recursal/Fanatic-Fandom huggingface dataset:
Legendary Battle Aura

**Level: Demon General/Gideon/Divine**
Majin/Chaos Soldier/Awakened Fate Administrator/Guided fate
revolutionary/Overlord/ Black Knight/ Shura/ Great Wyrm/ Flame God/ Killrider/
Vampire Tyrant/
King of the Decrepit/ Werewolf Lord/ Silver Wolf/ Dark Amalgamation/ Master of Life and Death 8

**Spell**
Resistance: yes

A bursting, pulsating aura that emanates from you
puts major pressure on your foes, pushing them down and forcing them to submit
to your power. As a standard action, this aura explodes to life. All creatures
that can see you within 100 feet must make a will saving throw DC: 18+ Charisma
modifier or be shaken for 1d6+2 rounds. The aura then shrinks down to be 30
feet wide, centered on you. Enemies in this aura are staggered for the first
round that they entered it. If they enter the aura by their own accord, they
lose any additional actions other than the movement they took to get into the
aura. Every round afterwards, they must make a will save of the same DC listed
previously or be staggered while in the aura. Enemies within the aura whom are
staggered that fail their saving throw, are stunned and drop prone. You can
make an intimidate check against any creature within your aura as a swift
action. If successful, you gain a 50% miss chance when that target attempts to
attack you. This miss chance cannot be superseded by anything other than
immunity to fear effects. This aura lasts for 1 round per 2 levels.

***MYTHIC:***
***By***
spending 2 uses of mythic power, the aura increases to 60 feet, and you heal
1d6+mythic tier in damage every time a creature is stunned within it. Creatures
whom you stun or stagger are also effected by a confusion spell that lasts for
1 round once the stun or stagger wears off.
Masked Hero

Coming from an organization of self proclaimed super heroes, they follow the motto, “Help the weak, Break the strong.” And admire the hero Prinny Mask. They don their heroic, homemade outfits and fly around the netherworld looking for action but oftentimes flee when they actually find it. Very popular amongst the prinnies, most other demons try to steer clear of them.

**Weapon and Armor Proficiency:**

A Masked Hero begins with weapon proficiency in Crossbows/Firearms (Light), as well as light, and medium armor.

**Skills:**

In addition to the normal skills earned by a fighter, a Masked Hero gains Martial Practice: Crossbows/Firearms (Light).

**Alignment:**

Any, However any chaotic heroes will need to switch out any abilities that cause protect from or deal damage to Chaos for Lawful versions.

**Starting Evilty: Trick Move**

You gain a +1 deflection bonus to your armor class for every 20 feet you travel in this round. (Max +20)

**Armored Mask (Ex):**

At Second level, The masked hero can wear light or medium armor without losing any of it’s monk abilities.

This replaces evasion.

**Supreme armory (Ex):**

The Monk learns to perform in it’s armor with an obscene grace and beauty. This ability works the same as Armor training of a Fighter. This increases at levels 4, 8, and 12.

This replaces the Flurry of Blows ability.

# **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.

Masked Hero Reincarnation
Imp Pyramid

**Level** Red Imp magichange 8

**Spell Resistance** yes

Summoning hundreds of imps, they stack together into a pyramid as lightning
dances around them. They hover in the sky before slamming down into the foe
with great force. You summon a 60 foot wide and 30 foot tall pyramid anywhere
within 120 feet. This Pyramid can move up to 60 feet every round. Every round,
you can call down up to 1 darkbolt per 2 levels from the pyramid. This deals
damage as the imp's darkbolt and is a ranged touch attack. This lasts for 1
round per level. As a move action, you can cause the pyramid to drop on the
enemies below. Enemies must make a DC: 18+Charisma modifier fortitude saving
throw or take normal damage as well as darkbolt damage and an additional amount
of damage equal to 1d6 for every round that was left in it's duration (Max
20d6). Creatures who succeed in their save take 1/2 damage. Creatures who fail
their saving throw are knocked prone.
Hundred Knight Techniques

This is a list of all of the Hundred Knight's "Monster" techniques.

## = **Level 4** =

Hundred Facet: Wonder Knight

Tochka Type 10: Diallo

Tochka Type 16: Dekoimo

## = **Level 5** =

Hundred Facet: Power Fortress

Hundred Facet: Marginal Gaze

## = **Level 7** =

Hundred Facet: Shinobi Assassin

Hundred Facet: Trick Screamer

Hundred Facet: Sub Facet

## = **Level 9** =

Hundred Facet: Noble Raptor

Hundred Facet: Grand Form of the Avian

Tochka Type 42: Casserio
Ice Death Sprout

**Level:** Sea Angel/Flora Beast Magichange 7

**Spell Resistance:** no

Firing a seed into your foe, everything seems just fine, until it spontaneously
erupts into jagged ice spikes. As a standard action make a single attack
against an enemy within range. If this hits the enemy takes normal damage and
is sickened for 1 round. At any point within 10 minutes per level, you can
cause the attack to erupt from within them as a free action. The creature must
make a fortitude saving throw DC: 17+ Dexterity modifier or take 4d6
constitution damage (Charisma damage if you have no constitution), This damage
is dropped to 1d4 con damage on a successful save. Creatures within 20 feet of
this creature must make a reflex saving throw or take normal damage as well as
an additional 1d8 damage per level (Max 20d8) The damage dealt is ice damage. A
successful reflex save halves the damage. Creatures that fail their saving
throw are also effected by an entangle spell that deals 2d6 damage every round
you're stuck in it. This damage bypasses DR. This entanglement lasts for 1
round per level.
Jaws Wave Rider

**Level: Serpent 7 (Magichange)**

**Spell Resistance:**

Leaping onto your Serpent's back, you ride it like a
surfboard along a massive tsunami that has formed in his wake. It knocks your
foes about and crushes them as you bite through every enemy you come across.  As a full attack action, you 10 feet per
level in water. While in the water, your move speed is increased by +5 feet per
level and you gain a swim speed equal to your base land speed. When making a
charge attack you deal normal damage as well as an additional 4d10 cold damage.
You can apply mounted combat feats to yourself while moving through this water.
The water created from this technique stays in place until the end at which it
falls down and evaporates within a round. This lasts for 1 round per 2 levels.
Mana Sphere

**Mana Sphere Fire Elementalist Wizard**

**CR: 1/2; EXP: 200**
**CN Medium Humanoid (Demon)**
**Init** + 4**Senses** Perception + 0, [darvision]

**Defense**

**AC** 11, touch 11, flat-footed 11(+1 Deflection)
**hp** 7 (1d6+1)
**Fort** + 0 **Ref** + 0 **Will** + 2
**Defensive Abilities** Fire Resistance 5

**Offense**

**Speed** 30 ft (Fly 10 poor)
**Melee**+0 Masterwork (Bonded) Balloon (1d4 x2)

**Special Attacks** Fire Jet: DC:15, 20 foot line 1d6 fire 7/day

**Wizard Spells Prepared (if applicable)**
0-3
1-2

**Wizard Spells Known**
Fire, Burning Hands, Dancing Lanterns, Shield, Mage Armor, True Strike, See Alignment, Bungle, Magic weapon

**Statistics**

**Str** 8 **Dex** 10 **Con** 13 **Int** 19 **Wis** 10 **Cha** 8
**Base Atk** + 0; **CMB** - 1; **CMD** 9
**Feats**
Improved Initiative
**Skills**
Knowledge (Arcana) +12, Knowledge (Dungeoneering) +8, Knowledge (Religion) +8, Knowledge (Planes) +8, Knowledge (Local) +8, Knowledge (Nobility and Royalty) +8, Perception +4
**Languages**
English, Japanese, Draconic, Goblin, Giant
**Gear**
Masterwork Balloon

**Evility**

Magic Bundle, all spell DCs are increased by +1.

**Mana Absorption (Su):**

Mana Spheres gain 50% more mana at the end of a battle.

**Special arms**

Mana Spheres arms and legs are attached through some strange arcane power and as such have a reach of 10 feet.

Mana Spheres are creatures forged of pure condensed magic. Their strange bodies are barely attached. Mana Spheres often go on to become powerful mages and some have even learned to sacrifice their own bodies and become "Big Eyes" to generate great magic power.

# **Mana Spheres as Characters**

* +4 INT, +4 WIS, -4 STR, -4 DEX
* Humanoid (Demon)
* Medium: As Medium creatures, Mana Spheres have no special bonuses or penalties due to their size.
* Mana Sphere base land speed is 30 feet.
* Darkvision
* +4 racial bonus to any knowledge check, and Perception checks.
* Automatic Languages: English and Japanese. Bonus Languages: Any (Unless specifically noted)
* Mana Spheres gain 10% more mana when defeating an enemy.
* Mana Spheres arms and legs are attached through some strange arcane power and as such have a reach of 10 feet.
* +1 Deflection to AC.
* Profficient in Makai Cannon, Flamethrower, Bomb, and Balloon
* Level Adjustment: +1

# **Big Eye**

A Big eye is a Mana Sphere that has condensed it's entire form into it's eye to become a powerful creature made purely of magic power. Often times evil due to the newfound power they possess, some become great scholars in towers hidden far away from humanity.

[1]

The Big eye uses the statistics for the Demilich from the pathfinder Bestiary with the following changes.

The Big Eye gains the evilities Magic Bundle, all spell DCs are increased by +1 and it also gains the evility One Man army meaning that if all of it's allies are gone, or if it is alone in battle, it gains a +5 bonus to all of it's ability scores until the end of the encounter.

The Big Eye also possesses the techniques Zombie Swarm DC:17, Living Fossil DC:15, and Dark Pit DC: 22 once per day and it can use and Drain DC: 19, 3 times per day
Legit Shield

**Level:** Heavy Knight 6

**Spell Resistance:** yes

Summoning your strength, you boost you or an ally's defensive
capabilities. As a standard action, you or an ally within 20 feet gain
increased defensive capabilities. You gain a +4 dodge bonus to armor
class as well as DR 5/-. Finally you gain Energy resistance 10 to force
and disintegration damage. If you enter a total defense stance with this
 technique active your bonuses are doubled. Only one instance of this
technique can be active on a creature at a time. This lasts for 3
rounds.
Macho Golem

**Level:** Golem 9

**Spell Resistance:** no

Slamming into your foes, you enlarge with every attack you land.
Flinging them into the sky, you leap upward and increase in size yet
again, only to drop down on your foes like a world ending meteor. As a
full attack action, make a single attack against every enemy within
reach. If this attack hits it deals double damage as well as 2d12+1 per
level (Max 2d12+20). Once your attack is finished, you increase in size
by 2 categories. You gain a +8 bonus to Strength and 4 temporary
hitpoints per hit dice. You take a -4 penalty to dexterity, and your
natural armor increases by +8. This lasts for 1 round per 3 levels. If
this technique is used again while still under the effects of a previous
 use, your damage on the first part becomes 3d12+2 per level (Max
3d12+40) and it just refreshes Macho Golem's Duration.
Moth Man Techniques

This is a list of all of the Moth Man "Monster" techniques it can acquire.

# **Level 2**

Bug Hypnosis

Poison Jet Mist (Magichange)

# **Level 3**

Hell's Cocoon

Moth Barrage (Magichange)

Moth Man Shot (Magichange)

Lepidoptera

# **Level 5**

Mothsplosion

Moth Field (Magichange)

# **Level 6**

Nightmare Hug

Somersault Combo

# **Level 7**

Goodbye Sunset

Poison Moth (Magichange)

# **Level 8**

Tornado Dive

Moth Man Go (Magichange)

# **Level 9**

Mothman Coaster

Simurgh
Hurricane Blow

**Level:** Monk/Close 5

**Spell Resistance:** no

Winding your fist around until it reaches a
gale force, you punch your foe into the air with a tornado. As a standard
action, make a single attack against an enemy within reach, this deals normal
damage as well as an additional 1d6 damage per 3 levels (max +6d6).  You can use vital strike feats with this
technique. All of this damage is sonic damage, If you miss this attack, you
still deal 1/2 damage to the creature you targeted. When you use this
technique, whether you hit or not, your enemy must make a fortitude saving
throw DC: 15+ Wisdom modifier. If you did hit the technique, if the enemy fails
it's save it is knocked in any direction 10 feet per 2 levels. If it succeeds
it's saving throw it is instead knocked back 5 feet per 2 levels. If you missed
the technique, you knock the enemy back 10 feet on a failed save and 5 feet on
a successful saving throw.
Light Dark Reincarnation

**Level:** Zana 6

**Spell Resistance:** no

Your soul is a meld of the darkest of evils and the purest of divine
retribution. Light, or darkness, either side can give you what you need
if you play your cards right. As a standard action, select one of the
following abilities.

*CELESTIAL NIGHTMARE*

\*Gain a +2 bonus to all mental ability scores

\*Once per transformation, you can cast a Bless spell of a level equal to your character level.

\*Your fly speed increases by 20 feet

\*Whichever damage reduction is your highest bonus changes to be overcome
 by Evil instead of whatever it usually is, in addition it increases by
10 points.

\*Your weapon is treated as if it had the holy enchantment. If your
weapon already possesses a similar ability, this effect stacks.

*INFERNAL DIPLOMAT*

\*Gain a +2 bonus to all physical ability scores

\*Once per transformation, you can cast a Bane spell of a level equal to
your character level. The save DC: is 16+ Strength modifier.

\*Whichever damage reduction is your highest bonus changes to be overcome
 by Good instead of whatever it usually is, in addition it increases by
10 points.

\*Your base land speed increases by 20 feet

\*Your weapon is treated as if it had the unholy enchantment. If your
weapon already possesses a similar ability, this effect stacks.

Only one instance of this technique can be active at a time. This
technique lasts for 1 round per level. By spending a move action and the
 appropriate number of technique slots, you can refresh this technique's
 time without it's duration ending. You can also use the same effect to
change from one ability to the other.
Hurricane Slash

Level: Sword 3

Spell Resistance: yes

When activating this technique, select one of the following ways it's performed.

*Hurricane Slash:* You circle your opponent and gale winds erupt around them. As a full attack action, They must make a fortitude save DC: 13+ STR modifier or be knocked 2d6X5 feet into the air. When in the air, You can make two attack rolls, The first of which gains a +2 bonus as if charging. if both attacks hit you deal an additional 5d6 sonic damage to the opponent. While in the air the enemy is considered to be flat footed. Falling Damage is not calculated with this technique.

*Killer Spin:* Popping your foes into the air, they land on your sword and a sudden gale force wind begins to spin them atop your blade's edge before you slam them into the ground, flinging them off of your weapon. As a full attack action, you make a single attack against a creature within your reach. If it hits, you deal normal damage as well as an additional 1d6 per 2 levels (Max 10d6). This damage is sonic damage. After landing this attack, you can make a free bull rush attempt on the creature. You do not need to move with this creature to push it back, and it is knocked back 5 feet for every 3 points that you beat the creature's CMD by.

***MYTHIC:*** By spending a use of mythic power when using this technique, you deafen creatures struck for 1d6+2 rounds.
I need a break (no seriously guys, stop for a minute...)

**Level:** Underlord 6 (Magichange)

**Spell Resistance:** No

You take a load off and rest, even though the battle rages on around
you, the Underlord needs a rest. As a standard action, a single creature
 within reach heals 1d8 per level (Max 20d8) with an additional amount
equal to your constitution modifier. In addition this cures the
Sickened, Nauseated, Stunned, Staggered, Confused, dehydration, fatigue,
 exhaustion, starvation, and stands you up if you're prone.
Land Crusher

**Level:** Orc 7
Spell Resistance: **no**

Rocketing into the sky on your weapon, you turn and aim headfirst into your
enemy, slamming into them with incredible force. As a standard action you gain
a fly speed of 120 feet with a maneuverability of Average. On charge attacks
while this technique is active, you deal an additional 5d10 damage and gain an
additional +2 bonus to attack rolls on charge attacks. If you've moved at least
30 feet when charging, your enemy must make a reflex saving throw DC: 17+
Strength modifier or be knocked prone and be staggered for 1 round.
Impaler Drop

Level: Polearm/Spear 2

Spell Resistance: no

Thunder Strike: Leaping off of your enemy's head, you thrust your spear down into their skull with such force you create a current of swift lightning. As a standard action, Make a single attack against an enemy at your highest base attack bonus. If this attack hits you deal normal damage as well as an additional 4d6 electricity damage. Your enemy must make a fortitude saving throw DC:12+ strength modifier or be stunned for 1 round.

Impaler Drop: You fling your spear high into the air and hold onto your foe so that they catch your spear in the face. Make a single attack against your enemy's grapple CMD. If you successfully hit, you deal an additional 4d8 damage to your enemy and they are considered grappled.

*Decapitating Bolt:* Charging electricity through your spear, you fire it like a magnetically charged javelin from a railgun through your foes. As a standard action, make a single touch attack on every enemy within a 15 foot line extending from you. If you hit you deal normal damage as well as an additional 3d6 electricity damage. The enemy must also make a fortitude saving throw DC: 12+ Strength modifier or take 1 dexterity damage.

*The ground Below:* Leaping and throwing off your enemy, you return to the ground swiftly and slam your weapon into it, causing it to magically erupt from beneath them in a burst of lightning. As a standard action, all enemies adjacent to you must make a reflex saving throw DC: 12+ Strength modifier or take normal damage and 3d6 lightning damage.

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

***MYTHIC:*** By expending a use of mythic power, your technique is treated as if it were empowered without spending any additional technique slots and it also deals an additional 4 dice of damage.
IMPOSSIBRU!(Gunner Legs Technique)

**LEVEL: Gunner Legs 3**

**Spell Resistance: Yes**

leaving a huge black bomb in front of your foe, you leap over them,
allowing the explosion behind you to highlight your awesome looks and
destroy your foe. As a full attack action, select a single creature
within 30 feet of you. That creature must make a reflex saving throw DC:
 13+Dexterity modifier or take normal damage as well as 1d6 damage per
level (Max 10 d6). Creatures that succeed on their saving throw take 1/2
 damage. Immediately after making this attack, you can choose to move
your land speed in any direction.
Kids in Hell

This shadowy figure sways and moves with an erratic grace, as if lit by an unseen fire.

**Kids in hell    CR 10**

XP 4,800

CE Medium Outsider (incorporeal, Darkstalker)

Init **+5;** Senses **darkvision 60 ft.;** Perception **+13**

**DEFENSE**

**AC** 18, **touch** 18, **flat-footed** 12 (+2 deflection, +5 Dex, +1 dodge)

**hp** 103 (9d10+54)

**Fort** +9, **Ref** +11, **Will** +7

**Defensive Abilities** incorporeal

**OFFENSE**

**Speed** fly 40 ft. (good)

**Melee** incorporeal touch +14 (1d8 Strength)

**Special Attacks** strength damage, Death Throes

**STATISTICS**

**Str** —, **Dex** 20, **Con** 22, **Int** 6, **Wis** 12, **Cha** 15

**Base Atk** +9; **CMB** +14; **CMD** 24

**Feats** Dodge, Flyby Attack, Mobility, Skill Focus (Perception, Stealth)

**Skills** Fly +15, Perception +13, Stealth +20 (+24 in dim light, +16 in bright light); Racial Modifiers +4 Stealth in dim light (–4 in bright light)

**Languages** English and Japanese

**SPECIAL ABILITIES**

**Strength Damage (Su)**
A greater shadow's touch deals 1d8 points of Strength damage to a living creature. This is a negative energy effect. A creature dies if this Strength damage equals or exceeds its actual Strength score.

**Death Throes (Su)**
When a Shadow is slain, its body implodes violently into nothingness, leaving its gear in a heap on the ground. All creatures within a 10-foot burst take 8d8 points of sonic damage and must make a DC 20 Fortitude save or be deafened for 2d4 rounds. The save DC is Constitution-based.

**Hide in Plain Sight (Su)**
A Follow can use the Stealth skill even while being observed. As long as it is within 10 feet of an area of dim light, a Follow can hide it's self from view in the open without anything to actually hide behind. It cannot, however, hide in it's own shadow

**Ghost Touch (Su)**
A Follow grants the Ghost Touch enchantment to any weapon it touches so long as it stays in it's possession. This is granted even if the weapon doesn't have a +1 bonus already and does not grant the weapon a +1 bonus.

**Evilities**
Mass Psyche, Gain a +1 bonus to attack, damage, and armor class for every creature with the darkstalker subtype within 30 feet.

**martial techniques**
Kids in Hell possess the techniques [wiki:disgaead20:"Triple Strike"] DC: 12, [wiki:disgaead20:"Blazing Palm"] DC: 14, and [wiki:disgaead20:"Lion's Roar"] DC: 16 usable each once per day.

**ECOLOGY**

**Environment** any

**Organization** solitary

**Treasure** standard

Kids in hell are those darkstalker shadows that have come to be particularly infused with negative energy, such as those that have spent vast lengths of time in areas of the Plane of Shadow awash in negative energy, or those that have drained the lives of thousands of victims. These undead monsters are often found with a small band of normal shadows or as personal servants of a Null of Descent.
Legacy Material

Legacy material is for classes on the site that were once mainstays, but are now being replaced or taken down and replaced with something better. Rather than completely erase the class, possibly alienating those who may be playing the game still using those rules, the legacy material is being placed here so it can still be accessed.

Legacy Geomancer (Druid Alternative)
Mega Ice

**School Evocation** [Ice]; Level Sorcerer/Wizard 3, Paladin 2, ICE 3

**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 Ice before a massive burst of Ice explodes around your foes. This
attack deals 1d4 of Ice Damage per level up to a maximum of 20d4. 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 stunned for 2 rounds.

\*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)
Marginal Maze Reincarnation

**Spellcasting:** When you gain a new level as a Marginal Maze, you gain 1 additional Arcanist 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. You gain additional spells known based on the Arcanist chart as normal.

**Arcane Reservoir:** The Marginal Maze gains an additional 3 points to their pool. Other than that it possesses no other effects.

**Arcanist Exploits:** The Marginal Maze selects different Exploits than it had previously.

**Consume Spells:** This ability is not altered, Nothing new is gained.

**Greater Exploits:** The Marginal Maze selects different Exploits than it had previously.

**Magical Supremacy:** When this ability is utilized, the caster level and saving throw increases by a further +2.

**Elemental Lantern:** The Marginal Maze gains 1 additional uses of this ability per day, otherwise this has no additional effect.

**Greater Elemental Lantern:** The bonus to caster level and save DC increases by +1 and then later by another +1.
If you bring a Gun, I'll bring an Arsenal

**Level: Armory 3**

**Spell Resistance: no**

You have fought through countless battles and you know to always be prepared no matter what. If they bring a gun. You bring an arsenal. As a standard action, You can choose to deal +1d6 acid, fire, frost, sonic, or electricity damage on each attack you land. Every attack you make you can choose which additional element of damage you deal. This damage increases by +1d6 for every 6 levels you possess (Max +5d6 at 24th level). By sacrificing 2 dice of damage from this, you can change the additional damage to be force, disintegration, holy, or unholy.

In addition, one bullet per round can be an explosive round. This always hits the creature on it's touch AC. Creatures adjacent to the initial target must make a reflex saving throw DC: 13+Charisma modifier or take 1/2 of the damage dealt to the initial target. A successful save negates the damage.

This technique lasts for 3 rounds per level.
Jelly Fight

**Level:** Slime 7

**Spell Resistance:** no

Also known amongst the slimes as "Roslimebo", Summoning a massive
blazing fist of energy, it punches, scissors, and karate chops the
enemies in a rock/paper/scissors match of ultimate destruction. Make a
full attack against any one creature within 20 feet. Every attack you
land deals normal damage as well as 1d6 acid damage per level (Max
10d6). The normal damage dealt is considered to be Bludgeoning,
Slashing, and Piercing all at once.
Lilly elegy

**Level:  Kyoko 3**

**Spell Resistance: no**

Creating a plasma kama, you swing it around and tear through
a line of your foes repeatedly before leaping into the sky and slamming the
kunai down ontop of them with earth shattering force, ending the technique
behind them. As a standard action, make a single touch attack on every creature
in a 30 foot line extending from you. If this attack hits it deals +2d6
additional damage for every creature you struck (+12d6 if you hit 6 creatures
in the line). Creatures struck must make a fortitude saving throw
DC:13+Strength modifier or be sickened for 1 round following the attack. Move
yourself to the end of this line when the attack is over, this provokes no
attacks of opportunity.
Implant Spores

Conjuration [Mushroom, disease]

**Level:** Druid 2, Sorcerer 2, Wizard 2,

**Components:** V, S

**Casting Time:** 1 standard action

**Range:** Touch

**Target:** Creature touched, or consumable object touched

**Duration:** Instantaneous

**Saving Throw:** Fortitude negates

**Spell Resistance:** Yes

The Subject is implanted with mushroom spores that grow into a small fungal growth within the creature. The mushroom is noticeable as a slight bulge on the subject wherever they were touched. The bulge may not be noticeable if it was utilized on a food item that was ingested by the creature, and in those cases they may not realize what was implanted inside of them.

While the spores are within the creature, spells with the mushroom descriptor, or spells that target plant based creatures are deadly to the target. Whenever the foe is subject to a spell with the mushroom descriptor it suffers a -2 penalty to it’s saving throw and armor class, and it is treated as a plant based creature for the purpose of any non-beneficial spell effect. It’s damage reduction is also treated as 2 lower for the purpose of spore or mushroom based damage effects.

If the subject is dealt damage from a plant based creature, it takes 1d6 additional hitpoint damage. If dealt ability damage from a plant based creature, the damage is increased by +1.

Casting this spell on the creature can also remove a spore placed within a creature by yourself or another creature. Otherwise it must be removed through surgery. The procedure is a bloody, painful process that incapacitates the subject for 1 hour on a successful DC 20 Heal check, and deals 1d4 constitution drain to the subject with an unsuccessful Heal check.

The procedure takes 1 hour, and the doctor cannot take 20 on the check.

Creatures within an Antiplant shell are immune to this spell, however if they have already been infected it does not apply.

Creatures with the spore ability can choose to deal their spore damage to a creature when effected by this spell by expending a use of their spore.
Insect Wrestle

**Level: Close/Monk 3**

**Spell Resistance: no**

Grabbing hold of your foe with your intense might, you lift and fling
them away from you in a random direction. As a standard action, Make a
single attack against your enemy's CMD bonus. If you hit, you will toss
your enemy in a random direction. (Determine this by rolling a d8, the
square you are facing is 1 and so on going clockwise). The enemy is
thrown 10 feet per level (Max 200 feet) in that direction. An enemy will
 fly 1/2 of the distance for every 2 size categories he is larger than
you. Falling damage is calculated normally.
Hydra

[1]

Hydras are exactly as presented within the Pathfinder bestiary save for Hydra with 7 hit dice or more possess the Elemental Breath technique usable once per day, and those with 12 hit dice or more possess Dragon Missile usable once per day.

Hydras 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.

Hydras with 12 levels or more also possess the Star body evility granting it force resistance 5.
Mandala Volcano

**Level: Great Wyrm 7**

**Spell Resistance:**

Summoning a wave of energy blasts around you, they enchant
themselves with incredible draconic power before you swallow them and release a
destructive breath weapon. As a full round action, create a single 30 foot cone
for every 5 levels you possess. Each of these cones can be overlapping, but a
creature cannot take damage from each one more than once. These cones must
extend from the great Wyrm. These cones deal normal damage as well as an
additional 1d6 per level (Max 25d6). If you overlap the cones, a creature must
make saving throws against each cone that it is in separately until it fails
one, however the creature can only take damage from a single cone. The Reflex
save DC is 17+Strength modifier and it is for half damage. This deals Fire,
Weapon, Frost, Force, or Disintegration damage depending on your discipline.
Creatures who fail their saving throw are effected by an additional effect
depending on the Great Wyrm's discipline. They gain vulnerability to fire for 1
round (Fiery), They gain vulnerability to ice damage for 1 round (Fridgid), You
deal maximum weapon damage to the enemy for 1 round (Rage), They gain
vulnerability to force damage for 1 round (Astral), they gain vulnerability to
disintegration damage for 1 round (Diabolic).
Le Rock

**Level** Hammer/Axe/Flail 7

**Spell Resistance:** no

Prying up a chunk of the Earth, you fling "Le Rock" into your opponents
with great force. As a standard action, Make a single touch attack
against any enemy within 30 feet, if the attack hits it deals normal
damage as well as an additional 1d10 bludgeoning damage for every level
you possess (Maximum 20d10 at 20th level). Creatures must succeed in a
Reflex saving throw DC: 17+ Strength modifier or be knocked prone. A
successful save also halves the damage.
Last Shot

**Level: Crossbows/firearms 2**

**Spell Resistance: no**

Tossing your foe into the air, you take aim and blow them away with a
single powerful and explosive shot. As a standard action, make an attack
 against your enemy's CMD. If the attack hits, make a second attack
against his CMD. If this second one hits deal normal damage as well as
4d6 fire damage.
Moth Field

**Level:** Mothman 5 (Magichange, See text)

**Spell Resistance:** no

This technique can be used by a mothman normally, or by it's wielder if the Mothman is magichanged. Surrounding yourself with a golden energy field, you fly around your
enemies in a circle. Energy builds in a golden ring you leave behind and
 it detonates the area below. As a full round action, move your full
move speed. Your movement provokes no attacks of opportunity. Each
square you touch cannot be touched again by this movement, and your move
 must result with you in the same position you began in. Once your move
action has been completed, any enemy surrounded by squares you had
touched must make a fortitude saving throw DC: 15+ Dexterity modifier or
 take normal damage as well as an additional 1d6 damage per level (Max
15d6). Creatures who fail this saving throw also take 1d4 damage to a
single ability score. The Mothman can apply it's toxicraft ability to this attack without needing to spend a swift action. Creatures that succeed on this saving throw take 1/2 damage.
Illusion Hunt

**Level** Blades light/heavy 4

**Spell Resistance:** no

Surrounding your enemy with shadowy doppelgangers of yourself, you throw
 them off enough to toss them skyward with your clones and leap after
them, slamming them to the ground with a swift swipe of your blade. As a
 Standard action, make a single attack on your opponent. The opponent
gains a perception check against your stealth check, you gain a +4 bonus
 to this. If successful, you catch your enemy flat footed. The enemy
must make a will saving throw DC: 14+ Strength modifier or take an
additional 1d6 damage per level (max 10d6). A successful save cuts the
damage in half.
Leotaur Reincarnation

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

**Torch lit tail:** The damage listed increases by the amount again as you level up.

**Magic Resistance:** The Leotaur must select a different school of magic.

**Lesser Superior Natural Armor:** This does not grant any additional effects.

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

**Elemental Dominion:** This does not grant any additional effects.

**Firebelly:** This does not grant any additional abilities.

**Lesser Superior Damage Reduction:** This works as the listed ability, it possesses no additional effects.

**Damage Resistance:** This works as the listed ability, it possesses no additional effects.

**Improved Spell Resistance:** You gain 3 additional uses of this ability.

**Leotaur's Revelation:** This works as the listed ability. You can gain new revelations from the flame mystery as usual.

**Fire Spell Superiority:** You gain no additional effects from this ability.

**Lampago:** This ability can be used an additional time per day.
Immortal Sanctuary

**Level:** Anubis 9

**Spell Resistance:** no

Creating a shroud of darkness, you and your foe drop into the abyss. Within
they find themselves in an ancient egyptian temple, with treasures tempting
them on either side. Opening a chest, you show your ruse and attack, grabbing
hold of them and throwing them into the treasure chest as a giant bomb drops
down. It's fuse burns out and the entire temple is blown away. As a standard
action, a single creature within 30 feet of you is surrounded by walls on al
sides of it as a force cage spell. The Creature targeted must make a fortitude
saving throw DC: 19+ Charisma modifier or take critical damage as well as an
additional 12 damage per level (Max 240). A successful saving throw means the
creature takes instead critical damage and 5d6+1 per level (Max 5d6+20). On a
failed saving throw the creature must also make a will saving throw of the same
DC or be effected by a bestow curse spell. The creature remains in the box for
1 round per level unless it can break it's self out.
Moth Barrage

**Level:** Moth Man 3

**Spell Resistance:** yes

leaping into the air, you spin around releasing a flurry of slow moving
energy pollen blasts that explode as they hit the enemy. As a standard
action, You create one floating Moth Mote for every 3 levels you possess
 (Max 6 ay 18th level). These motes can be placed anywhere within 100
feet of you and take up a 10 by 10 area. These motes last 1 round per
level, and any creature that moves within 10 feet of the mote must make a
 reflex saving throw DC: 13+Dexterity modifier or take normal damage as
well as 1d6 sonic damage. These motes do not activate by being close to
themselves and cannot move once placed.
Idol

**Idol Sorcerer 1**

CN Small Humanoid (Construct)

**CR: 1/2; EXP: 200**
**Init** +7  **Senses** **Perception** + 0, [darvision]

**Defense**
**AC** 15, touch 14, flat-footed 12(+1 Natural, +1 Size, +3 Dexterity)
**hp** 5 (1d6+2)
**Fort** + 2 **Ref** + 3 **Will** + 2
**Defensive Abilities** Spell Resistance: 11

**Offense**
Speed 20 ft, Fly 40 (Perfect)

**Ranged** Book +3  1d3 x2

Sorcerer Spells Prepared (CL 1st; concentration + 3)

0: Detect Magic, Resistance, Read Magic, Mage Hand
1: Fire (DC: 14)(4/day)

**Statistics**
Str 4 Dex 17 Con 14 Int 12 Wis 10 Cha 15
Base Atk + 0; CMB -4; CMD 9

**Feats**
Improved Initiative

**Skills**
Diplomacy: +7, Slight of Hand: +7, Martial Knowledge (Book): +5, Use Magic Device: +7, Bluff: +7, Fly +7

**Languages**

English, Japanese, and Draconic

**Gear**
Book, NPC Gear

**Bio**

Created as little constructs to aid spellcasters in creation of magic items and other day to day tasks, Idols are semi-living constructs that speak in cute little voices and can paint with their little brush shaped butts. Idols usually do not go out on their own and usually aren't discovered without being near a powerful spell caster, though occasionally one will stray and occasionally grow it's own full force of personality. Most never make it past level 1.

Some are created by Idol Honey Pots that spew these creatures out by the dozen to protect it's self. Idols are always created in the color of their element, as such there are idols other than fire idols out there.

**Idols As Characters**

* +4 DEX, -4 STR
* Small Humanoid (Construct)
* Idol base land speed is 20 feet, and a fly speed 40 (Perfect)
* Darkvision out to 60 feet
* +4 racial bonus to slight of hand, and diplomacy checks.
* Automatic Languages: English or Japanese. Bonus Languages: Any (Unless specifically noted)
* Idols gain Spell Resistance equal to 10+ total hit die
* Idols gain energy resistance 5 to one type of energy that determines your color. Fire (Red), Ice (Blue), Sonic (Green), or Force (Yellow). If selecting a Yellow Idol, The level adjustment becomes +2.
* Natural Armor +1
* Proficient in Rapier, Fan, Magnet, and Pie
* Level Adjustment: +1

# **Idol Variants**

**Ice Idol**

These idols are tinted blue and are adept in Ice magic. These Idols have the Ice spell instead of fire.

**Wind Idol**

These idols are tinted green and are adept in Wind magic. These Idols have the Wind spell instead of fire.

**Star Idol**

These idols are tinted yellow and are adept in Star magic. These Idols have the Star spell instead of fire, as well as the Advanced creature template.

# **Idol as Familiar**

Though idols are intelligent enough to be their own creature and ive life alone, they are drawn to the magic arts and especially to powerful casters. As such, if you possess the improved Familiar Feat, as well as the leadership feat, the Idol can work as both your Familiar and your Cohort. The Idol uses all of the statistics for a familiar, however it's hit dice are considered to be 4 lower than your own, and this cohort can never have a familiar of it's own.

As a familiar, an Idol grants a +4 bonus to all use magic device checks.
Meteor Sky Spear

**Level:** Polearm/Spear 8

**Spell Resistance:** no

*Moon's Revenge:* Stabbing your spear through your enemy's chests, hopping onto the end to flip it out of them, and hurling it into space. It hits the moon with great force. The moon, unpleased by your attack, absorbs the weapon and spits out a colossal sized one in it's place that rains down from above, parting the clouds and destroying your foes with divine lightning. As a standard action, target a 20 foot burst located anywhere within 100 feet. Make a single attack, this targets the armor class of every creature in that area. If you land your attack, it deals normal damage as well as an additional 1d6 damage per level (Max 25d6) Half of this damage is fire and half is lightning. Creatures caught in this area must make a will saving throw DC: 18+ Strength modifier or be blinded and deafened for 1d4+2 rounds. If they fail their save, they are also effected by a bestow curse spell. Creatures that succeed in their save take 1/2 damage and no other adverse effect. If this technique is performed on a werewolf, the creature is also effected by a Moonstruck spell.

*Around the Moon:* Slamming your spear into your enemy's chest, you fling it with deific strength, riding it with your foe through the atmosphere and past the moon, dragging their face on it's rocky surface before circling around and slamming back into the planet with a devastating blast. Make a single attack against an enemy. If this attack hits you deal critical damage as well as an additional 10 damage per level (Max 200 damage), Unless the character succeeds in a successful fortitude saving throw DC:18+Strength modifier for 10d6+1 damage per level (Max+20). Creatures struck by this technique that fail their saving throw can be moved to any one space within 30 feet of the attacker.

*Moon Darkness:* Whipping your spear into space, it loops around the moon and returns at the speed of light, crashing into the ground and exploding into a mushroom cloud that engulfs your foes. Target a single creature within 100 feet and make an attack on that creature as a standard action. This deals critical damage as well as an additional 1d4 damage per level (Max 10d4). That creature must also make a fortitude saving throw DC: 19+ Strength modifier or take 4d6 Con Drain as if effected by severe radiation, if the creature is immune to radiation it is uneffected. If it succeeds in it's save it takes half damage and no con damage. The area around the creature after using this technique is treated as if radiated for 1 round per level using the technique's save DC as the radiation's save DC..

### Radiation Damage

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

**Level:** Mothman 5

**Spell Resistance:** Yes

Scattering into a swarm of much tinier moth men, you rush forward,
exploding one by one as you juggle your enemy into the sky before
surrounding them and detonating in a moth shaped explosion. As a
standard action, you become a cluster of moth men. This works as the spell Doppleganger, However it only creates 5 of you and only divides your hitpoints by 5 ways. Each one of you can apply bonuses from toxicraft, but it costs uses of abilities like that or big blast sonic for each individual moth man. This lasts for 1 round per 2 levels. At any point during this you can choose to explode the mothmen and return to normal with any of their remaining hitpoints returning to you. When doing this, it's a standard action, and ends the technique. You place a 30 foot burst Centered on one of the mothmen. You can target one or all mothmen you created with this, but they are destroyed once targeted and treated as if they dropped to 0 hitpoints.
Creatures within that area must make a Reflex saving throw DC:
15+Dexterity modifier or take normal damage as well as 1d6 fire damage
per level (Max 20d6). Creatures that succeed in their saving throw take 1/2 damage. Creatures that fail their saving throw take full damage and are knocked prone. The Mothman can apply poison to it's attack from Toxicraft as part of activating this technique. After using this technique the Mothman can move
itself as a free action to any square directly touching the burst
radius, provoking no attacks of opportunity.
Ice

**School Evocation** [Ice]; Level Sorcerer/Wizard 1, Paladin 1, ICE 1

**CASTING**

**Casting Time** 1 standard action

**Components** V, S

**EFFECT**

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

**Area** one 5 foot square per level

**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 Ice before a burst of Ice erupts from beneath your enemy. This attack
 deals 1d4 of Ice Damage per level up to a maximum of 5d4. 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 stunned for 1 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)
Miracle of Love

**Level: Celestial Host 7**

**Spell**
Resistance: no

Angelic wings explode from your back and your soul removes it's self as it
floats away and you fall dead. An ally whom had been slain recently then
descends from the heavens upon glistening wings, newly revived and ready to get
back into action. As a standard action, you are defeated and cannot be brought
back through evilities or techniques that allow you to stay alive or return
from death. You then effect a single ally whom was defeated within the last 24
hours and that ally is effected by a true resurrection spell and appears
immediately within 30 feet. The creature that used this technique cannot be
brought back for 24 hours after using this.

Alternatively, the creature can kill it's self and remain permanently dead,
in order to bring back a creature that was actually slain within the last 24
hours. Doing this is the same, though it can target a creature whom was dead
and has the same effect as a wish or miracle in bringing the creature back to
life. The creature whom used this technique can only be brought back through a
wish or miracle themselves after using this ability.
Ice Slash

**Level** Blades Light/heavy 5

**Spell Resistance:** yes

Leaping back you concentrate your energy into your blade before lunging
forward and releasing a burst of ice that engulfs your foes. As a
standard action, Creatures within a 30 foot cone extending from you must
 make a fortitude saving throw DC: 15+ Strength modifier or take normal
damage as well as 1d6 ice damage per level (Max 15d6). A successful
saving throw halves the damage. Creatures that fail their save take full
 damage and are staggered for 1 round.
Mega Fire

**School Evocation [fire]**; Sorcerer/Wizard 3, Paladin 2, FIRE 3

**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 flames before a massive burst of flame explodes around your foes.
This attack deals 1d4 of fire damage per level up to a maximum of 20d4. 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 take an extra 3d6 of fire damage on the following 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)
Manmofu

Manmofu are powerful creatures that live in icy regions. They often band together and protect magical artifacts hidden away in high altitudes.

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Manmofu use the statistics for the Yeti in Pathfinder, but have the following changes.

Manmofu possess the Evility 3 transformations gaining a +2 bonus tot strength at 22 hit points and another +2 at 15.

Manmofu possess the Spell Ice usable 3 times per day DC:13, Mega Ice usable once per day DC:15, and Phantom Fists once per day DC:13.