recursal/Fanatic-Fandom huggingface dataset:
Giga Star

**School Evocation** [Star]; Level Geomancer 5, Sorcerer/Wizard 5, STAR 5

**CASTING**

**Casting Time** 1 standard action

**Components** V, S

**EFFECT**

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

**Area** One creature per 2 levels, no two of which can be more than 30 feet apart.

**Duration** instantaneous

**Saving Throw** Reflex halves; Spell Resistance yes

**DESCRIPTION**

Raising your hands in the air, you call out an incantation to the Lords
of Star before a Glacier like blast of Star hurtles down into your foe.
This attack deals 1d6 of Force Damage per level up to a maximum of 20d6.
 A successful reflex saving throw halves the damage.

**Empower:** by expending an additional spell slot when
casting this, you can cause creatures whom fail their reflex saving
throw to be knocked prone, blinded and deafened for one round.

\*NOTE: As an Arcane Caster, you can only have one of these spells (Fire,
 Wind, Ice, or Star) in your spell book or on your spell list unless you
 possess the Moon Prism Power or Galactic Power feats)
Friend Power

**Level:** Prism
Ranger 3

**Spell Resistance:** no

Imbuing a creature with prismatic light you allow them to
participate in jolly cooperation. As a standard action, select one creature within
10 feet of you. You can select one additional creature for every 3 levels you
possess (Max 7). The selected creature gains a +1 bonus to attack rolls or +1
to the save DC of any tag team technique it uses or participates in while this
technique is active. This technique lasts for 3 rounds.

If the recipient is a Prism Ranger, they also use 1 less
technique slot when joining in to a tag team technique used by another prism
ranger to a minimum of no technique slots spent. This technique can be used as
a tag team technique by prism rangers to increase the bonus by +1 for each
prism ranger to a maximum of +7.
Eryngi Reincarnation

**Spores:** The Eryngi gains an extra 3 uses of spores.

**Tremorsense:** The range doubles for Tremorsense.

**Delicious:** The amount healed increases by 6D6.

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

**Inured to Contagion:** This works as the listed ability. It possesses no additional effects.

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

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

**Eryngi Bonus Feats:** Select new feats you don’t possess.

**Eryndom:** This ability can be used an additional time per day.
Full On Kitty

**Level:** Slumber Cat 5

**Spell Resistance:** no

You steal the fish from an army of cats and toss it to your enemies as
the army demolishes them completely. As a standard action, Creatures
within a 20 foot burst centered anywhere within 40 feet of the Slumber
Cat must make a reflex saving throw DC: 15+Dexterity damage for 1/2
damage. Creatures trampled by these cats take 1d6 damage per level (Max
20d6) as well as normal damage. Creatures that fail the save are also
knocked prone.
Holy Dragon Reincarnation

# **HOLY DRAGON**

**Righteous Affinity:** Select the other Domain and gain it's powers.

**Hoardless:** The Holy Dragon gains 1 additional item.

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

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

**Extra Item:** Gain additional item.

**Intangible Relic:** Gain additional Intangible Relic.

**Smite Evil:** Gain additional uses as you level up.

**Deflection Armor:** Gain 1/2 the listed bonus rounded down.

**Angel of Virtue Charity:** This works as the listed ability. It possesses no additional effects.

**Paragon of Virtue Charity:** This works as the listed ability. It possesses no additional effects.

**Smite Evil:** A Holy Dragon gains an extra use per day of this ability, and gains additional uses at every level that grants them.

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

**Angelic Feats:** Select a feat you don't already possess.

**Divine Dragon:** This ability can be used an additional time per day.
Gale Force Triad

**School** Conjuration (Air, Sonic);

**Level** Cleric/Oracle 6, sorcerer/wizard 6, witch 6, Aqua Demon 6, Shinigami 6, Ghost 6;

**Casting Time** 1 standard action

**Components** V, S

**Range** 100 feet

**Target** Three 10 foot wide, 20 foot tall tornados

**Duration** 1 round/2 levels or until discharged.

**Saving Throw** Reflex negates

**Spell Resistance** yes

You summon three swirling tornados around you. Creatures adjacent to you must immediately make their saving throws against the tornado's effects. These tornados are 10 feet wide and 20 feet tall. The Tornados can move up to 40 feet every round. If the tornado comes in contact with a creature the Tornado the creature must make a reflex saving throw. On a successful save, the Tornado remains in tact and the creature moves 5 feet in any direction. On a failed save however the tornado is discharged and deals the creature 1d6 sonic damage per level (Max 10d6). The creature is also knocked through the air a number of feet equal to the damage dealt by this technique. The caster gets to choose the direction. Creatures struck by this take a -4 penalty to their reflex saving throws for 1 round and are confused for 1 round. Once all 3 tornados have discharged the spell ends.

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

·         *Increased Damage:* For every 4 mana you spend you can increase the damage by +1d6.

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

**Level:**
Magnet 9

**Spell**
Resistance: yes

Creating a massive black orb of crackling graviton
energy above you, You leap into the air and stand on the sky as you fling it
down to the doomed planet below. As a standard action, you create one graviton
orb. This orb can be moved every round as a move action, up to 40 feet. If it
passes through a creature's square, the creature must make a fortitude saving
throw DC: 19+Strength modifier or take normal damage as well as an additional
5d6 damage. This also deals 1 negative level in damage and 2d6+4 Strength
damage, as well as knocking you prone and stunning you for 1 round. On a
successful saving throw, you are instead just staggered for 1 round and take
normal damage. This orb lasts 1 round per 2 levels.
Gigantic

**Level: Dark Knight 8**

**Spell Resistance: no**

You swing your blade in a downward motion as the clouds part
and a colossal sword falls from the heavens. As a standard action, Make a
single attack against the armor class of every creature within a 20 foot burst
located within 60 feet of you. Creatures that you hit take normal damage.
Critical hit feats and vital strike feats can apply to this attack. You also
deal an additional +1d8 damage per level (Max 20d8). Creatures get a Fortitude
saving throw DC: 18+ Strength modifier to negate the additional d8's of damage.
If the creature was effected by the Dark Knight's challenge ability, on a
successful saving throw he does not negate the d8's, he just takes minimum
damage from them.
Fairy Reincarnation

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

**Fairy Orisons:** Fairies gain orisons from the
spells known table as usual.

**Fire Guardian:** Use the rules for reincarnating Phantoms. Phantom Reincarnation.

**Life Link:** If
you already possess this ability, you gain no additional abilities.

**Bond Senses:**
If you already possess this ability, you gain no additional abilities.

**Nature's Protection:**
If you already possess this ability, you gain no additional abilities.

**Shield Ally:** The
bonus granted by this increases by +2.

**Fly:** If you
already possess this ability, you gain no additional abilities.

**Nature's Grace:**
If you already possess this ability, you gain no additional abilities.

**Fleeting Glance:** If
you already possess this ability, you gain no additional abilities.

**Aspect:** If you
already possess this ability, you gain no additional abilities.

**Woodland Stride:**
If you already possess this ability, you gain no additional abilities.

**Greater Shield Ally:**
If you already possess this ability, you gain no additional abilities.

**Fey Magic:**
If you already possess this ability, you gain no additional abilities.

**Greater Aspect:**
If you already possess this ability, you gain no additional abilities.

**Titania:** You
gain 1 additional use per day of this ability.
Glittering Chaos Bolt

School Conjuration [Chaos];

**Level** Cleric 5, Oracle 5, Witch 5

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range 60 feet

**Area** single target

Duration Instantaneous

Saving Throw Will partial

**Spell Resistance** yes

DESCRIPTION

You fling a glittering purple blast of flame and chaos at your foe. Select a foe within the range and make a ranged touch attack against them. This deals 1d10 damage per 2 levels (Max 10d10). Creatures struck must make a will saving throw or be effected by a lesser confusion spell for 1 round.

*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 +1d10 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.
Extinctor Cannon

**Level:** Baciel 3

**Spell Resistance:** yes

Also known as "Death Blast" by special attack name enthusiasts. The
Baciel Rears back with it's cannon and charges a devastating blast it
then releases a destructive pink ray of energy that pierces it's
opponents. As a standard action, Creatures within a 30 foot line must
make a DC: 13+STR mod reflex save halves the damage. Damage dealt is
equal to the damage of your normal attack +1d6 force damage per level
(Max 10d6).
Gale Run

**Level: Angel 4**

**Spell Resistance: no**

Allowing the divine winds to take you, you dash towards your
foe and slice through them with great force. As a standard action, move up to
your move speed and make an attack. If this attack hits you deal normal damage
as well as an additional 4d6 holy energy. This becomes 4d8 when used against a
demon.

If you have the capability of performing 6th level
techniques, you can spend the additional technique slots to make this a 6th
level technique. You deal an additional 1d6 per 2 levels (Max 10d6). These
become d8's if used on a demon.
Hopping

**Level:**
Novelty (Shovel) 6

**Spell**
Resistance: No

Turning your weapon into a pogo stick, you begin
springing around, landing on your foes with a deadly accuracy and springing off
of them to repeat the horror. As a full attack action, make a charge attack on
a single enemy within charging distance. If this attack hits, you deal double
damage as well as an additional 1d6 damage per 2 levels (Max 10d6). If the
attack successfully hit that enemy, you gain a free charge attempt against
another enemy within range of your charge (Though your charge speed is cut in
half). If that attack was successful, you gain another charge, cutting the
halved speed in half again. You can make a number of charge attacks against a
number of different enemies equal to 1 per 4 levels (Max 5 enemies).
Extinction Beam

**Level:** Baciel 4

**Spell Resistance:** yes

The Baciel leaps into the air and fires down a barrage of mortar like
laser blasts that explode on impact. As a standard action, Creatures
within a 20 foot burst placed anywhere within 100 feet of the Baciel are
 subject to this technique. This technique deals damage equal to it's
normal attack. It deals an additional 1d6 force damage for every level
it possesses (Max 20d6 at level 20). A successful reflex saving throw
DC: 15 +STR mod halves the damage.
Full Strike

**Level:** Mecha Devil 9

**Spell Resistance:** No

Holding your arms out, you catch a massive missile that falls from above. Tossing it up and catching it by it’s fin, you fling it into the distance with great force, causing it to strike something in the distance, explode, and rain down a salvo of missiles down on your foe while you dust clean your hands of the situation. As a full round action, make a single attack roll. This attack applies against every enemy within 500 feet. If an enemy is hiding within this area, you gain a perception check against them to find them, and if you can locate them, you can make an attack roll against them. Cover bonuses still apply. Every enemy struck takes double damage as well as an additional +1d10 damage per 2 levels (Max 10d10) This damage is half piercing and half force. If the attack is an actual critical hit, it deals X3 damage instead of double. Creatures struck must make a reflex saving throw DC 19+ Intelligence modifier or be staggered for 1d4 rounds.
Flying V Strike

Level: Orc 3

Spell Resistance: no

When activating this technique, it can be used in the following ways...

*Flying V-Strike:* Slamming into your enemy as fire streaks through the air, you lift upwards quickly and create the shape of a V in mid air that explodes through your foe. As a standard action, Make a single attack against a foe at your highest base attack bonus, if this attack hits you deal normal damage as well as 1d6 fire damage. If the attack hit successfully, you can make another attack at the same bonus. If this attack hits you deal critical damage and 1d10 fire damage.

*Magichange: Flying V-Strike:* Leaping into the air you slam down on your enemy with incredible force, causing a V shaped explosion to erupt from the ground. This can only be used as a magichange technique. As a standard action, you make a single attack against an enemy within reach. If this hits you deal normal damage. This attack can be a vital strike. If it hits you deal an additional 1d6 damage per level (Max 10d6).
Evil Dragon Play

**Level: Dragon 8**

**Spell Resistance: yes**

Leaping into the sky, a horrid storm of profane power swells
above him and super charges the dragon. It then skips forward off of the tops
of rocks or buildings towards it's foe and releases a blast of lightning from
it's entire body. As a full round action, creatures within a 60 foot burst
centered on you must make a reflex saving throw DC: 18+Strength modifier or
take double damage as well as an additional 1d8 Electricity damage per level
(Max 20d8). Creatures who fail their saving throw are stunned for 1d6 rounds and
take full damage. Creatures who succeed in their saving throw take the dragon's
normal damage instead. If the Dragon has the Dragon Lightning technique active
when it uses this ability, creatures who succeed in their save are staggered,
and you ignore Electricity resistance and immunity for the damage of this
attack. If the dragon has 50% more in it's hoard than the base requirement, the max damage becomes 30d8. If the dragon possesses twice the amount in it's hoard than the base listed requirement for it's level, the max damage becomes 40d8.
Eyes of a Super Hero

**Level: Good alignment 3**

**Spell**
Resistance: no

Your eyes flash with a heroic gleam and you show
your foes that you are a champion of justice. As a standard action, you gain
the eyes of a hero and are effected by a Detect chaos, Detect evil, Detect
good, and detect law spell. If a creature has a way to hide it's true
alignment, you can make a sense motive check against that effect's caster
level, if successful you bypass the ability's effect and can tell the
creature's alignment. If you successfully detect an evil creature with this
ability and call them out, you gain a free intimidate check against that enemy.
This lasts for 1 round per level. If you have levels in the class Unlosing
Ranger, Defender of Earth, Danger Cop, Prism Ranger, or Masked hero this
technique lasts 1 minute per level instead.

***MYTHIC:***
***By***
spending a use of mythic power with this technique, you can make a sense motive
check against enemies with the mythic ability to have "No alignment".
This opposes that creature's bluff check, if successful, you suppress their
ability to have no alignment for 24 hours, but only if their alignment is evil
or neutral. Alternatively, you can spend a use of mythic power to gain the
effects of a bane weapon enchantment against any creature you detect as evil.
This stacks with other bane like enchantments.
Golem Dunk

**Level:** Golem 3

**Spell Resistance:** no

Lifting the enemy over your head in a fit of rage you leap into the air
and slam the enemy down into the ground. As a standard action, Make an
attack roll against your enemy's grapple CMD. If you hit, you deal
damage as if you had landed a critical hit. In addition, you fling them a
 number of feet equal to your Strength modifier x10, Falling damage is
calculated as normal.
Hidden Clouds(Hover Cloud Technique)

LEVEL: Hover cloud 6

Spell Resistance: no

Your cloud envelops you and vanishes, reforming with you and your belongings somewhere else. This technique instantly transports you to a designated destination, which may be as distant as 100 miles per caster level. Interplanar travel is not possible. You can bring along objects as long as their weight doesn't exceed the cloud's load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as four Medium creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. As with all techniques where the range is personal and the target is you, you need not make a saving throw, nor is Spell Resistance applicable to you. Only objects held or in use (attended) by another person receive saving throws and Spell Resistance.
You must have some clear idea of the location and layout of the destination. The clearer your mental image, the more likely the technique works. Areas of strong physical or magical energy may make teleportation more hazardous or even impossible.

To see how well the technique works, roll d% and consult the following table. Refer to the following information for definitions of the terms on the table.

Familiarity: “Very familiar” is a place where you have been very often and where you feel at home. “Studied carefully” is a place you know well, either because you can currently physically see it or you've been there often. “Seen casually” is a place that you have seen more than once but with which you are not very familiar. “Viewed once” is a place that you have seen once, possibly using magic such as scrying.

“False destination” is a place that does not truly exist or if you are teleporting to an otherwise familiar location that no longer exists as such or has been so completely altered as to no longer be familiar to you. When traveling to a false destination, roll 1d20+80 to obtain results on the table, rather than rolling d%, since there is no real destination for you to hope to arrive at or even be off target from.

On Target: You appear where you want to be.

Off Target: You appear safely a random distance away from the destination in a random direction. Distance off target is d% of the distance that was to be traveled. The direction off target is determined randomly.

Similar Area: You wind up in an area that's visually or thematically similar to the target area. Generally, you appear in the closest similar place within range. If no such area exists within the spell's range, the technique simply fails instead.

Mishap: You and anyone else teleporting with you have gotten “scrambled.” You each take 1d10 points of damage, and you reroll on the chart to see where you wind up. For these rerolls, roll 1d20+80. Each time “Mishap” comes up, the characters take more damage and must reroll.
Exempli Gratia

**Level:** Illuminati 6

**Spell Resistance:** No

Meaning "For example" this technique is often used to demonstrate another technique as a show of power. To activate this technique, you must spend an immediate action or swift action. As you do so, you can activate a technique of level 5 or lower that you know, which normally takes a full round action or lower to activate, as part of the swift or immedaite action. Enemies must make a sense motive check against your attack roll or the save DC of the technique if it has no attack roll. If they fail and it's against an attack roll, the creature rolls twice and takes the better result. If they fail against a saving throw, they roll twice and take the worse result.
Grand Slam

**Level:** Nekomata 7

**Spell Resistance:** no

You summon the Nekomatta and the two of you play racquetball with a huge
 summoned wall of stone. Make a full attack, with an extra attack at
your highest base attack bonus. If they hit you deal normal damage with
an additional 5d6 damage for every hit you land. The enemy must succeed
in a DC: 17+ Strength modifier fortitude save or be paralyzed for 1
round.
Heavy Knight

These fighters are trained in Netherworld Academy to be fiercely strong and self-reliant members of the Netherworld’s army and the castle’s guardsmen. They sacrifice much in speed and agility, but their nearly impervious armor and muscles more than make up for the loss. They also tend to favor spears for their defensive-oriented fighting style and increased range.

Heavy Knights are trained as squires and learn various skill beyond fighting, such as etiquette and the arts. Despite their fearsome appearance, they are honorable, dedicated, and possess a strong code of morals. They are idolized by children due to their great strength.

**Weapon Proficiency:**

A Heavy Fighter begins with weapon proficiency in Spears/Polearms instead of Blades (Light).

**Skills:** In addition to the normal skills earned by a fighter, a heavy knight gains Martial Knowledge: Spears/polearms.

**Starting Evilty:** **Aegis** All Damage is decreased by 5 when attacked from the front to a minimum of 0 damage. This replaces the Fighter’s usual starting evilty regardless of gender.

**Bulwark of Defense:**

At First level and every level in which a fighter would normally earn a bonus feat the Heavy Knight instead gains a +1 bonus to Natural armor. At 10th level this bonus becomes an insight bonus and at 15th level it becomes a deflection bonus that stacks with all other deflection bonuses. This replaces all of the Fighter Bonus feats.

**Hearty Defense:**

Starting at Second level the Fighter replaces his dexterity bonus with his constitution bonus for determining armor class. This is still subject to maximum dexterity penalties as well as being caught flat footed and is treated as a dexterity modifier for every sense of the matter.

**Unyielding Stance:**

When selecting choices for weapon training, the Heavy Knight can choose to instead train in Standing his ground. He gains a +2 bonus to bull rush enemies and a +2 bonus to his CMD against bull rushes. This can be chosen any time weapon mastery can be chosen and the effects stack.

# **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.

Heavy Knight Reincarnation
Extreme Break

**Level: Prinny 6**

**Spell Resistance: no**

Going into your break, a burst of
divine energy explodes from around you. This can only be used as a swift action
when you go into your break form. Creatures within 30 feet of you must make a
reflex saving throw DC: 16+Dexterity modifier or take normal damage as well as
an additional 1d4 damage per level (Max 10d4). Half of this damage is lightning
and half is divine.
Full Analysis(Analysis Scope Technique)

**LEVEL: Analysis Scope 3**

**Spell Resistance: no**

Adjusting your visor and scanning over the battlefield, you determine
your enemy's weaknesses and prepare to defeat them. As a standard
action, you gain a knowledge check against every enemy creature within
20 feet of you. Each knowledge check gains a +10 circumstance bonus to
the check. This check can only be made to try and determine an enemy's
weaknesses and strengths.
Hundred Facet: Power Fortress

**Level** Hundred Knight 5

**Spell Resistance:** no

The Power Fortress is the powerhouse of the Hundred Knight's facets,
possessing great strength and defense. The Torch on it's head lights up

as he turns around, his armor turning a dark and intimidating red as the light dims down. As a standard action, you become the Power Fortress.
This grants a +4 bonus to your strength and constitution, as well as a
+3 dodge bonus to armor class, and your damage reduction increases by 5
upon activation. Though you possess great physical defenses, you are
weak to magic, and take a -4 penalty on saving throws against any magic
spell cast on you. If you possess spell resistance it is lowered by -6.
and you automatically take an additional amount of damage equal to the
spell's level if you take damage from a spell. In addition you gain the
following abilities.

**Impenetrable Wall:** While fighting defensively, you gain an addidional +4 to your armor class and your Damage Reduction
increases by 3, If in a total defense stance it increases by another +2
and your Damage reduction increases by 2.

**Heavy Smash:** When the Hundred Knight makes an attack
as a part of a charge attempt, it deals an additional amount of damage
equal to 1/2 of it's hundred knight level.

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

**Level:** 6 Army Tank

**Spell Resistance:** no

As a full attack action, you detach your tank legs and they move along
at their own leisure. The tank possesses 60 hit points, an armor class
of 19 (+8 nat, +1 size), and has damage reduction 10/-. As a standard
action it can make an attack at the technique user's ranged attack bonus
 (+1 per 5 levels) and deal Bazooka damage. The tank treads have a move
speed of 20 feet (+10 feet for every 20 feet beyond 30 the user's base
move speed is). The tank can move anywhere within 200 feet of the
technique user and they share senses allowing him to see what the tank
should see. If the tank is destroyed, it gains the damaged condition and
 is transported back to the wielder's possession and cannot be used in
the technique again until the broken condition is removed. If out of the
 user's range when destroyed, it is destroyed completely.
GoldSilver

**Level:** Orc 8

**Spell Resistance:** no

Summoning a massive pillar within a small ocean, you summon the golden
Orc God with his golden weapon whom passes judgment on you and your
foes. As a full round action, You summon one 5 foot square of water per
level as well as elevating a 15 by 15 foot area of land to be 10 feet
higher as the orc God appears. It holds a golden axe. Creatures within
30 feet of the Orc God will be judged. If a creature makes a harmful
action towards any orc while in the presence of an orc God, they must
make a fortitude saving throw or take critical damage from the orc's
weapon as well as an additional 10d6 lightning damage. A successful
fortitude saving throw cuts the damage in half. Creatures that make a
beneficial action towards an orc gain a +2 bonus on attack, damage,
armor class, saving throws, and skill checks for the rest of the round.
Either effect can only be activated on a single creature once per round.
 This technique lasts 1 round per level.
Fires of Megiddo

**Level:** Flame God 9

**Spell Resistance:** yes

Embracing your foes with a blast of flame, you encircle it and launch
skyward with the superheated mini star, You quickly shift directions and
 launch back downwards at such a breakneck pace you look like a shooting
 star. At the last minute you dash away, letting the Star fall to the
planet, the impact sending it into a super nova. Make an attack on the
Grapple CMD of all enemies within a 20 foot cube at a +2 circumstance
bonus. Creatures grappled take critical damage as well as an additional
2d6 damage per level (Max 40d6) and must succeed in a fortitude saving
throw DC: 19+Strength modifier for half damage. This damage is
considered both fire, and disintegration damage for calculating
weaknesses, but resistance grants no benefit and you take 1/2 damage
from creatures that possess immunity to either one.
Hammer Attack

**Level** Hammer/Axe/Flail 2

**Spell Resistance:** no

Swinging your mighty weapon over your head, you let out a mighty cry
before bringing your weapon down with great force. As a standard action,
 You make a single attack at your highest BAB. If the attack hits, you
deal damage as usual, and the opponent must succeed in a Fortitude save
DC: 12+ Strength Modifier, or take 1 temporary negative level. This
negative level lasts for 24 hours, after which it goes away. You can
only inflict a number of negative levels equal to 1 for every 5 levels
you possess (up to 4 negative levels at 20th level). Any more inflicted
through repeated use of this technique are not applied.
Delusions

**Level:** Succubus 3

**Spell Resistance:** yes

You watch the Succubus’s sexy show and simply can’t hold back your
bloody nose which erupts like a geyser and tears a hole through your
opponent. As a full attack action, Make a single attack against every
enemy in a 20 foot line at your highest base attack bonus. If this hits
you deal Critical damage. A successful Fortitude saving throw is
required or you will also be Sickened for 1 round per level.
Frosty Breeze

**Level:** Two Headed Dragon  6

**Spell Resistance:** yes

Combining your heads together, you rear back and release a burst of ice so
cold that it freezes massive charred columns around the enemy that jut into the
air violently, only for you to smash through them afterward, cracking your
flash frozen enemy to pieces. As a standard action, you release a 30 foot cone
upon your foes. Creatures within this cone must make a reflex saving throw DC:
16+ Dexterity modifier or take normal damage as well as 1d6 damage per level
(Max 25d6) Half is fire and half is ice. Creatures whom succeed in their saving
throw take 1/2 damage. Creatures who fail take full damage and are effected by
a slow spell, they are also lit on fire, taking 1d6 fire damage every round for
1d6 rounds.
Hundred Knight Reincarnation

# **Hundred Knight:**

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

**Fighter's Spirit:** This works just as the class feature, it is not altered in any way.

**Stomach of Holding:** This works just as the class feature, it is not altered in any way.

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

**Calorie Pool:** You gain an additional 2 calorie points when you gain this feature, otherwise it remains the same as the class ability.

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

**Hundred Knight Bonus Feats:** You gain the feats as listed, but only at levels 5, 13, and 19.

**Chaos Revelation:** You gain an additional use per day of this ability.
Golem Reincarnation

# **GOLEM**

**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.

**Gogmagogg:** This ability can be used an additional time per day.
Flame Burst Rebellion

**Level:** Leotaur 6

**Spell Resistance:** Yes

Rearing back, you unleash a blast of hellfire from your mouth that impacts your foe, beating them to the ground and incinerating them. This technique can be used as a Swift, Standard, or full round action. If used as a swift action, you make an attack with a range of 60 feet. Creatures struck take normal damage as well as an additional +1d6 fire damage per level, and 1d6 unholy damage per level (Max +5d6 each). If used as a standard action, it’s a 30 foot cone with a reflex saving throw DC: 16+ Strength modifier for ½ damage. Using it in this way, it deals normal damage as well as 1d6 fire damage and 1d6 unholy damage per level (Max 10d6 each). Creatures that fail their saving throw take 2d6 fire damage and 2d6 unholy damage every round for 1d6 rounds afterward. If used as a full round action, it’s a 60 foot cone with a reflex saving throw DC: 16+ strength modifier. This deals 1d6 fire damage and 1d6 unholy damage per level (Max 20d6 each). Creatures that succeed their saving throw instead take 6d6 damage, half of which is fire and half of which is unholy.  Creatures that fail their saving throw take full damage and take 2d6 fire and 2d6 unholy damage for 6 rounds afterward.
Holy Pie

**Level:**
Pie 9

**Spell**
Resistance: yes

Flinging your Pie Skyward, it returns 100 times
larger, landing atop your targets and healing them with it's tasty and
fattening flavors. As a standard action, all creatures within a 20 foot burst
located anywhere within 60 feet are healed as if you landed a critical hit with
the pie as well as an additional 1d6 per level (Max 20d4). This also
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.
Finally, the creature gains a +4 bonus to any ability score of it's choice that
lasts for 1 minute per level. This bonus is untyped but does not stack with
it's self. This is treated as a food item for the purpose of abilities, class
features, or feats that grant you additional effects based on eating magical
foods and the creature is treated as if it's had a full meal.
Golems

Stone Golems are large, cycloptic masses of awesome that march through battlefields smashing their foes with reckless abandon.

The stone Golem uses the same statistics for the Stone Golem listed here. [1] Except for the following changes.

Stone Golems possess a secondary bite attack that hits at +17 and deals 2d6+4 damage.

Stone Golems possess the Evilities Heavy Stance, meaning they cannot be lifted or moved from their space, and they gain +4 CMD, Aegis makes all damage it receives be decreased by 5, And Madness granting it a +14 bonus to strength once it reaches 26 HP.

In addition, Stone Golems possess the following techniques.

3/day Golem Dunk

1/day Cannonball DC:24, Golem Cannon DC:24, and Psionic Wave DC: 26
Flame Circle

**Level:** Flame God 9

**Spell Resistance:** yes

Summoning the flame god, you release it's inner core, summoning a swarm
of fire down on your foe. Creatures within a cylinder 30 feet wide and
40 feet high, must succeed in a reflex saving throw DC:19+ Strength
modifier, or take normal damage as well as 1d6 damage per level (Max
20d6). This damage is both fire and divine damage and as such is not
reduced by fire based resistance or immunity. Creatures that succeed
their save take half damage, creatures that fail take the same amount of
 damage in the following round, a fortitude save DC halves that damage.
Familiar Transformation

School Transmutation (Polymorph);

**Level** druid 4 magus 4, shaman 4, sorcerer/wizard 4, Phantom Summoner/summoner 3, witch 4, Witch Doctor 3, Succubus 4

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range Touch

**Area** One Creature

Duration Concentration (Up to 24 hours).

Saving Throw Fortitude negates, will partial

**Spell Resistance** yes

DESCRIPTION

Touching the enemy and chanting "Arida, Zahodopi, Arilagua", The person begins to shift form into a toad. This spell functions like the spell Baleful Polymorph, however it requires a touch attack to utilize it. This spell can also be used to grant the Froggy Cursed template to a creature instead.
Fire Dance

**Level:** Death 3

**Spell Resistance:** yes

You create an erupting burst of flames in a 20 foot line. As a standard
action, Creatures within this line must succeed in a Reflex saving throw
 DC 13+ Charisma modifier or take normal damage as well as 1d6 fire
damage per level (Max 10d6). Creatures who succeed the save take 1/2
damage while creatures that fail not only take full damage, they take
4d6 fire damage in the following round.
Excavation

**Level:** Sword 5

**Spell Resistance:** yes

Slamming your blade into the ground, it erupts from below, knocking your
enemy into the sky so you can lash out and tear them asunder while they
struggle in mid air. As a full attack action, make a single attack against one
creature per 3 levels to a maximum of 3 creatures. This attack is a touch
attack and can be used at a range of 30 feet. Before making this attack, you
can make a sleight of hand check against the creature's perception check to
catch them flat footed. If this hits, it deals normal damage as well as an
additional 1d8 per level (Max 10d8). Creatures struck must also make a
fortitude saving throw DC: 15+Strength modifier or take an additional 1d6 bleed
damage for one round per level and take a -5 penalty to it's movement speed. If
this is used on a creature currently burrowing beneath the ground with a burrow
speed, they do not gain a saving throw against this effect. Using this technique
multiple times stacks the damage and the penalties, to a maximum of 6d6 bleed
damage and -30 move speed.

***MYTHIC:***
***By spending a use of Mythic Power when using this technique, you can***
increase the damage cap by 5d8. If you spend 2 uses, it also increases the
bleed damage to 1d10.
Flame Weakening

**School** Transmutation [Fire]; **Level** Wizard/Sorcerer 4, Witch 4, Cleric 4, Druid/Geomancer 4, Psion 4, Bard 4, Sea Angel 3, Succubus 4, Kitsune 4, Nosferatu 4, Almiraj 4

CASTING

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

EFFECT

**Range** Medium (100 feet + 10 ft./level)
**Effect** Creature gains weakness to Frost damage

**Duration** 1 round/level
**Saving Throw** Will Negates; **Spell Resistance** yes

DESCRIPTION

Using the mana surrounding them, you destroy their immunities and resistances to better destroy the target. One creature within range must succeed in a will saving throw. Failure means the target loses immunity to Fire damage, as well as the ability to heal from acid damage if it possessed such an ability. The creature also loses 5 points of it's fire resistance for every 2 levels the caster possesses. For the duration of this spell's effect, the creature cannot increase it's energy resistance or re-gain immunity to fire damage.

*Mythic:* By expending a use of mythic power when casting this spell, creatures of a lower mythic tier than you gain no saving throw vs. this spell, but the duration is cut in half. If the caster is at least Mythic Tier 5, By spending 2 uses of mythic power, the target who fails their saving throw gains a weakness to fire and takes 50% more damage for the duration of the spell.
Evilties

# **Evilities**

All Character classes have different Evilities to use in the game. Every character starts with one Evility granted to them at first level, This evility is determined by their character class and cannot be removed unless they have reincarnated into a new class. A Character can purchase more Evilities with mana, but can only ever have 2 equipped at a time Unless leveling up as a monster class in which you can utilize 3. When Utilizing the magichange monster combat maneuver, you also gain access to the starting evility of the creature you have Magichanged with.

The price listed here, is how much mana one must pay to be able to take the evility. It is possible to purchase an evility that does not appear on your list, however you have to pass a bill through the dark senate to be able to access it, furthermore, you have to pay 3X the mana price listed. Equipping a new evility for an old one is a standard action.

Evilities can only be taken once, and though you can switch them around and unequip them, you can never gain or equip the same evility as one you're already equipped with.

Basic Evilties General Evilities that any class or creature can access. They always cost the base price as if they were a class evility.

Class Evilties These are evilities based on Character class. They can be purchased at normal price for any creature belonging to the class and possessing the proper prerequisites. Otherwise they can be purchased by paying 3X the normal amount. However the prerequisite still needs to be met.

Level Dependant Evilities These Evilities are based on your overall Character level. They can only be purchased and equipped if you meet the prerequisites listed.

Prestige Class Evilties Some prestige classes have their own group of evilities that can be accessed. They too can be purchased without proper class requirements for 3X the normal amount.

Monster Class Evilties These are evilities based on Monster Character class. They can be purchased at normal price for any creature belonging to the class and possessing the proper prerequisites. Otherwise they can be purchased by paying 3X the normal amount. However the prerequisite still needs to be met.

Unique Evilties These are evilities based on specific characters from the Disgaea universe. Creatures who add these to their list pay normal price, Otherwise they actually cost 4X what is listed.
Holy Impact

**Level:** Holy Dragon 3

**Spell Resistance:** yes

You launch a barrage of angelic feathers at your enemy that tear
through their flesh. As a standard action, Creatures in a 20 foot burst
 that can be placed anywhere within 30 feet of the Holy Dragon, must
succeed in a DC: 13+Dexterity modifier reflex save or take normal damage
 as well as an additional 1d6 damage per level (Max 12d6).
Galahad's Shield

**Level: Heavy Knight 9**

**Spell**
Resistance: no

You summon a powerful azure shield, as shiny and perfect as the gates of
celestia and use it to fire sparkling blue streams of energy and defend
yourself with great skill. As a standard action you summon the shield of
Galahad. This shield is a tower shield that grants a +8 shield bonus. If you
already possess a shield, it becomes this shield and the shield gains it's
magical properties. You can make a shield bash with this shield that deals 2d6.
When using this technique, you select one of the following ways to do so. If
using the second method, you only possess the shield for 1 round.

*Galahad's Impossible Defense:* You
gain a +2 bonus to saving throws and 6d10+1 per level (Max 6d10+25) temporary
hit points. You also gain a +1 dodge bonus to armor class for every 5 levels
you possess, and you gain DR 1/- for every 2 levels you possess (Max DR 10/-).
Finally, you are effected by a spell turning spell that turns 5d6+6 levels of
spells instead of the usual 1d4+6. This lasts for 1 round per level.

*Galahad's Destructive Combat:* You
fire a line of energy 120 feet long. Creatures in the line must make a will
saving throw DC: 19+ Constitution modifier or take double damage+ 1d8 per level
(Max 25d8). The creatures effected whom fail their will saving throw take an
additional amount of damage equal to your armor class, are blinded for 1d6+1
rounds and are staggered for 1 round. Creatures that succeed in their saving
throw take half damage and are blinded for 1 round.
Hard Collision(Robot Arm Technique)

**Level: Robot Arm 4**

**Spell Resistance: no**

Launching your fist into your foe on a rip cord, they leave the ground
and fly forward at a break neck pace. You grab hold of them and suddenly
 reel them back in as you leap towards them and use both side's momentum
 to land a devastating blow. Make a single attack roll on enemy within
20 feet. If the attack hits you deal normal damage and gain an
additional attack at the same bonus. If this attack hits you deal normal
 damage as well as 1d6 damage for every 10 feet in your base move speed
(Max 20d6).
God Scraper

**Level** Hammer/Axe/Flail 9

**Spell Resistance:** no

You slam your opponent through the planet, making breakneck turns
through tunnels of stone and steel, only to come colliding into the
molten core. As a full attack action, Make a single attack on your
opponent. If this attack hits, you deal double damage (damage increases
by 1 step if an actual critical hit). In addition, the creature must
succeed in a fortitude saving throw DC: 19+ Strength modifier. if the
creature fails it takes an additional 10 fire damage per level.
Creatures resistant to fire only keep 1/2 of their resistances to this
and creatures immune to fire still take 1/2 damage (Cut in half again if
 you succeed in your saving throw).
Gothic Coppelia

A Genderless soldier that seems more monster than human. Fearless and powerful, even by puppet soldier standards, it pours all of it's strength into each mighty swing of it's  hammer.

***Bestial Soldier (Ex):*** At 1st level, the Gothic Coppelia gains the Monster Subtype and proficiency with Physical Monster Weapons. It retains it's proficiency with Hammers/Axes/Flails, and it gains a mallet attack as a natural attack as if it were it's monster class natural attack. This deals 1d8 bludgeoning damage and has a X3 critical multiplier. Unlike with most monster subtype creatures, the Gothic Coppelia can still multi-class, and still gains ability score bonuses as if it were a humanoid class, however as with a monster type, it is barred from using combat maneuvers without selecting the proper feats.

The Gothic Coppelia can select monster feats, but only monster feats that are selectable by Nekomata.

This replaces the Fast movement of the Barbarian.

***True Androgyny (Ex):*** At 1st level, you become completely genderless. You gain a +10 bonus to bluff checks to pretend to be either gender, and become immune to any effects that apply only to male or female enemies. At 10th level the Gothic Coppelia becomes immune to abilities of creatures that trigger if it would be attracted to certain sex, sexual orientation, or seduction based abilities.

***Dead Calm (Ex):*** A Gothic Coppelia can enter a dispassionate killing spree as a free action, granting her additional combat prowess. The dreadnought gains only half the usual bonuses from her rage but takes no penalty to her AC, can use all her normal skills and effects that require concentration, and is not fatigued when her rage ends. The Gothic Coppelia cannot enter a rage for 1 minute after she ends her rage, and she cannot charge or run while under the effects of her rage.

This ability alters rage.

***Heavy Damage Expert (Ex):***At 3rd level, The Gothic Coppelia gains the Monkey Grip feat as a bonus feat. At 6th level they gain the fierce one hand style feat as a bonus feat. At 9th level the Gothic Coppelia gains the Vital Strike Feat as a bonus feat, At 12th they gain Absolute Violence, at 15th Improved Vital Strike, and at 18th Greater Vital Strike. If the Gothic Coppelia possesses one of these feats, they can instead take another combat feat when they would gain this feat.

These replace the Stitched Flesh Marauder abilities at all levels.

***Violent Avenger (Ex):*** Whenever a Gothic Coppelia gains Rage powers, she can instead select one of the following Vigilante Talents. This talent is only available while they are raging.

Another Day, Armor Skin, Chase Master, Close the Gap, Combat Skill, Cunning Feint, Environment Weapon, Expose Weakness, Favored Maneuver, Fist of the Avenger, Foe Collision, Gator Wrangle, Leap and Bound, Mad Rush, Magical Familiarity, Nothing can stop me, Signature Weapon, and Vital Punishment.

This replaces the Barbarian's normal Rage powers. The first Rage power a Gothic Coppelia gains must be a vigilante talent.

**REINCARNATION**

Gothic Coppelia Reincarnation