level.

***MYTHIC:***
***By***
spending a use of mythic power when using this technique, The fear and extra
wisdom damage that happen on the first round of this technique continue to
happen every round.
Burst

**Level:** Great Wyrm 8

**Spell Resistance:** yes

Lifting into the air, you spin around quickly turning yourself into a
nuclear centrifuge that draws the explosive particles of awesomeness to
you. Creatures within your range are blown sky high by the nuclear
energy blast that follows. This technique adds, Fiery, Frigid, Raging,
Astral, or Diabolic to it's name depending on your discipline. It also
adds a secondary effect. As a standard action, Creatures within 60 feet
of the Great Wyrm must make a fortitude saving throw or take double
damage along with 10 damage per level (Max 200 damage). The additional
damage is Either Fire, Normal, Frost, Force, or Disintegration damage
depending on your discipline. A successful Fortitude saving throw DC:
18+ Strength modifier makes the additional damage only 10d6+1 per level
(Max +20). Creatures that fail their saving throw take full damage and
take 4d6+Strength modifier fire damage next round (Fiery), Knocked back
20 feet (Rage), Stunned for 3 rounds(Frigid), Staggered for 3 rounds
(Astral), or take 4 con damage (Diabolic).
Baskervilles

**Level: Makai Book 6**

**Spell Resistance:** No

Shattering the gates of the underworld, you invoke the three headed
hound Cerberus to step forth and release a burst of hellfire from his
three mouths. As a standard action you summon Cerberus as listed below.
Cerberus follows your commands and fights to the death. This Cerberus
gains an additional 5 hit points and a +1 to attack rolls, armor class,
and save DC for every 4 levels you possess (Max +25 Hitpoints, +5 attack
 and ac and breath weapon save DC). This creature remains for 1 round
per level. Only one instance of this technique can be active at a time
by any one person. Abilities that effect summoned creatures effect this
creature.

**Cerberus CR 8**

**XP 4800**

LE Large outsider (evil, extraplanar, lawful)

**Init** +10; **Senses** soul scent; Perception +19

DEFENSE

**AC** 25, **touch** 15, **flat-footed** 19 (+6 Dex, +10 natural, -1 Size)

**hp** 140 (8d10+64)

**Fort** +14, **Ref** +12, **Will** +8;

**OFFENSE**

**Speed** 40 ft.

**Melee** 3 bites +18 (1d6+11 plus cerberus's jaws)

**Space** 5 ft.**Reach** 5 ft.

**Special Attacks** rend (2 bites, 1d6+4 or 3 bites, 1d6+8)

**STATISTICS**

**Str** 32, **Dex** 22, **Con** 32, **Int** 14, **Wis** 23, **Cha** 17;

**Base Atk** 8; **CMB** 15; **CMD** 31

**Feats** Alertness, Combat Reflexes, Improved Initiative, Stand Still

**Skills** Acrobatics +17, Perception +19, Sense Motive +8, Stealth +17, Survival +14; Racial **Modifiers** +4 Survival when tracking undead

**Languages** Infernal (cannot speak)

**Cerberus's Jaws (Su)**
 Curse-bite; save Fort DC 24; effect dimensional anchoring. A creature
affected by this curse cannot utilize extradimensional travel such as
teleport, as if it were under the effect of a dimensional anchor spell.
The save DC 4 Constitution-based.

**Soul Scent (Su)** This ability functions as the scent
ability, save that it also grants the cerberi a +4 racial bonus on
Survival checks made to track undead. This ability even allows a cerberi to track the passage of an incorporeal creature.

**Breath Weapon (Su)**
 Cerberus possesses a 90 foot cone of fire as a standard action every
1d4+1 rounds. This cone can be split into up to 3 smaller cones when the
 breath is used. Either a single 60 foot cone and a 30 foot cone, or
three 30 foot cones. The creature gains a DC: 28 reflex saving throw for
 half damage. This deals 8d6 unholy damage. Creatures with fire
vulnerability treat this as fire damage for the purpose of taking extra
damage. This save is Constitution based as well as an additional +4 from
 the other heads.

**Evilities: Special Counter:** If a creature attempts to cast a spell and provokes an attack of opportunity, you gain 2 attacks instead of 1.

**Dismal Omen:** Enemies within 30 feet only gain 1/2 of the effects from cure and heal spells.

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Aptitude Down

**Level:** Witchdoctor 6

**Spell Resistance:** no

Invoking the powers of Dolvalky, You weaken your foe's power
drastically. A single enemy within 60 feet must make a will saving throw
 DC: 17+ Charisma modifier or take a -4 penalty to all of their ability
scores. This is a curse and is permanent until a Remove curse spell is
cast by a caster of the same level or a higher level than the Witch
Doctor who performed this curse. If still under the effects of this
curse when you gain a level or an increase to an ability score, you
instead take a penalty to that ability score, or a negative level until
the curse is removed.
5 Point Evolutions

**Additional Attack (Ex)**

You increase your maximum number of natural attacks that you can have by 1. This can be taken up to 3 times.

**Curse (Su)**

A Phantom with this ability bestows a curse upon its enemies. Select one of the Phantom's natural attacks, this attack inflicts a creature with a curse when struck. Select a single effect from the bestow curse spell, that is the curse that you inflict on your attacks. This can be used 5 times per day. Curses can be removed through remove curse and similar effects.

**Death Throes (Su)**

When the Phantom is destroyed, banished, or dismissed, it may cause an explosion, dealing 1d6 damage per HD to all creatures in a 30 ft burst (Ref DC 10+1/2 Phantom's HD+ Phantom's Con mod for half damage). The damage is the same type as your breath weapon. The summoner is immune to this effect. You must have the Breath Weapon evolution and be Summoner level 12 to select this evolution.

**Divine Exaltation (Su)**

A Phantom who selects this must possess the Divine Disciple Evolution twice, or the feats Divine Indoctrination and it's greater form. The Phantom can grant spells to its worshipers as if it were a deity. The Phantom's domains are the one selected from Divine Indoctrination, and one other that fits the Phantom's capabilities and actions, as well as any other domains the Phantom may possess for whatever reason. In addition select one of the weapons the Phantom is proficient with, that becomes their favored weapon for their followers (or natural attacks if the Phantom is proficient in no weapons).

**Mental Static Aura (Su)**

The Phantom creates a field around it that makes concentrating difficult for those without this ability. Living creatures within 30 feet must succeed at a concentration check (DC = 10 + 1/2 the HD of the Phantom + the Phantom's Charisma modifier) to cast a spell with a thought component. Failing this check causes the spell to be lost with no effect. In addition, all spellcasters must attempt this check at the start of their turns if they are concentrating on an active spell or effect. Failing it means that they cease concentrating on the spell or effect. Creatures with this ability are immune to its effects and can cast spells normally.

**Hundred Handed Whirlwind (Ex)**

Due to the Phantom's multitude of arms, it can easily fight off armies of enemies. The Phantom must possess at least 2 natural attacks, and at most 4. When the Phantom attacks with it's arms, it rolls its attacks normally (either one attack for a standard action, or up to four as a full-round action) and hits every creature in its reach each time an attack roll exceeds that creature's AC. If any such attack roll results in a possible critical hit, the critical is applied to one creature of the Phantom's choosing. By selecting this an additional time, you raise the maximum to 6 attacks that can be effected by this. The summoner must be at least 12th level to select this evolution.
Barrage Boomerang

**Level:** Bow/Thrown 7

**Spell Resistance:** no

You fire a salvo of arrows at the enemy before throwing your bow,
allowing it to ricochet back to you. make a full attack with an
additional attack at your highest base attack bonus. Each attack that
hits deals critical damage, Creatures struck by this attack take 1d6
damage per 4 levels the next round from bleed damage. They take this
damage every round for 1 round per 2 levels.
Special: The Merciful
Healer Cleric Archetype can choose to learn this technique with any one
weapon they were proficient with as if it were a bow.
Asuka Titles

**Desired Eternal Servitude**

You had lived a rough life, and no other being cared whether you lived or died. You were riddled with Disease and cast to thieves and murderers, never to be seen again. And on the 11th hour you were visited by a savior. Small yet defiant and caring, she freed you from your fate and granted you another chance at life. You took this chance and took her hand and vowed to live that life improving her's. You support her when she falls, but also support one another and she grants her eternal love to both of you. You may not have your own destinies yet, but through your endless efforts you have allowed her to reach her own. She has achieved the greatness you have always wished for her, and you did it together.

While this title is equipped, once per day you can choose to benefit from the romantic relationship title that Raspberyl grants for 1 minute per level as if you were the Overlord. If this Another creature with the Desired Eternal Servitude title is currently equipped with the title as well and activates this ability, you can treat them as Raspberyl for all purposes, as can Raspberyl herself. Once activated, these minutes must all be used consecutively. Until this title has been expended in this way, You gain the use of the Got your back and Exceptional aid teamwork feats, and are treated as adjacent to anyone else with this title so long as they are within 30 feet of you.
Boomerang Axe

**Level** Hammer/Axe/Flail 4

**Spell Resistance:** no

When activating Boomerang Axe, you can use it in one of the two following ways.

*Boomerang Axe:* Taking your Weapon in hand, you rear back and fling it with deadly accuracy, allowing you to tear through the enemy at a distance, only for the axe to return to you. As a standard action, you make a single attack at your highest base attack bonus. This can be used at a range of 30 feet. If this attack hits, it deals normal damage, and you gain a second attack at the same bonus. This second attack can be a vital strike. If this hits, you deal double damage, as well as +1d6 fire damage per level (Max +10d6). If using this technique while under the effects of the rage ability, or if you have weapon training for Hammers/Axes/Flails, You ignore 10 of the enemy’s damage reduction for both attacks.

*Axe Boomerang:* With a battle cry, you spin around and throw your axe, before uppercuting your foe into the air as the axe returns, spiking them to the ground and returning to your hand. As a standard action, You supercharge your weapon. As a standard action, you can throw your axe up to 40 feet. Make a single attack roll and apply it to every enemy within the line. This can be a vital strike. If it hits the enemies take normal damage. This is treated as a melee attack still and not an actual line or ranged attack effect. By spending a full attack action when using this, your enemies must make a sense motive check against the attack roll or be caught flat footed. Regardless of how it’s used, enemies struck by this attack must make a fortitude saving throw DC: 14+ Strength modifier or be knocked prone and suffer from a -2 penalty to armor class for 1 round. This lasts for 1 round per level. If using this technique while under the effects of the rage ability, or if you have weapon training for Hammers/Axes/Flails, You ignore 10 of the enemy’s damage reduction when making this sort of attack.
Carrot Funnel

**Level:** Rabbit Knight 7

**Spell Resistance:** no

Summoning flying carrot blades, they circle your foe launching carrot
missiles at your enemy until they suicide slam into your foe, exploding. As a
standard action, you can summon one Carrot drone for every 3 levels you possess
(Max 6). These carrots are tiny sized and have a fly speed of 60 feet. They
each possess 5 hitpoints per level, and have an armor class equal to your own
+6. They use your own saving throws, damage reduction, and bonus to attack
rolls. They possess improved evasion and improved mettle and have no alignment,
nor can they be effected by any ability that requires a will save. As a
standard action, the carrots can fire a missile at an enemy that deals normal
damage as well as an additional 4d6. Creatures struck must make a fortitude
saving throw DC: 17+Dexterity modifier or be effected by a confusion spell for
1 round. These last for 1 round per level or until destroyed. As a full round
action, the devices can destroy themselves and one of them can create a 40 foot
burst from it's self. Creatures in the cone must make a DC: 14+ Intelligence
modifier will saving throw or take normal damage as well as all of the damage
from the carrots attacks, creatures that fail this are effected by a confusion
spell.
Acer Arcanum

**Level: Aziethe 6**

**Spell Resistance:** none

Launching at your foe with a flurry of attacks, you tear your opponent apart with swift and deliberate movements.

As a full attack action, move up to your base speed and make a full attack on your opponent. This technique deals +5d6 damage to the opponent for every hit that lands. For every attack that successfully strikes the opponent, you can choose to move both you and the opponent 10 feet in any direction. If this technique is used while Ragnarok Fury is active, every hit on an enemy with this technique lowers their damage reduction by 5 for 1 round.

By expending double the technique slots usually required to perform this technique, you can activate it as the attack made from your reverse warp ability of the Dervish blade technique.
Bubble Cutter

**Level:** Sea Angel 4

**Spell Resistance:** no

Summoning bubble blades, they spin and dance through your enemies vital
spots, flying deftly through the battlefield. As a standard action, you can
summon two whirling blades. These blades are a 10 foot cube and can move at a
speed of 60 feet per round. Creatures who pass through this square must make a
reflex saving throw DC: 14+ Wisdom modifier or take normal damage +1d6 per
level (max 10d6). Moving these cubes is a move action that moves both of them.
This lasts for 1 round per level.
Archer Reincarnation

# **Archer**

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

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

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

**Evasive Archer:** Your bonus to armor class increases by +2. At 17th level it increases by another +2.

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

**Ranged Defense:** The Damage Reduction increases by 5. Otherwise it does not grant any effects.

**Weapon Mastery:** An archer gains the ability as normal but must select a different kind of bow.
Armor Piercing

**Level:** Crossbows/Firearms Light and Heavy 5

**Spell Resistance:** no

Firing a blast of energy into the ground, you launch your foes skyward
before using your gun like a jet pack and dashing through all of them at
 break neck speeds. As a full attack action, Make a single attack
against one enemy per 4 levels, none of which can be further than 30
feet away from one another. If you hit you deal normal damage as well as
 1d6 force damage per level. Enemies must make a fortitude saving throw
DC:15+Dexterity modifier or have all of their damage reduction stripped
away from them for 1 round.

*Empower:* By expending another technique per day, you can double this technique's range.
Asteroid Drop

**Level:** Polearm/Spear 6

**Spell Resistance:** no

Spinning around, you leap into the air and drop back downward with
devastating force, releasing a burst of energy that hits your foes like a
 falling Asteroid. As a standard action, All enemies adjacent to you
must make a fortitude saving throw DC:16+Strength modifier or be knocked
 prone and stunned for one round, they also take normal damage as well
as 1d8 damage per level (Max 20d8). Creatures that succeed their save
are not knocked prone nor stunned, but are staggered, and take 1/2
damage.
Cell Division

**Level:** Slime 9

**Spell Resistance:** no

Focusing your body's energy, you Cause yourself to explode, harming your
foe, and the raining droplets merge together to form a swarm of glowing plasma
that tears through your foe before reforming into a plasma slime and detonating
with atomic force. As a full attack action, Creatures adjacent to you must make
a reflex saving throw DC: 19+ Constitution modifier or take normal damage as
well as 1d6 acid damage per level (Max 10d6). Regardless of if they were hit, you
gain a fly speed of 120 with perfect maneuverability and the traits of a swarm.
Your swarm damage is your normal damage as well as 1d6 for every 3 levels you
possess. Your distraction save DC is 19+ Constitution modifier. Creatures whom
spend at least one round in your square must also make a reflex saving throw
DC: 19+ Constitution modifier or take 2d6 slime damage every round for 3
rounds. If you split or use slime cheer, this technique is passed on to them,
though the damage is cut in half. At any point in time, you can end this
technique early as a full attack action. Creatures within 30 feet must make a
reflex saving throw DC: 19+ Constitution modifier or take normal damage as well
as 1d6 damage for every round that was left in this technique (Max 20d6) Half
of this damage is acid and half is force. Creatures whom succeed in their
saving throw take half damage. If the creature fails their save, they are
covered in acid and take 1d6 acid damage for 3 rounds.
20 seconds or your money back

**Level:** U.P.S. 3

**Spell Resistance:** no

You can make a delivery to any place from anywhere. As a standard action
 you rev up your internal motors and prepare for blast off. You gain a
+10 bonus to move speed. This bonus increases by 10 feet for every 3
levels you possess (Max +60 feet). This lasts for 1 round per level.
Asteroid Shot (Magichange)

**Level: Catherine 9 (Magichange)**

**Spell Resistance: No**

Summoning the
power of cosmic fire from far above, you call down an asteroid on your opponent.
As a full attack action, target a single creature that you can see within 500
feet with an attack. This attack is a touch attack or ranged touch attack. If
you strike the enemy, you deal double damage as well as 1d10 damage per level
(Max 25d10). The damage dealt is both force and Divine damage, however if the
creature targeted takes additional damage from fire, that weakness applies
here. The creature struck gains a fortitude saving throw DC: 19+Strength
modifier, if it succeeds it takes 1/2 damage, if it fails it's saving throw, it
is knocked prone and stunned for 1 round. All enemies within 30 feet of the
creature struck with the attack must make a reflex saving throw of the same
save DC as the fortitude save or take the damage as well. A successful save
halves the damage.
Binding Bubbles

**Level: Sea Angel 6**

**Spell Resistance:** Yes

Flying into the air, your satellites spin swiftly around you into a glowing blue ring and your expression becomes dazed and monstrous. You fly circles around your enemies creating massive bubbles that all snap together into a singular one and explode in a blast of arctic energy. This works like the spell, spellbinding circle, however on the first turn whenever a creature Is effected, it takes normal damage as well as an additional +1d6 damage per level (Max 20d6). The saving throw DC for this is 16+ Wisdom modifier. If the creature succeeds at it’s saving throw it takes ½ damage.
Astro Flare

**Level:** Crossbows/firearms Light/heavy 8

**Spell Resistance:** yes

Firing a mighty blast into the sky, it explodes and rains down orbs of
nuclear energy that burn and eat away at your enemies before exploding
into iridescent light. As a full attack action, select a single 15 foot
area per 4 levels you possess, none of which can overlap and all of
which must be within 300 feet. Creatures in this area must make a
fortitude saving throw DC: 18+Dexterity modifier or take double damage
as well as 1d8 damage per level (Max 10d8). Creatures that fail their
save also take 1 damage to each ability score and are knocked prone.
Creatures that succeed take half damage. Every creature, even those that
 succeed, take a -8 penalty on their next saving throw against disease
or poison.
Arcane Aura

**Level: Arcane caster 5**

**Spell**
Resistance: yes

You are brimming with arcane energy that erupts from
within you, crackling and flowing into the world around you. As a standard
action you activate your arcane aura. This aura goes out to 20 feet. Arcane
spells that you cast while this aura is active are treated as if you were one
level higher and their saving throw DC is raised by +2. This also applies to
abilities from arcane classes such as a sorcerer's bloodline. These bonuses are
applied to all allied creatures within the aura if they have levels as an
arcane caster. In addition, the performer of this technique gains an arcane
bonus to saving throws against spells equal to the highest level of arcane
spell you can cast. This aura lasts for 3 rounds  per level.

***MYTHIC:***
***By***
spending a use of mythic power, you can increase the aura's range by 20 feet,
it treats you as being 2 levels higher instead,  and it's bonus to saving throws applies to all
saves, not just saves against spells.
Calamity Ward

***CALAMITY WARD***

**School:** Abjuration; **Level** Sorcerer/Wizard 8

CASTING

**Casting Time** standard action

**Components** V, S

EFFECT

**Target** personal

**Duration** 1 round/level or until expended

**Saving Throw** see text; **Spell Resistance** no

DESCRIPTION

This spell is similar to Spell Turning. Upon casting, roll 4d6. When you would be effected by a spell, subtract the spell's level from the amount you rolled. If the amount remaining is more than or equal to zero, it immediately cancels the spell and the creature that used it takes 1d10 damage per level of the spell (save against the DC of the spell it used for half).  If the spell does not ordinarily possess a saving throw, it is a Will save.
Celestial Thunder

**Level:** Sammi 3

**Spell Resistance:** yes

Leaping into the air, you summon a massive lightning rod that falls and
slams into the ground on top of your foes before a heavenly bolt of
lightning slams into it and fries your enemies. As a standard action,
creatures within a 30 foot burst located anywhere within 100 feet must
make a reflex saving throw DC: 13+Dexterity modifier or take normal
damage as well as 1d6 damage per level (Max 10d6). Half of this damage
is divine and half is electricity. Creatures that fail their reflex
saving throw are blinded for 1 round. Creatures that succeed take 1/2
damage.
Chaos Force

**Level:** Nosferatu 7

**Spell Resistance:** yes

With dominance over the lesser undead beasts of the world, you release a
 burst of eldritch blackness that decays and destroys your foes as they
watch the spirits of the damned rise from the grave. As a standard
action, One creature for every 4 levels you possess within 40 feet of
the Nosferatu must succeed in a Will Saving throw DC: 17+ Charisma
modifier or take normal damage as well as 1d6 negative energy damage per
 level (Max 20d6). Creatures that succeed their saving throw take half
damage and creatures that fail not only take full damage but they are
frightened until the end of the encounter.
Animal Companion Reincarnation

**HD, Saving throws, And Skills:** An animal companion's level drops back to level 1 and follows the normal reincarnation rules for Skills, base attack bonus, temporary reincarnation hit points, and saving throws. As the animal companion levels up again it does so following the same chart based on your level, excluding your reincarnation hit dice.

**Feats:** The animal companion retains all of it's feats and gains new ones as a normal character would after reincarnation. (1 every 4 levels).

**Natural Armor bonus:** The animal gains 1/2 of the bonus listed (Rounded down) as it gains levels.

**Ability Bonus:** The animal gains 1/2 of the bonus listed (Rounded down) as it gains levels.

**Link:** The bonus granted to the owner increases by +4.

**Share Spells:** This ability gains no additional functions.

**Devotion:** The bonus to will saves increases by +2.

**Ability Score Increase:** The bonus is gained normally.

**Monster Class:** Follow the rules for the specific monster class.

**Geo Color:** The Geo Beast can select another color. It is treated as both for all purposes.

**Geo Effect:** The Geo Beast selects other geo effects it does not possess at these levels.
Aura Punch

**Level:** Monk/Close 7

**Spell Resistance:** yes

Channeling all of the energy you possess into your knuckle, you
one-inch-punch your foe and launch them into the distance, into a
volcano that erupts and disintegrates from the great force. Make a
single charge attack against an enemy within charge distance. If the
attack hits you deal normal damage as well as an additional 1d8 fire
damage per 2 levels (Max 10d6), and the enemy must make a fortitude
saving throw DC: 17+ Wisdom modifier. If the enemy succeeds it only
takes the fire damage and the normal damage, however if it fails it is
knocked back a number of feet equal to the damage dealt. If it collides
with something it takes falling damage normally, however half of the
damage dealt is fire damage.
Blooming Spears

**Level:** Flora Beast/Treant 8

**Spell Resistance:** no

Causing thorny growths to launch up from beneath the foe, they are
launched skyward. Leaping into the air and skipping off of cherry
blossoms, you land and dash through your foe as a pink blast of all
consuming energy that sends the foe hurtling to the ground. As a
standard action, Make a single attack at your highest base attack bonus,
 if the attack hits you deal normal damage and you gain an additional
attack at the same bonus. If this attack hits it deals double damage as
well as 1d6 damage per level (Max 20 d6). Any creature struck by this
technique must make a fortitude saving throw DC:18+Dexterity modifier or
 be stunned for 3 rounds.
Cataclysmic Megiddo Flame

School Evocation [Fire];

**Level** Witch 9

CASTING

Casting Time 1 Full round action

Components V, S

EFFECT

Range 60 feet

**Area** a single 60 foot line extending from you

Duration Instantaneous

Saving Throw Fortitude partial

**Spell Resistance** no

DESCRIPTION

You create a massive line of burning fire trailing from you to your enemy. This deals 1d6 fire damage per level (Max 25d6) and Creatures destroyed by it are utterly consumed by the flames and they and their belongings are destroyed. A fortitude saving throw drops the damage to 10d6+1 per level (Max 10d6+25). Creatures that fail their saving throw are also badly burned and take a -9 penalty to all d20 rolls until they heal at least as much damage as they took from this spell.

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

·         Extra Damage: You can increase the damage dealt by +1d6 for every 4 mana you spend.

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

·         Extra Range: You can increase the range of this spell by +10 for every 5 mana you spend.

*Mythic:* By expending a use of mythic power when casting this spell, you can increase the damage dealt to 2d6 per level and double it's range. In addition you double all of the bonuses granted from Mana Burn. Objects damaged by this spell when used mythically, take double damage.

When you reach 10th tier of mythic power, this spell's range becomes miles instead of feet.
72 Spirits

**Level:** Dantalion 9 (Magichange)

**Spell Resistance:** yes

Slamming into your foe you knock them back and break another seal
beneath them. It glows blue before erupting into a fountain of spirits.
You dash inside of the fountain and your enemies can only see your
Silhouette tearing through your foe in the upward column of spirits, as
you change into a much more massive and frightening beast, changing back
 as the spirits die out and allowing no one to see your true shape.

As a full attack action, charge at an enemy within 30 feet and make a
full attack against that enemy. For every hit that you successfully land
 you deal normal damage as well as an accumulative 1d4+2 every hit to a
maximum of (6d4+12). So long as more than one attack hits an enemy, they
 must make a will saving throw DC: 19+Strength modifier or be nauseated
for 1 round and sickened until the end of the encounter. A successful
saving throw negates the secondary effects and cuts the total damage in
half.
Burridango

A Burridango gains the following statistics.

Forest dwelling insect like creatures, Burridango are foul smelling but friendly and cute. They like to bring gifts to humans in secret and follow them at a distance. Though most don't like them due to their smell, some enjoy them because of their cute look.

* +4 Constitution, -4 Charisma
* Humanoid (Vermin, Fey)
* As Small Creatures, Burridango gain a +1 size bonus to AC, a +4 bonus to stealth checks, and take a -1 penalty to CMB and CMD.
* Burridango base land speed is 30 feet with a fly speed of 10 feet (Poor), and a climb speed of 20.
* Low-Light Vision out to 60 feet.
* Automatic Languages: Common and English or Japanese as well as Terran.
* +3 Natural Armor.

* **Iron Stomach:** A Burridango can survive on eating nearly anything, but mostly it can consume raw, unprepared, spoiled or otherwise inedible food. A Burridango can subside solely on trash in this manner and needs not eat any other foods nor does it need to drink.

* **Stench (Ex):** A Burridango secretes an oily chemical that nearly every other creature finds offensive. All living creatures (except those with the stench special ability) within 30 feet must succeed on a Fortitude save (DC 10 + 1/2 Burridango's HD + Burridango's Constitution modifier) or be sickened for 1d6 rounds. Creatures that successfully save cannot be affected by the same Burridango's stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. If a burridango has eaten Trash within the last 12 hours, this stench ability's save DC increases by +2 and it's range increases by 10 feet.
Bracers

**Dual Arms**

Caster Level: 14th

Price: 55,000 hl

Construction: Craft wondrous item, craft magical arms and armor, cat's grace, Regeneration, 27500 hl

This powerful magic item grants it's user with an additional arm with which they can use to battle their foes. This arm is a bracer and takes the bracer slot of the arms. This is a magic item that simply works as an additional, fully functional arm, though it cannot be equipped with bracers or any other item that requires an arm slot, though it can wield a weapon. This arm has a hardness of 20 and possesses 75 hit points and can be sundered and enchanted just as any manufactured weapon. Creatures with access to this arm can take the Multi-weapon fighting feats instead of the two weapon fighting ones. Unlosing rangers or any other creature that can generate extra sets of limbs, cannot wear these arms on those extra limbs, nor can they wear an additional pair through the extra item slot ability. One arm can be worn on each side granting a total of +2 arms to utilize in battle. While this arm equipped, you add the 5th level Blades light/heavy techniques "Thousand Blades" and "Multi Strat" to you techniques known. These techniques can be utilized so long as the wearer can perform 5th level techniques.
Angel Wing

**Level** Blades light/heavy 6

**Spell Resistance:** no

Overloading the blade of your Beam saber, you release the energy in a
violent stream in the shape of an angel's wing that you use to carve
through your enemies. As a standard action, creatures in a 30 foot cone
emanating from you must make a DC: 16+Strength modifier fortitude saving
 throw or take normal damage as well as 1d6 damage per level (Max 20d6).
 The wielder can choose to increase the damage by 1d6 per 2 levels (Max
30d6), However he takes 1/2 of the damage dealt and it cannot be
lessened through any means. Creatures that succeed their fortitude
saving throw take 1/2 damage.
Bound Heart

**Level:** Succubus 7

**Spell Resistance:** yes

You summon up a chain of deadly hearts which entangle the opponent and
destroy him physically. As a standard action, Make a single attack at
your highest base attack bonus on any creature within 30 feet. This
attack deals normal damage, if you hit, make a free attack against their
 CMD, if that hits as well deal double damage (X3 on an actual critical
hit) again adding in +1 ½ your strength modifier in damage. This ends
the grapple.
Barbarian Reincarnation

**Fast movement:** A Barbarian gains fast movement just as they did before, it stacks with any previous fast movement abilities they had received.

**Rage:** 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.

**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.

**Stitched Flesh Marauder:** Your Stitched Flesh Marauder ability increased by 2% every time you gain the ability instead of the usual bonus.

**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.
Bestiary

# **Bestiary Basics**

The bestiary is a collection of terrible and powerful monsters from countless worlds both Nether and not. A list of beasts taken straight out of the Nippon Ichi world and thrust onto the table top to face the powerful characters you create.

Here are some links to basic Pathfinder Creature rules which you should be familiar with before moving on to the Disgaea creatures.

**Monster Introduction:** [1]

**Monster Creation:** [2]

**Monster Advancement:** [3]

**Universal Monster Rules:** [4]

**Creature Types:** [5]

**Monsters as PCs:** [6]

**Monster Feats:** [7]

# **Creature Changes**

Though many rules have stayed the same for the Disgaea d20, there are some minor additions to the rules, specifically those listed below.

**Monster Classes**

As described in the Monster Classes Section, Monster classes are different than simple monsters. They are monsters whom have worked to the point to become their own creatures, separate from others of their type. As such they have obtained abilities and class differences. These Monster classes are only considered their type (Outsider, Undead, Ect...) for the purpose of being effected by spells, as well as racial immunities. They only gain what it states that they gain in their description and oftentimes have different saving throws and attack bonuses than a usual monster of their kind.

**Techniques**

Most creatures in the Disgaea D20 possess access to one or two techniques. Some of these can make a creature somewhat stronger, however with the additions of new abilities to all of the base classes I felt no need to change their Challenge rating unless I added an obscene amount of abilities. This may change in the future.

**Monster Weapons**

Some non humanoid creatures will be listed as being able to utilize a type of monster weapon, unless otherwise noted the GM can choose to grant the monster one of those weapons.

**New Subtypes**

To better fit into the Disgaea Universe a set of new sub-types have been created which you can find in the Subtypes section.

* Subtypes

**Monster Cohorts**

Occasionally you can recruit specific monsters to be your followers that list is in the Monster Cohorts section below.

* Monster Cohorts

**Bestiary**

Monster Index

Monsters by Challenge Rating

Monsters by Type

Monster Templates
Beat Wash

**Level:** Dragon 8

**Spell Resistance:** no

You enter a whirlwind of spiraling slashes, tearing through your enemies
 and leaving them a bloody mess. Make a single attack on every creature
adjacent to you. If you hit you deal critical damage as well as an
additional 1d6 damage for every level you possess (Max 20d6). Creatures
must succeed in a DC: 18 fortitude saving throw for half damage.
Creatures that fail are knocked prone.
Blitzkrieg Bolt

**Level:** Genesis 3

**Spell Resistance:** Yes
(See Text)

The Blitzkrieg Bolt is a technique
developed for great mobility. By temporarily becoming one with the forces of
nature, one can move their body into a bolt of light and move through the air
to a designated conduit to reappear.

The Blitzkrieg Bolt can be used in a
multitude of ways as described here.

*Thunder Step:* The
Thunder Step can be activated as a standard action. This allows you to move in
a 30 foot line as a bolt of lightning. Creatures caught in the line of effect
must make a reflex saving throw DC: 13+Strength modifier or take normal damage
as well as 3d8 lightning damage. Creatures who fail this saving throw take 1/2
damage. If you are teleporting to a BlitzKrieg Tag when using this technique,
you can choose to destroy the tag to increase the damage by +1d8 per 2 levels
(Max +15d6).

*Instantaneous Flash:* The
Instantaneous Flash can be used to teleport up to 60 feet as an instant action.
If using it to teleport to a Blitzkrieg tag, you can choose to destroy the tag
to increase it's base range by 10 feet per level before doubling it as per the
BlitzKrieg Tag rules.

*Warp Step:* As
a Move action you can activate the Warp Step. This allows you to teleport up to
300 feet plus 30 feet per level (Max +900 feet). If the location you're
teleporting to is a BlitzKrieg Tag within that range, you can choose to spend
the additional technique slots to be treated as if you had activated the
technique again from that square, thus allowing you to cross great distances so
long as you have BlitzKrieg tags placed about across the landscape. You can
choose to destroy a BlitzKrieg tag upon activating this to increase the range
to 500 feet plus 300 feet per level.

*BlitzKrieg Tag:* You
can use this technique as a 1 hour ritual to create something known as a
Blitzkrieg Tag. This takes 1 hour and costs 7,500 hl to craft. After it is
created you are in possession of 1 Blitzkrieg tag which is simply a small
postcard sized piece of paper. This can be applied to many surfaces through
glue or other means and is resistant to water and as such can be placed under
water. Whenever you use the Blitzkrieg Bolt technique to teleport, you can
alter it's range to be the distance between you and a Blitzkrieg Tag located
somewhere else with the tag being where you end your movement. This cannot
increase the distance traveled by more than double the original distance.
Awe Energy Collection

**Level: Angel 3**

**Spell**
Resistance: no

As an angel, your life force comes from the very awe
energy that worshippers give off. With this technique you can collect that awe
energy to sustain yourself. As a standard action, you can outstretch your arms
and all creatures within 100 feet whom worship and revere you sincerely can
show their adoration with praise and love. On their action, they can spend a
swift action to pray to god. If they do so they are healed for 1d4+1 per level
(Max 1d4+20). For every creature that prays to god when you do this, you gain 1
temporary hit point that lasts for 1 hour per 2 levels. If that creature is a
human you gain 3 temporary hitpoints instead and the human instead heals 1d6+1
per level.

***MYTHIC:***
***By***
spending a use of mythic power when using this technique, you can choose to
grant an atonement spell to a creature that sincerely wishes to be atoned.
Aptitude Up

**Level:** Barbarian 9

**Spell Resistance:** yes

Pumping your fist in the air you release a burst of pure energy that
invigorates you or an ally nearby and increases their full capabilities.
 As a standard action, you or any one creature within 30 feet of you
gains a +4 circumstance bonus to all ability scores. This lasts for 1
round per level.
Blossoming Spear

**Level:** Killrider 3

**Spell Resistance:** no

Twirling your blade around, you lash
out and cause a burst of iron nettles and javelins to explode from within your
foe. As a standard action, make a single attack against a creature within
reach. If it hits, you deal normal damage as well as an additional 1d4 per
level (Max 10d4). All creatures within 20 feet of that creature must make a
reflex saving throw DC: 13+ Charisma modifier or take the same damage. A
successful saving throw halves the damage dealt. If this technique is used
while mounted, you deal 1d6 damage per level instead of 1d4.