recursal/Fanatic-Fandom huggingface dataset:
ElDiablo

Level Hammer/Axe/Flail 8

Spell Resistance: no

*Lucifer's Guillotine:* Capturing your foe in a massive metal contraption, it slams down on your enemies several times to imbed them into the ground before two massive buzz saw arms tear into them, ending as you drop from the tall tower contraption and slam into your enemies, bringing the tower down on top of them. As a full attack action, you summon one Saw Totem for every 6  levels you possess. These Saw totems are 30 feet tall and can be placed anywhere within 30 feet of you. The Saw totems have a 30 foot reach, and once per round can make a single attack dealing damage equal to your normal weapon damage. The bonus to hit is the same as your highest base attack bonus. They cannot make attacks of opportunity nor can they use techniques. The Axes possess 50 hit points and an AC of 25. Spells such as shatter that destroy objects destroy a pillar instantly, and if they take more than 50 damage from an area effect they are destroyed as well as they cannot make saving throws. At any point in time as a move action, you can end the technique early to force creatures between the totems to make a reflex saving throw, if this fails, you deal critical damage as well as 1d6 damage per level (Max 20d6). On a successful saving throw the creature takes 1/2 damage and is staggered for 1 round and on a failed save it takes full damage and is stunned for 1 round.  These saws remain for 1 round per level.

*El-Diablo:* leaping into the air, you muster up the strength of the gods and fall back to the planet, cleaving the ground in half and slamming each half together on your enemies. Massive pillars of steel erupt from around the stone, akin to a massive guillotine, and huge steel arms rise from the ground wielding axes identical to your own. They slam into the enemy multiple times before you make your final descent, tearing apart the enemies and the hellish machine you devised. As a full attack action, you summon one Axe Totem for every 4 levels you possess. These Axe totems are 30 feet tall and can be placed anywhere within 60 feet of you. The Axe totems have a 30 foot reach, and once per round can make a single attack dealing damage equal to your normal axe damage. The bonus to hit is the same as your highest base attack bonus. They cannot make attacks of opportunity nor can they use techniques. The Axes possess a collective 100 hit points per totem and an AC of 25. Due to these hit points being collective you must deal damage equal to 100xthe number of pillars to destroy them, meaning when one is destroyed, the rest are as well. Spells such as shatter that destroy objects destroy a pillar instantly, and if they take more than their collective pool of hit points in damage from an area effect they are destroyed as well as they cannot make saving throws. These axes remain for 1 round per level.
Dragonewt

* +2 Strength, +2 Constitution, -2 Charisma,: Dragonewts are healthy and powerful creatures.
* Humanoid (Demon, Reptilian)
* Medium-size: As medium-size creatures, Dragonewts have no special bonuses or penalties due to their size.
* Dragonewt base land speed is 30 feet. Dragonewts possess a fly speed of 30 feet with Average Maneuverability.
* Low-Light Vision: A Dragonewt can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He or She retains the ability to distinguish color and detail under these conditions.
* +2 racial bonus to Intimidate and Acrobatics checks: Dragonewts are skilled at Reminding their foes of their Dragonewtic heritage and have some knowledge of magic literally integrated into their systems.
* **Energy Resistance:** Select a single element (Fire, Ice, Sonic, Electricity, or Acid), you gain energy resistance 10 to that element type.
* **Dragonewt Heritage (Ex):** When a Dragonewt deals damage of the energy type you selected energy resistance for, you can deal an additional +1d6 damage of that energy type. This can be used a number of times per day equal to 3+Constitution modifier.
* Automatic Languages: English or Japanese and Draconic. Bonus Languages: any
* Level Adjustment: +1
Dwarves

A race of people good with machinery. Their dwellings are chaotic and full of machines and spare parts, shocking others with their advanced technology. You name it, they build it. From tiny machines to the largest of devices. Being a naturally cheerful race they party like it's 1999 daily.

Dwarves utilize the same base statistics as they do within the Normal Pathfinder RPG [1] with the following change.

The Dwarf can use it's stonecunning ability on metal objects as well as stone.

# **Leprechaun**

Leprechauns are related to dwarves and possess latent magical abilities. They use these magic powers to cause mischief and to aid them in the construction of their mighty robots.

[2]

The Leprechaun uses statistics for the Leprechaun from the normal Pathfinder D20 rules save for the following additions.

The Leprechaun possesses the Offense Mastery Evility and gain a +1 bonus on all melee attack rolls. Furthermore the Leprechaun gains all of the racial abilities (Stonecunning ect...) of a dwarf.

# **Maestro**

Powerful Dwarven creatures, the Maestro is a leader amongst Dwarves. They possess supernatural powers that they use to aid themselves in crafting mighty Guardians or Ruin Automatas.

Maestros use the rules for Axiomites from the Pathfinder Bestiary [3], however they possess the following changes.

Maestros possess the Evilities Fury and Geo Energy, meaning they gain a +5 bonus to damage on attacks of opportunity and 5 times per day as a swift action, it can increase an ability score by +1 for every two geo panels within 30 feet of you for 10 rounds.

Parts Removal (Su): 5 times per day as a standard action, a Maestro can make a single attack against an opponent at their highest base attack bonus. If this attack hits the enemy must succeed in a DC: 20 fortitude saving throw or have a magical item, their armor, or weapon knocked 5 feet away from them instantly.

Maestros also possess the techniques Boomerang Axe, Colossal Fissure DC: 20, and World Rounder DC: 21 each usable once per day.
Death Spinner

**Level:** Shinigami/Death 2

**Spell Resistance:** yes

Tearing a rift into the realm of darkness, the Shinigami emerges and
attacks with devastating force whilst you launch your own onslaught on
the enemy. The Shinigami gets to make a full attack on the opponent, in
addition you get to make a extra attack at your highest base attack
bonus, if it hits you deal double damage (X3 damage on a critical hit).
On this final attack, feats that effect critical damage or grant
abilities on critical hits are utilized as per normal.
Elegant Shining Aura

**Level:**
Demon General/Overlord/Omega Sentinel/Gideon/Divine Majin 5

**Spell**
Resistance: yes

Thrusting your finger into the air, a purple flash
of blinding light shimmers from you, showing your elegance. As a standard
action, you create this aura out to 30 feet. Creatures in the area must make a
will saving throw DC: 15+ Charisma modifier or be blinded for 1d4 rounds. In
addition if you fail the saving throw you are knocked back to the edge of the
aura. Every round after the first, creatures that are in the aura must make a
fortitude saving throw or be dazzled for 1d4 rounds. The creature activating
the technique also gains a +4 deflection bonus to armor class and deals +1d12
damage against any creature that's dazzled.

***MYTHIC:***
***By***
spending a use of mythic power, this technique doesn't get a saving throw
towards creatures without mythic ranks. In addition, the damage against dazzled
creatures becomes +2d12.
Dark Heart Pure Filter

**Level:** Yuki 6

**Spell Resistance:** No

Within your body beats a pure heart, and beyond that hides a black
malice that wishes to consume you with it's cold hatred. Though it can
be tough, and your mind grows weary, occasionally you can use the dark
energies of the heart, channeling them through your own heart like a
filter, leaving behind the darkness and harnessing only pure, arcane
might. As a standard action, you can assume a form that grants you
increased magical ability. You gain a +4 bonus to your Intelligence and
Constitution scores, Energy Resistance 15 to Ice and Fire that stack
with other forms of energy resistance, and Damage Reduction 5 overcome
by Adamantine. This stacks with other forms of damage reduction. While
in this form, spells and techniques you cast that possess the fire or
cold descriptor cost 1 slot less when using meta magic feats (To a
minimum of 0 slots). When performing a technique or spell that deals ice
 damage, you can choose to deal fire damage instead, and when using a
fire spell, you can deal ice damage instead. Spells and techniques used
during this stance that deal fire or ice damage deal 1/2 fire damage,
and 1/2 divine damage, meaning that creatures immune to the element can
still take some damage from them. Finally, when struck in combat by any
creature, that creature takes 1d8 fire or ice damage, Yuki's choice.
This lasts 1 round per level.
Dragon Blow

**Level: Nunchaku 4**

**Spell Resistance:** no

Smashing into your target's chin, you lift them into the air
and release a flurry of attacks, striking them several times before they hit
the ground. Make a full attack on a single enemy within your reach. If the
first attack hits, the remainder of the attacks are on their flat footed armor
class. Every attack made with this technique deals an additional 2d6 damage. If
you land at least 3 hits on the enemy, they are sickened for 1d4+1 rounds. If
you land 6 attacks on the enemy, the final hit you land is treated as a called
shot to the head.
Earthquake Bolt

**School** Transmutation (Earth);

**Level** Geomancer 3, Witch 3

CASTING

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

EFFECT

**Range** One 40 foot line for every 6 levels you possess
**Target** 40 foot line effecting creatures on the ground
**Duration** Instantaneous

**Saving Throw** Reflex negates

**Spell Resistance** yes

Slamming down your foot, you release wave after wave of earth shattering force that launches down the line and impacts your foes. You create one 40 foot line extending from you for every 6 levels you possess. You can have these lines overlap and force a creature to make multiple saves against this spell. Creatures in the line must make a reflex save to avoid the damage. This deals 1d8 damage per level Max 5d8. Creatures that fail their reflex saving throw are knocked prone. Prone creatures take a -4 penalty to their save against this spell, and if it hits it deals 1d10 per level (Max 10d10) to them.

*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 +1d8.

·         *Difficult Terrain:* By spending 4 mana per line, you can treat the lines as difficult terrain after the spell ends.

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

**Level:** Roc 8

**Spell Resistance:** yes

The Roc breaths it’s terrible rooster breath on every creature in the
area as it flies upward. As a standard action, Every creature within a
30 foot burst centered on the Roc must make a fortitude save DC: 18+
constitution modifier, or be petrified for 1 round. Creatures who fail
the initial saving throw gain no further saves for this technique. The
Roc then spirals downward into the massive spires of stone the opponents
 are encased in, dealing Critical damage to every creature in the area
as well as an additional 1d6 per level (Max 20d6). Creatures not
petrified gain a reflex save of the same DC for ½ damage.
Doppelganger

Level: Bow/Thrown 8

Spell Resistance: no

When using this technique, select one of the following ways to perform it.

*Doppleganger:* Surrounding your foe with shadow clones, you fire arrows like crazy, each clone vanishing with each attack. Finally you let loose the final arrow and blow the enemy away in a mighty blast. Make a full attack on a single target with an additional attack at your highest base attack bonus. For each attack that hits you deal an additional 5d6 damage. Enemies take 1d6 bleed damage for every arrow they are struck with by this. This lasts for 5 rounds. A successful fortitude saving throw DC:18+ Dexterity modifier halves the damage.

*Temporal Doppleganger:* Splitting into multiple versions of yourself, you fire arrows that seem to enter a null time zone before striking your foe. At the last moment, you revert back to one and allow all of the arrows to strike simultaneously. As a full attack action, make a full attack against a single enemy within range. You gain 2 additional attacks at your highest base attack bonus. Every attack you make deals normal damage. For every 3 attacks you successfully land, the enemy must make a will saving throw DC: 18+ Dexterity modifier or be effected by a slow spell. If the enemy is effected multiple times, nothing happens, it just makes the ability more difficult to resist by forcing them to make multiple saves. This technique deals an additional +2d6 damage on all attacks against creatures whom are slowed. Finally, this technique can be performed during a time stop, though it immediately ends the time stop. If performed in this way, the enemy's damage reduction is only applied once.

*Phantom Shift:* Skipping through the air, you create several blue, translucent clones with arrows ready to let lose on their target. As a full attack action. you summon 1 phantom clone per 3 levels (Max 6 phantom clones). These work like a spiritual weapon spell, however they deal 1d8 force damage +1 per 2 levels (Max 1d8+15). They also have 60 foot range with their attack. When you use your move action to move the weapons, you can choose to move one or all of them. Your phantom weapons are treated as being equipped with any evilities that you are currently equipped with, and use your bonus to attack. This technique lasts for 1 round per 2 levels.

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

Drakes are powerful lizards that preside over a singular domain and gain powers from that particular element. Distant cousins to dragons, Drakes are feared by many, but don't hold a candle to the other powerful lizards of the world.

[1]

Drakes are identical to those found in the core Pathfinder bestiaries, however they also possess the following changes.

Evility: All Drakes possess the Evility Rising Dragon and as such they gain a +1 bonus to attack and damage for every attack you receive. This bonus resets after you make an attack, or at the end of the round.

Drakes also possess the technique Bloody Talons usable once per day.
Ductus Exemplo

**Level:** Illuminati 4

**Spell Resistance:** No

As a full round action, touch any two allies that share an allegiance with the Illuminati.

Whenever you do this, you and your other two allies share a perfect battle link between you. You and the ally each roll initiative in combat and use the higher die result before adding modifiers. This has three effects.

**Melee**: If you make melee attacks against the same creature, all three make attack rolls and both use the higher of the two dice for your attack rolls (plus bonuses).

**Ranged**: If you both make ranged attacks against the same creature, all three make attack rolls and both use the higher of the two dice for your attack roll (plus bonuses).

**Spell**: If at least two of you cast spells or perform techniques and target the same area or same creature, affected creatures take a –2 penalty on their saving throw against the spells. It's -4 if all 3 creatures do.

You and the targets lose these benefits if you cannot see each other or if you or the target is unconscious or helpless. If one target loses the benefits, the rest do as well.

This lasts for 1 minute per level.
Dead or Dead

**Level:** Zombie 8

**Spell Resistance:** yes

The Zombie Emerges from the weapon, and launches a wave of black energy
followed by a barrage of Zombie Grenade blasts. As a full attack action,
 creatures within a 30 foot line extending from the zombie must make a
fortitude saving throw DC:18+ Strength modifier for half damage.
Creatures that fail the save take 1d8 negative energy damage per level
(Max 20d8). Creatures that fail the save also take 1 negative level that
 lasts for 1 minute per level.
Critical Force

**Level: Gunslinger 4**

**Spell**
Resistance: yes

Honing all of your senses, you assure that the next hit will be a deadly
one. As a standard action, you ignore 5% of a creature's fortification, or if
the creature is immune to critical hits, you gain a 5% chance to land a
critical blow. This increases by 5% for every 2 levels you possess (To a
maximum of 50%). This lasts for 1 round for every 2 levels you possess.
Crossbows/Firearms (Light) and (Heavy)

The category of weapons is actually a collection of many different weapons. These weapons include the hand Gun, hand crossbow, light crossbow, Remote, and light repeating crossbow, heavy crossbow, heavy repeating crossbow, chain gun, bazooka, rifle, flame thrower, and Makai Cannon.

# **LEVEL 1**

Shot (Rifle Synergy)

Gatling (Gatling Gun Synergy)

Grenade (Bazooka Synergy)

# **LEVEL 2**

Enemy Shoot (Crossbow Synergy)

Tri Burst

Splitting Bullet

Fire Breath (Flame Thrower Synergy)

Last Shot

# **LEVEL 3**

Gunman Spirit

Gaia Blast

Icicle Sword Gun

Speeding Bullet

Charge Bullet (Rifle Synergy)

Shadow Blast (Bazooka Synergy)

Explosion (Bazooka Synergy)

Sub-Zero (Flame Thrower Synergy)

Victory Bullet

# **LEVEL 4**

Dark Matter Ether

Rapid Fire

Cocktail Shaker

Bloody Rain (Gatling Gun Synergy)

Twin Shot

Gimlet Gun (Shotgun Synergy)

# **LEVEL 5**

Armor Piercing

Proximal Shot

Quick Shot (Necromancer Synergy)

Rapid Launcher

Shotgun Craft

# **LEVEL 6**

Magical Rain

Deadly Down Under

Psychic Blast (Rifle Synergy)

Space Travel (Bazooka Synergy)

Volcanic Fury (Flame Thrower Synergy)

Poseidon (Flame Thrower Synergy)

# **LEVEL 7**

Megagun Launcher

Bullet Storm

Cluster Launcher

Crazy Killer (Gatling Gun Synergy)

Patriot

Homing Eraser

Go to Hell (Rifle Synergy)

# **LEVEL 8**

Totenkreuz

Dark Filament

Gun Fu

Astro Flare (Bazooka Synergy)

Shooting Stars

# **LEVEL 9**

Inferno

Hellfire Catharsis

Cocytus's Rage

Prism Burster

Carnage (Gatling Gun Synergy)

Hephaestos (Flame Thrower Synergy)

Top Shot
Dark Hero Skill 42: Kabuki Death

**Level: Dark Hero 4**

**Spell Resistance: no**

A Dark hero can pretend to die and fool even the most
stalwart watchers. When a Dark Hero is struck in combat by an attack, it can as
an instant action use this technique. The creature gets a sense motive check
against the Dark Hero's bluff check. If a success, the attacker believes the
Dark Hero is dead. Either way, the Dark Hero moves away up to their move speed
and leaves behind a fake body. If the Dark hero wasn't spotted it moves without
provoking attacks of opportunity, if it was spotted it provokes them as normal.
Abilities like true seeing can see through this ability, however you must still
make your sense motive check, only with a +8 bonus. The body lasts for 1 round
per level.
Chicken Cyclone

**Level:** Roc 7

**Spell Resistance:** yes

Also known as Cyclone Breath, the Roc begins Spinning around and
releasing short puffs of deadly gas, the Roc damages every creature near
 it. As a standard action, Creatures within 5 feet of the Roc take
critical damage +1d6 damage per level (Max 20d6). They must make a
fortitude save DC: 17+ Con modifier for ½ damage and they must also make
 a fortitude save against the Roc’s poison attack or instantly be
effected by it as well.
Electric Shock

Level: Aqua Demon 2

Spell Resistance: yes

Summoning up a small cloud of electricity, the Aqua demon invokes the supreme energies of thunder in a devastating bolt of lightning. As a standard action, Creatures within a 10 foot burst placed anywhere within 30 feet take The Aqua demon's attack damage and 3d6 electricity damage. Creatures must make a reflex save DC: 12 +constitution modifier for ½ damage. In addition, those who fail their reflex save must make a fortitude save of the same DC or become staggered for 1 round.
Double Flame

**Level:** Two Headed Dragon  4

**Spell Resistance:** yes

Flying into the air, you charge both mouths and fire a barrage of fire and
ice bolts down on your enemies at a machine gun pace. As a standard action, you
fire 1 bolt of energy as well as one for every 3 levels you possess. These
bolts deal normal damage as well as 2d6+1 per level (Max 2d6+5). This damage is
half fire and half ice. These bullets strike unerringly like a magic missile.
Elemental Blade Rush

School Conjuration [Teleportation, **Fire, Air, Acid, Electricity, or Sonic**];

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

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

EFFECT

**Range** long (400 ft. + 40 ft./level)
**Target** 20 foot line extending from the location you appear at
**Duration** instantaneous
**Saving Throw** none

**Spell Resistance** no and yes (object)

DESCRIPTION

This spell works identically to the spell Dimension door, however upon your arrival, you move in a 20 foot line. This doesn't provoke attacks of opportunity. You can make a single melee attack against all creatures within that line. Each attack that hits, deals normal damage as well as an additional 1d6 damage per 4 levels (Max +5d6) This damage is either Fire, Frost, Acid, Electricity, or Sonic.

*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.

·         My spending 8 more mana you can choose to do either force or disintegration damage with this spell instead of it's usual damage.

·         Extra Damage: You can increase the damage dealt by +1d6 for every 8 mana you spend.
Classes

Arcanist

* Arcanist Archetypes

Barbarian

* Rage Powers
* Barbarian Archetypes

Bard

* Bard Archetypes
* Masterpieces

Beast Master

* Beast Master Animal Companion

Cleric

* Cleric Archetypes
* Domains

Danger Cop

Fighter

* Fighter Archetypes

Geomancer

* Geomancer Animal Companion

Gunslinger

* Gunslinger Archetypes

Inquisitor

* Inquisitor Archetypes

Maid

Mecha Devil

* Mecha Devil Archetypes

Mechanician

Merchant

Monk

* Monk Archetypes

Necromancer (Witch Alternative)

Ninja (Rogue Alternative)

* Ninja Archetypes

Oracle

* Oracle Archetypes

Paladin

* Paladin Archetypes

Phantom Summoner (Summoner Alternative)

* Phantom
* Summoner Archetypes

Professor (Alchemist Alternative)

* Professor Discoveries

Psion

* Psion Archetypes

Psychic

* Psychic Disciplines

Rogue

* Rogue Talents
* Rogue Archetypes

Samurai (Cavalier Alternative)

Sorcerer

* Bloodlines

Unlosing Ranger (Summoner Alternative)

Vigilante

Witch Doctor (Magus Alternative)

Witch

* Witch Archetypes
* Witch Dominions
* Witch Familiars

Wizard

* Arcane Schools
* Familiars

# **UNCHAINED CLASSES**

Unchained classes are re-imagined versions of classes that previously existed here. They can be used as alternative versions of the class, or the GM can decide which one they wish to allow in their game, or use both versions of the classes.

Unchained Beast Master

* Beast Master Animal Companion

Unchained Masked Hero

Unchained Monk

Unchained Phantom Summoner

* Unchained Phantom

Unchained Rogue

Unchained Unlosing Ranger
Chest Sweep

**Level:** Rogue 6

**Spell Resistance:** No

Wielding a Fishing Rod with a magnet at the end, you cast it forward into battle, piercing the air like a river and rippling through the fabric of space before pulling a treasure chest out of nowhere. As a standard action, you can open any one door, open an unattended box or chest, or pick up an unattended item within 100 feet. This increases by an additional 5 feet per level (Max +150 feet).
Come Come Bear

**Level:** Devil bear 5

**Spell Resistance:** no

Flipping your foe into the air, you open your chest mouth and consume them,
chewing them up and spitting them back out from your back mouth, absorbing
their nutrients in the process. As a standard action, make a single attack
against a creature within reach, if it hits, you deal normal damage and the
creature is swallowed whole. This can be used on a creature of any size, though
if the creature is a size larger than you, you take a -20 penalty to your move
speed for every size larger than you he is. Creatures swallowed in this way
take your normal damage as well as an additional 1d6 acid damage per 2 levels
(max 5d6) every round. The creature must deal damage to your stomach (5
hitpoints per level) with a light or natural weapon, or escape your mouth with
a successful grapple or escape artist check. You can eject the creature as a
standard action by hitting their grapple CMD while they are inside of you. This
deals normal damage as well as 1d6 damage for every 5 feet you throw them. You
throw them 5 feet for every point in your strength modifier. This lasts until
you let the creature out.
Drain

**Level:** Succubus 3

**Spell Resistance:** yes

Captivating them with your feminine wiles you hold out your malicious
and ravenous tail and use it to siphon out their souls. As a standard
action, One creature for every 4 levels within 60 feet of you is
effected by this. Creatures are entitled to a will save DC: 13+ Charisma
 modifier, or they take 1 temporary negative level. The Succubus gains a
 number of hit points equal to her Charisma modifier +3 for every soul
she eats. This negative level will be made permanent if a second will
save of the same DC 12 hours after the first the negative level becomes
permanent.
Electrap

**Level:** Pincer Shell 5

**Spell Resistance:** Yes

Firing your claw off as a rocket, it regrows and you quickly fire two more in rapid succession. They fly around your foe before surrounding them and unleashing a blast of electricity that holds them in place and continues to shock them. As a full round action, you can fire off one claw rocket per 4 levels (Max 7). These claw rockets have a fly speed of 60 feet per round. Every round the Electrap claws can make a ranged touch attack with a range of 60 feet using your constitution modifier instead of your dexterity modifier. If this attack hits it deals 1d8 damage per 4 levels (Max 7d8) as well as an additional amount equal to your constitution modifier. The electraps move on your turn and can make one attack each round. Enemies struck by the electrap must make a fortitude saving throw DC: 15+ Constitution modifier based on the number of Electraps they’ve been struck by each round according to the table below. These remain for 1 round per level.

 2
 3
 4
 5
 6
 7
Elimination Spears

**Level: Killrider 8**

**Spell Resistance:** Yes

Flinging your spears spiraling into the air, you leap to catch them, standing before the visage of the moon as they ignite and you propel yourself down through the clouds, striking into the ground with a great force that creates a massive dome like explosion slowly stretching across the land beneath you. As a full attack action, you create a 20 foot burst centered on you. This deals normal damage as well as an additional 1d10 disintegration damage per level (Max 10d10). Creatures caught in this blast radius must make a fortitude saving throw DC: 18+ Charisma modifier to not be stunned. This burst effect remains and grows by 10 feet every round for 1 round per level to a maximum of 300 feet. Creatures in the area take the damage every round and must make a saving throw to not be stunned. If this attack kills a creature they are disintegrated and cannot be brought back by anything but a wish or miracle. The Killrider is immune to the damage of this technique.
Diseases

# **Green Spot Plague**

**Type** disease, contact; **Save** Fortitude DC 20

**Onset** 1 day; **Frequency** 1/day

**Effect** 1d6+1 to any two ability scores. (determine randomly using 2d6) damage; Cure -

Creatures effected with the Green Spot Plague get a horrible stomach ache, their body begins to develop green bruises, and eventually they die. Creatures effected do not heal naturally and gain only one-half benefit from magical healing until the disease is cured. Creatures attempting to concentrate take a -15 penalty to the check, and they are always considered to be fatigued. Unlike normal diseases, the Green Spot Plague continues until the victim reaches Constitution 0 (and dies) or receives a remove disease spell or similar magic.

# **Utsushi**

**Type** disease, Curse, contact; **Save** Fortitude DC 18

**Onset** 1 day; **Frequency** 1/day

**Effect** 1d6 to dexterity and 1d4+1 to Constitution.; Cure Kooriff

Only Arcane Spell casters can contract this disease. Known as a curse from the fictitious god "Lord Peptobis" by little witches everywhere, it causes a bad fever, horrible diarrhea, vomiting, and intense bloating. This disease can kill creatures if left untreated. Creatures effected by this are treated as always having the sickened condition, even if usually immune to it. In addition the caster takes a -10 penalty to it's move speed, a -2 penalty to it's armor class, a -10 penalty to concentration checks, and it must make a concentration check to cast a spell. Any effect that causes a creature to be sickened causes a creature effected by Utsushi to be nauseated instead, if it would make the Utsushi victim nauseated, it does so and causes 1d4 constitution damage. The only known cure for Utsushi is a Kooriff. A Kooriff is a vague and undescribed item often created by Harpies that is said to be able to cure ailments. Consuming a Kooriff grants the consumer a +10 bonus to it's saving throws vs. Utsushi and it becomes cured after 3 successful saves.
Column

**Level:** Great Wyrm 5

**Spell Resistance:** yes

A Burst of energy launches surrounding enemies skyward, only to be
demolished by the fall if the energy blast didn't kill them. 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 a 20 foot burst must make a reflex
saving throw or take normal damage along with 1d6 damage per level (Max
10d6). The additional damage is Either Fire, Normal, Frost, Force, or
Disintegration damage depending on your discipline. A successful reflex
saving throw DC: 15+ Strength modifier halves the damage. Creatures that
 fail their saving throw take full damage and take 1d6+Strength modifier
 fire damage next round (Fiery), Knocked back 10 feet (Rage), Stunned
for 1 round(Frigid), Staggered for 1 round (Astral), or take 1 con
damage (Diabolic) and they are tossed up a number of feet in the air
equal to the damage dealt, taking falling damage as usual.
Dragon's Lance

**Level: Polearms/spears 5**

**Spell Resistance:** yes

Lifting your weapon high into the air it is struck with a draconic bolt
of pure fury, granting you great strength. As a standard action, you
gain a +4 morale bonus to strength and a +2 to fortitude saving throws.
Attacks you make with the weapon deal an additional 1d6 lightning
damage. This technique lasts for 1 minute per level.
Element Device

**Level: Professor 4**

**Spell Resistance: no**

You call up three elemental drones that circle around you firing bolts of elemental energy at your foes. As a standard action, you can summon one elemental drone for every 4 levels you possess (Max 5). These drones are tiny sized and have a fly speed of 60 feet. They each possess 2 hitpoints per level, and have an armor class equal to your own +4. 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 element devices can fire a bolt of elemental energy at an enemy that deals normal damage as well as different damage depending on the bolt. Each has different elemental bolts that do different things, determined when summoned each time. They are also immune to damage dealt by their energy type. If it has a saving throw the DC: is 14+ Intelligence modifier. 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 60 foot cone from it's self. Creatures in the cone must make a DC: 14+ Intelligence modifier reflex saving throw or take normal damage as well as all of the damage from the bolts (But none of their secondary effects).This ends the technique immediately.
Corkscrew Demolition (2 People)

**Level:** Tag Team 3

**Spell Resistance:** Yes

One ally leaps onto the enemy and holds them in place while the other
runs in and grabs the ally, swinging and drilling them into the enemy,
also drilling the enemy into the ground before snapping the enemy's
spine in a brutal final twist. You can only have a single partner to
perform this technique, it cannot be done with more than two people. As a
 standard action, you and your ally make a touch attack against an enemy
 within reach. If the attack hits you deal normal damage as well as an
additional 1d6+1 per level (Max 1d6+10). The enemy must make a fortitude
 saving throw DC: 13+ Relevant ability score modifier or be knocked
prone. For 1d4 rounds, The enemy must make a reflex saving throw of the
same DC to be able to stand up.
Curse Breath

**Level:** Skeletal Dragon 4

**Spell Resistance:** yes

Opening your mouth, you release an explosion of black energy that
withers and decays your enemies to the very core. As a standard action,
Creatures within a 60 foot line must succeed in a DC: 14+ Strength
modifier reflex saving throw or take normal damage as well as an
additional 1d6 negative energy damage per level (Max 10d6). Creatures
that take full damage must make a fortitude saving throw or take 1
negative level. This negative level lasts until the end of the
encounter. A Skeletal dragon can only inflict up to 4 negative levels on
 a single creature through this technique.
Dark Flash

**Level:** Bow/Thrown 2

**Spell Resistance:** yes

Lifting your foes into the air with a divine light, you pull back a
deadly arrow and let it lose, tearing through your foes with ease.
Enemies within a 15 foot line must make a reflex saving throw DC:
12+Dexterity modifier to negate damage. Creatures struck by this
technique take normal damage as well an additional 1d6 damage per 2
levels (Max +10d6). A successful fortitude saving throw DC:12+Dexterity
modifier halves the damage.
Cradius

**Level:** Killrider Magichange 7

**Spell Resistance:** no

Summoning an army of Killriders, you
lead their charge, going faster and faster until you all become a single beam
of light in the shape of a spear that penetrates the defenses of all who oppose
you. As a full attack action, enemies within a line 25 feet wide by 150 feet
long must make a will saving throw DC: 17+ Chrisma modifier or take double
damage as well as an additional 1d8 per level (Max 15d8). This damage is holy
or unholy damage depending on your alignment. Creatures who succeed in their
saving throw take 1/2 damage, and those who fail are knocked prone and are
exhausted. If mounted when using this technique, creatures that make their save
are still knocked prone, and creatures whom fail take additional damage equal
to your mount's base damage, and have their damage reduction cut by 5 for every
5 levels you possess. This lasts for 1 round.
Construct Energy Ward

**Abjuration**

**Level:** Merchant 3

**Components:** S

**Casting Time:** 1 round

**Range:** Touch

**Target:** Construct touched

**Duration:** 10 min./level

**Saving Throw:** Will negates (harmless)

**Spell Resistance:** Yes (harmless)

As resist energy, except that the target must be a construct. http://www.d20pfsrd.com/magic/all-spells/r/resist-energy
Dragon Rage

**Level: Nunchaku 8**

**Spell Resistance:** no

Slamming into your enemy, you split into 3 and knock them in
the air. The three of you continue returning the attacks, dashing past and
striking the enemy as you knock them higher and higher, each successful strike
causing a different elemental burst to explode fourth from your weapon before
you send them hurtling to the ground. Make a full attack against a single
enemy, every hit that you successfully land has a different effect.

*1st Hit:* Deals
normal damage and +4d6 Fire damage.

*2nd Hit:* Deals
normal damage and +4d6 Frost damage.

*3rd Hit:* Deals
normal damage and +4d6 Sonic damage.

*4th Hit:* Deals
normal damage +2d6 fire damage, enemy must make a fortitude save DC: 18+ Wisdom
modifier or be lit on fire for 1d6+2 rounds taking 4d6 fire damage every round.

*5th Hit:* Deals
normal damage +2d6 Frost damage, enemy must make a fortitude save DC: 18+
Wisdom modifier or be effected by a slow spell for 3 rounds.

*6th Hit:* Deals
normal damage +2d6 Sonic damage, enemy must make a fortitude save DC: 18+
Wisdom modifier or be deafened for
2d6+10 rounds.
Electric Garden

**Level:** Flora Beast Magichange 8

**Spell Resistance:** yes

Thorn whips launch out of your weapon and anchor you to the ground as flower
petals float above you and gather energy. You finally let loose and release a
burst of green energy that explodes in a cone and washes away all enemies that
stand before you. As a full attack action, enemies within a 120 foot cone must
make a fortitude saving throw DC: 18+ Dexterity modifier. Creatures that fail
their saving throw take normal damage as well as 1d6 damage per level (Max 20d6).
Half of this damage is electricity and half is divine damage. A successful
saving throw means you take normal damage as well as 5d6+1 per level (Max
5d6+20). In addition, you can make up to 2 ranged touch attacks against a
creature within 120 feet. These attacks deal normal damage as well as an
additional 5d6 lightning damage if they hit. Creatures that take damage from
this technique are knocked back to the edge of the cone but take no additional
damage.
Corn

* +2 INT, -2 CHA
* Humanoid (Plant, Demon)
* Medium: As Medium creatures, Corn have no special bonuses or penalties due to their size.
* Corn base land speed is 30 feet.
* Low-Light Vision: A Corn can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
* +4 racial bonus to spellcraft and Use magic device checks.
* Automatic Languages: English or Japanese. Corn can learn Druidic as an extra language.
* **Animosity:** Corn gain a +1 bonus to attack and damage against any creature that has shown that it can deal fire damage.
* **Wind Resistant:** Corn have Sonic Resistance 5
* **Photosynthesis:** Regains 1d6 HP per hour while in the sun, and does not need to eat so long as they are in sunlight.
* **Bursting Fire Vulnerability:** Takes 50% more damage from Fire attacks. If a fire attack knocks you unconscious you must make a fortitude save DC:10+ spell or technique level, or be instantly slain and turned into 3d6X2 pounds of popcorn. Creatures within 20 feet of the Corn when this happens must make a reflex saving throw DC:10+1/2 hit dice+ constitution modifier or take 1d6 damage per 2 levels. This is bludgeoning damage and a successful saving throw halves the damage.
* Proficient in Dagger, Book, Magnet, and Box.
Delta Toranado (3 People)

**Level:** Tag Team 6

**Spell Resistance:** Yes

Flying into the air you fire two energy tethers behind you into your
allies. You all spin around lightning quick and return to the ground
like a buzz saw made of pure energy. You can only perform this technique
 with two additional people. As a standard action, make a charge attack
against a creature within reach. If this attack hits it deals damage
from each participant as well as an additional 3d6 Electricity damage
for each participant. The enemy must also make a fortitude saving throw
DC: 16+ relevant ability modifier or take an additional amount of damage
 equal to the combined relevant ability score modifiers of everyone
involved the following round.
Deadly Rave

**Level** Hammer/Axe/Flail 4

**Spell Resistance:** no

Swinging the weapon around your head at lightning speed, you fly into
the sky and fling it down at your foes, watching as the impact creates a
 massive circular explosion that engulfs everything in it's path. As a
full attack action, you deal damage to all creatures within a 30 foot
burst centered on you. Those creatures take normal damage as well as an
additional 1d8 fire damage per level (Max 15d8). Creatures gain a reflex
 saving throw DC: 14+Strength modifier for 1/2 damage. Creatures struck
by this technique that fail their save are knocked back 5 feet.
Diving Booty Bump

**Level** Red Imp 5

**Spell Resistance** no

Flying into the air, you wiggle your ass before dropping down crack first
into the poor foe's face. As a full attack action, you can move your charge
distance and make an attack against a creature within that distance. If you
hit, you deal normal damage as well as an additional 1d6 per level (Max 20d6).
This attack can be a darkbolt. Creatures struck must make a fortitude saving
throw DC: 15+Charisma modifier for half damage. Creatures who fail their saving
throw are nauseated for 1 round and sickened for 1d6 minutes. Creatures who
succeed are sickened for 3 rounds and take half damage.
Emergence of Power: Destroying Ice Mirror

**Level:** Yuki 9

**Spell Resistance:** no

You have harnessed a portion of the great power within you and have
filtered more of it's darkness into your own pure energy. Doing so has
granted you unrivaled control over the biting cold of winter and has
allowed you to become one with the snow and ice it's self, but not only
your own heart and soul is shown in the icy reflection you cast, a
darkness looms behind you, plotting your enemy's demise and protecting
his current vessel from harm.

As a standard action you create 1 mirror per level. These mirrors can be
 placed anywhere within 100 feet of the caster. Each mirror is 5 feet
wide and 10 feet tall. While these mirrors are active, the caster can
take a swift or move action to move from 1 mirror to any other mirror.
This does not provoke attacks of opportunity. Creatures looking at the
mirrors cannot tell which image reflected on them is the caster, and
which is a fake, and even with True Seeing or arcane sight it is nearly
impossible to tell which one is the real one (DC: 30 Perception check +1
 per mirror). All attacks in this form deal an additional 1d6 cold
damage that bypasses cold resistance and immunity. Cold damage dealt
while in this form deals an additional +1 damage per spell level if it's
 a spell or technique and it's saving throw DC increases by +4. When
attacking a creature while within the mirror, the enemy must always beat
 a perception check based on your attack roll to not be caught flat
footed, and takes a -4 penalty to all saving throws against effects from
 you. When a creature attacks you, there is a 15% chance that it's
actually you they're attacking. This chance increases by +1 for every
mirror destroyed (Max 35%). If you are successfully struck in combat
while under the effects of this technique, you can choose to destroy 1d4
 of your own mirrors to have Malphas instantly move you to another
mirror instead. Alternatively as a standard action, you can destroy 1d4
mirrors to gain a single touch attack at your highest base attack bonus,
 using your intelligence modifier on the attack roll and gaining a reach
 of 30 feet. If this attack hits it deals 5d6+1 and 1/2 intelligence
modifier damage. Only one use of this technique can be active at any
given time.

Each mirror possesses 50 hit points and has a hardness of 25. The
Mirrors are immune to ice damage and take only 1/2 damage from any form
of area effect. This lasts for 1 round per level.
Destructo Launcher

**Level:** Baciel 9

**Spell Resistance:** yes

A technique known by only the most powerful Baciels and used as a grand
show of power among rifle demons. The Baciel fires energy into the sky
which then returns and nestles it's self into the Baciel, It is then
released as a powerful beam of light that disintegrates everything in
it's path. As a standard action, This attack damages everything in a 60
foot cone dealing damage equal to the Baciel's Normal attack +2d6 damage
 per level (Max 40d6). All of this damage is treated as an untyped form
of damage. Damage reduction applies, and if a creature would take more
damage from force that applies as well, however it is not considered
force for any other effects. A successful reflex saving throw DC: 19
+STR mod Reduces the star damage down to 5d6. A successful fortitude
save of the same DC must be made as well or the creature will be knocked
 prone and staggered for 1d4 rounds.
Corpse

Something that revived from the depths of hell, emitting the lovely stench of rotting flesh. Their brains have already completely decomposed, so they can't think very clearly. They're optimistic and carefree, but the stench prevents them from making friends at social Gatherings.

Corpses use the statistics for a Wight with the following changes [1].
Erupting Briar

**School** Conjuration (Creation);

**Level** sorcerer/wizard 5, witch 5, Druid 5, Fairy 4

**Casting Time** 1 standard action
**Components** V, S, (a Handfull of seeds)

**Range** one contiguous 5 foot square per 2 levels on the ground, extending from the caster

**Target** Creatures in the line of effect

**Duration** 1 round/2 levels

**Saving Throw** Reflex halves

**Spell Resistance** no

As a standard action, Dangerous briars explode out of the ground, surging towards your foes. Enemies on the ground must make a reflex saving throw or take 1d6 piercing damage per level (Max 15d6). A successful save deals half damage to the creature. Creatures caught in the line of effect that fail their saving throw are knocked prone and treated as if in rough terrain. After the spell's first round, creatures passing through the area take 1d6 damage per 2 levels (Max 10d6), a successful reflex saving throw halves. The briars are treated as a wall 5 feet high and can be used for cover. The Briars are treated as rough terrain. Creatures in the briars take a -4 penalty to all dexterity based d20 rolls and armor class.

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

·         *Increased Damage:* For every 8 mana you spend you can increase the damage by +1d6.

·         *Lengthy Spell:* For every 2 mana you spend you can increase the duration by 1 round.

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

**Level:** Dragon 8

**Spell Resistance:** no

This is a breath weapon technique. Channeling your energy into a massive orb of whirling elements above
your head, you slam it into the enemy causing a massive nuclear blast
afterwards. Creatures within a 40 foot cylindrical burst that is 80 feet high placed anywhere within 100
feet of the dragon take damage equal to a critical hit as well as 1d6 of
 the dragon's relevant energy damage per level (Max 25d6). A successful
Reflex saving throw DC:18+ Strength modifier halves the damage.
Creatures who fail their save take an additional amount of damage in the
 following round equal to the Dragon's Strength modifier. This damage bypasses damage reduction and strikes the creature again every round for 1 round per level. If the dragon has 50% more in it's hoard than the base requirement, the dragon has a 50% chance to deal critical damage to enemies who are immune to critical hits and lowers enemy fortification to this attack by 50%. If the dragon possesses twice the amount in it's hoard than the base listed requirement for it's level, it ignores critical hit immunity.