recursal/Fanatic-Fandom huggingface dataset:
Gaia Crush

**Level:** Orc 9

**Spell Resistance:** no

Summoning an army of orcs, you use your rocket flail and launch the
planet at a breakneck speed into the sun. As a standard action, A 30
foot cube of land and everything in it must make a reflex saving throw
DC:19+ Strength modifier for half damage. Creatures effected take
critical damage as well as 1d6 fire damage per level (Max 20d6) and 1d6
force damage per level (Max 20d6). Creatures that make their save are
also lit on fire and take fire damage equal to your normal attack in the
 following round.
Golem Cannon

**Level:** Golem 5

**Spell Resistance:** yes

Opening your mouth you scream so hard that the ground reverberates and
erupts with molten magma. As a standard action, Creatures in a 15 foot
line must make a reflex saving throw DC: 15+Strength modifier reflex
save or take normal damage along with 1d6 fire damage per level (Max
10d6). A successful saving throw halves the damage. Creatures who fail
the save take full damage and take damage equal to the Golem's Strength
modifier in the following round.
Funguside

Conjuration [Mushroom, disease]

**Level:** Druid 1, Sorcerer 1, Wizard 1

**Components:** V, S, M,

**Casting Time:** 1 Standard Action

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

**Target:** One Creature

**Duration:** 1 round/level

**Saving Throw:** Fortitude negates; see text

**Spell Resistance:** Yes

This creates a small mushroom that sprouts on your enemy. The creature must make a fortitude saving throw every round of this spell’s duration after targeted. The mushroom moves with the enemy and deals 1 damage to them every round. If the creature casts a spell while this is active, it must make a concentration check every round that they take damage. The caster heals a number of hitpoints every round equal to the damage dealt by this spell.

**Material Component:** A single mushroom or mushroom spore
Fairy King's Rage

**Level:** Fairy Magichange 7

**Spell Resistance:** yes

Merging with the colossal form of the fairy king elemental, you unleash a
flurry of attacks along with the king for maximum destruction. As a standard
action, you fuse with the flame Guardian's power and gain a +6 bonus to Strength
and Dexterity, as well as a fly speed of 60 feet (Perfect). You also gain the
burn ability of the flame guardian. If you already possess it, it's ability
stacks with your own. You also gain all of the flame guardian's evolutions and
an additional 4 evolution points to spend. While this technique is active you
also gain a +2d10 bonus to damage dealt and all damage dealt becomes 1/2 fire
and 1/2 divine damage. As a full attack action in this form, you can make a
single attack, this attack deals double damage if it hits. This lasts for 1
round per level or until the magichange ends, whichever comes first.
Heavenly Red Slice

**Level: Paladin 8**

**Spell**
Resistance: yes

When using the technique Heavenly Red Slice, you summon the burning red blade of
fire, and imbue your attack with explosive flame energy. As a full attack
action, creatures within a 30 foot cone emanating from you, must make a Reflex
saving throw DC: 18+ Strength or Charisma modifier. If they fail their reflex
saving throw, they are knocked prone and take normal damage as well as 2d6
damage per level (Max 40d6) Half of the damage dealt is holy and half is fire
damage. The area of the cone also becomes rough terrain for 1 round per level,
and any creature that begins their turn in the rough terrain takes 8d6 fire
damage. Creatures that succeed in their saving throw take 1/2 damage. Creatures targeted by the paladin's smite ability that are effected by this treat all of the damage as holy instead of half holy and half fire. This still deals extra damage to creatures with a weakness to fire however.

***MYTHIC:***
By expending a use of mythic power when using this technique, you can
increase the range by 10 feet.
Feast Slasher

**Level:** Flora Beast 2

**Spell Resistance:** no

Summoning two razor sharp flowers, you fling them at your enemy and
sever their limbs one by one. As a standard action, Make two ranged
touch attacks at any one enemy within 60 feet, each attack that hits
deals normal damage. If both attacks hit deal damage equal to your
normal damage as well as 1 and 1/2 your Dexterity modifier.
Flame Counter

**School** Abjuration [Fire]; **Level** Wizard/Sorcerer 5, Witch 5,
Cleric 5, Druid/Geomancer 5, Psion 5, Bard 5, Succubus 4, Kitsune 4, Nosferatu 4, Almiraj 4

CASTING

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

EFFECT

**Range** One creature per 3 levels
**Effect** Reflect damage of a certain kind

**Duration** 1 round
**Saving Throw** none; **Spell Resistance** no

DESCRIPTION

Invoking counterspell magic, you prepare to reflect fire
damage back to the attacker. After this spell is cast, until the beginning of
your next round, creatures effected by this spell who take fire damage, reflect
the fire damage back to the caster, thus also damaging the caster. If the
effect targets more than one creature effected by this spell, it only reflects
once back on to the attacker.

*Mythic:* By
expending a use of mythic power when casting this spell, effected creatures
take 1/2 damage from fire during the spell's duration and the enemy still takes
it's full damage. At Mythic Tier 3 or higher effected creatures take no damage
but the creature still takes full damage. At Mythic Tier 6 the damage reflected
back to the enemy is doubled.
Gargoyle Reincarnation

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

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

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

**Spell Resistance:** The spell resistance increases by 5.

**Versatile Attack:** This works as the listed ability. Other choices can be selected.

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

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

**Spell Bane:** You must select spell schools that you do not possess any bonuses for from Spell Bane.

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

**Pazuzu:** This ability can be used an additional time per day.
Golden Slicer

**Level:** Polearm/Spear 7

**Spell Resistance:** no

Your spear becomes double sided as you leap forward, slashing and
twirling your new weapon with great vigor. You launch your foe into the
air, only for them to become stuck on your spear. Finally prying them
off and slamming them into the ground you say goodbye with a last slice.
 Make a full attack action against a single creature with an additional
attack at your highest bonus. Every attack that hits deals an additional
 2d6 damage and if you hit with at least 3 attack the enemy must make a
fortitude saving throw DC:17+ Strength modifier or take an additional
number of damage equal to your normal damage +1d6 per level (max 20d6).
The enemy is also staggered for one round. A successful save halves the
extra damage and negates the stagger effect.
Gatling

**Level:** Crossbows/Firearms Light and Heavy 1

**Spell Resistance:** no

With a spray of dangerous gunfire you maul the enemy, making them look
like Swiss cheese. As a full attack action, creatures within a 10 by 10
cubeplaced within 30 feet of you must make a DC 11+ Dexterity modifier
reflex saving throw or take your normal weapon damage. Creatures that
succeed take 1/2 damage.

If this is used with a Chain Gun the area increases to 20 by 20.
Ghost Assist

**Level:** Ghost 4

**Spell Resistance:** yes (Harmless)

Releasing your ghostly love power, you improve the nimbleness and
intellect of your allies. Creatures within a 15 foot burst placed
anywhere within 60 feet of the Ghost gain a +2 dodge bonus to armor
class and a +4 enhancement bonus to their intelligence score. This
ability lasts for 1 minute per level.
Goodbye Sunset

**Level:** Moth Man 7

**Spell Resistance:** no

Upon activating this technique the mothman can select one of the following actions.

*Sunset Smash:* Sending out a screech to your moth man compatriots, you all weave your enemy in a cocoon and fly off with them into the sun. Make a full attack on your enemy with an additional attack at your highest base attack bonus. For every attack you land you deal an additional 5d6 additional fire damage. If t least 3 attacks hit, you move the opponent your movement speed in any direction of your choice unless they make a successful Fortitude saving throw DC:17+ Dexterity modifier. For every attack after the third that you hit with this technique, you move the creature away an amount equal to your movement speed again. On a successful saving throw the creature is not moved, but all damage is unchanged. Whenever the creature is moved, it is dropped at the end and takes falling damage normally. A Mothman can activate it's toxicraft ability as part of activating this technique without needing to expend a swift action.

*Sunset Lullaby:* Dashing past your enemy a thousand times at a blinding speed, you cocoon them in a silky shell and carry them off into the sunset with your other moth buddies. As a standard action, make a single attack against your opponent, if this attack hits you deal an additional 3d6+1 damage per level (Max 5d6+20). This attack can be a vital strike and the additional damage is multiplied as part of this vital strike. The enemy must make a fortitude saving throw DC: 17+Dexterity modifier. If the enemy fails their save both you and the enemy are moved your full move speed in any direction you choose. A Mothman can activate it's toxicraft ability as part of activating this technique without needing to expend a swift action.
Gelato Slicer

**Level** Hammer/Axe/Flail 8

**Spell Resistance:** no

You fling your opponent into the air and cleave them in two. As a
standard action, Make a single attack at your highest base attack bonus.
 If this attack hits, you deal normal damage as well as an additional 10
 damage per level (Max 200). if your opponent succeeds on a DC: 18+
Strength modifier fortitude save they take half damage instead. Enemies
who are struck by this technique, regardless of whether they failed or
succeeded their saving throws, Take a -2 penalty to all saving throws
until the end of your next round.
Heave Shot

**Level:** Zombie 4

**Spell Resistance:** no

The Zombie explodes from the ground and grabs hold of the enemy as you
fire an arrow. You slam it into the zombie's head and it causes a
massive explosion. As a standard action, make a single attack against
the CMD of any one enemy within 100 feet. If the attack hits, your enemy
 gains no saving throw, if it fails the enemy gains a reflex saving
throw DC:14+ Strength modifier for 1/2 damage. This deals normal damage
+1d6 negative energy damage per level (Max 20d6).
Grapple

**Level: Great Wyrm 3**

**Spell Resistance: no**

Grabbing on to your enemy, you allow the whisping energy
along your upper body to flare up, and consume your enemy. As a standard
action, make a single CMB attack against your enemy's CMD. If this attack hits
you deal the typical amount of damage dealt through a grapple as well as normal
damage. Creatures gain a fortitude saving throw DC: 13+Strength modifier or
take the grapple damage a second time.
Gallatin Sword

**Level: Dark Knight 9**

**Spell Resistance: yes**

Summoning the fire that dwells within you, you fire two
bursts of fire from your blade that engulf your foe before allowing your inner
fire burst out like wings, rocketing you into your foe and allowing you to tear
into them like a burning chainsaw. As a full round action, make a single attack
against an enemy within charge distance. If the attack hits you deal double
damage. Critical hit feats and vital strike feats apply to this. You also deal
an additional 1d6 damage per level (Max 15d6) Half of this is fire and half is
divine. Creatures must make a will saving throw DC: 19+ Strength modifier after
being hit by this or become vulnerable to fire damage for 1 round, losing all
immunities or resistances they may possess. If the enemy is the target of the
Dark Knight's challenge ability, they gain no save against this ability, and
instead can make the same save to not get caught on fire and take 5d6 fire
damage every round for 5 rounds.
Energy Alteration

**Transmutation**

**Level:** Merchant 1
**Components:** S, M
**Casting Time:** 1 round
**Range:** Touch
**Target:** Magic item touched
**Duration:** 10 min./level
**Saving Throw:** Will negates (object)
**Spell Resistance:** Yes (object)

You alter an item that employs an energy type or grants protection from
an energy type, to employ or protect against a different energy type.
For example, you could change a +2 flaming battleaxe to a +2 frost
battleaxe or a ring of minor energy resistance (acid) to a ring of minor
 energy resistance (sonic). The amount of damage dealt by energy,
protection offered from energy, and all other effects remain the same.

**Material Component:** An alchemical ointment formed from materials representing all five energy types and costing 50 gp.
Flame Slash

**Level: Paladin 1**

**Spell Resistance: no**

When using the Dimension Slash Jr. version of Blade Rush, you summon a brilliant red blade of fire and channel the flaming energy through your attack. As a standard action, all creatures within a 20 foot line must make a reflex saving throw DC:11+ Strength or Charisma modifier or take normal weapon damage as well as an additional 4d6 fire damage. This damage is disintegration damage. A successful saving throw halves the damage.

***MYTHIC:*** By expending a use of Mythic Power when using this technique, you can double it's range.
Hatred Bite

**Level:** Skeletal Dragon 5

**Spell Resistance:** no

Channeling pure rage into your jaws, you bite your foe and thrash him
around in your undead jaws before flinging him away. As a standard
action, Make a single attack at your highest base attack bonus on a
creature, if you hit you deal normal damage and must make an attack on
their grapple CMD. If this attack misses the technique ends, but if
grappled you deal normal damage again. In addition, you deal 3d6+your
charisma modifier for every attack you have per round (Max 4 more
attacks). A successful fortitude saving throw DC: 15+Strength modifier
cuts the overall damage in half.
Final Boss Arises

**Level:** Desco 4

**Spell Resistance:** yes

Opening the mouths on either side of your Usatako, you charge fire and
ice energy, releasing the blasts in a twin tornado of elemental fury. As
 a standard action, you create two lines extending from you out to 60
feet. These lines cannot cross, nor can they strike the same creature
more than once. Creatures in the line must make a reflex saving throw
DC: 14+Constitution modifier. This deals normal damage as well as 1d6
damage per level (Max 15d6). One line deals ice damage, the other deals
fire damage. Creatures who succeed their saving throw take 1/2 damage.
Creatures that fail take full damage. If struck for full damage by fire
you are set on fire and take 3d6 fire damage every round for 4 rounds.
If struck for full damage by ice you are stunned for 1 round.
Fuma Shuriken

**Level:** Ninja 2

**Spell Resistance:** No

Leaping backward, you fling several shuriken toward your foe. They arc through the air before biting into their flesh with deadly accuracy. As a standard action, you can make a single ranged attack for every 4 levels you possess (Max 7). If these attacks hit they deal your normal damage, and the enemy must make a fortitude saving throw DC: 12+ Charisma modifier or begin bleeding for 1d6 damage every round for 1d6+1 rounds. By spending a point of ki, you can gain another attack when using this technique.
Focus Pool

**Level: Soulforging 3**

**Spell Resistance:** no

One of the most basic soulforging techniques, the Focus pool allows the wielder to gain a pool of soul focus that can be used when attempting to center oneself. The creature gains 1 point in a focus pool for 1 minute per level. The creature gains an additional point for every 4 levels they possess. These points can be expended at any point to grant them a bonus. Spending a point costs no action and multiple can be spent at any time.

·         Reroll a will saving throw

·         Re roll a saving throw vs. an emotion effect

·         Add your relevant modifier to the DC a creature must beat to intimidate you

·         Gain a +8 bonus to a craft or use magic device check

·         Gain a +8 bonus to iaijutsu checks

·         Heal 1 negative level inflicted by a soulforging technique. (This can only be used to heal up to ½ of the total negative levels one possesses from soulforging. )

·         Increase the power of a hero point by +4

·         Increase an opposed roll by +4

·         Gain a +8 bonus to a wisdom based skill check

·         Heal 1d8 hitpoints

·         Regain a point in a ki pool, or spend 2 to regain points in a martial pool or 4 points to regain a use of resolve.

·         Gain a +8 bonus to diplomacy or sense motive checks

·         Spend 2 points to cast an analyze aura spell.

·         Increase a Soulknife’s reach by 5 feet for a single round.
Feral Werewolf

Werewolves originate from the race of demonic werewolves within the Netherworlds. And upon the merge of blood between man and demon the Feral Werewolves were born. These beasts possess a great strength and can shift into the bestial forms that natural werewolves need training to achieve, however they have no control over these forms and usually just kill and slaughter. There are even some whom are permanently stuck in Wolf form.

[1]

Feral werewolves work exactly like the Werewolf template in base Pathfinder. However the example werewolf here gains the following changes.

Gain the Evility Wild cry which grants a +1 bonus to attack rolls for every adjacent enemy.
Graviton Flare

Level Hammer/Axe/Flail 8

Spell Resistance: no

When performing this technique, you select one of the following ways to utilize it.

*Graviton Flare:* You burrow to the core of the Earth and release a burst of magma that destroys your enemies. As a full attack action, Creatures within 5 feet of you must succeed in a DC: 18+ Strength modifier reflex saving throw or take 20d6 fire damage. A successful saving throw halves the damage. However the squares around the user are now immersed in lava. Creatures that took damage from the initial burst take 1/2 of the damage they took the next round, a successful fortitude save cuts it in half. On the following round it deals half of the damage you took the previous round, until it gets to 1 damage or until 4 rounds have passed.

***MYTHIC:*** By expending 3 uses of Mythic power when you activate this technique, you can choose to instead use the following method.

*Dynamic Moon:* You leap with incredible force to the moon and skip off of it's surface, returning to the planet and burrowing to the center, slamming your weapon into it's core and causing the entire planet to explode violently. As a full attack action, make a single attack, this attack applies to all creatures within 100 feet. Creatures struck take critical damage and must make a fortitude saving throw DC: 18+ Strength modifier or take an additional 1d8 per level (Max 20d6). If the creature fails it's saving throw it is also knocked prone, a successful saving throw cuts the damage in half. The entire area of the technique becomes lava 10 feet deep, and trying to move through it requires a swim check. Creatures that fall prone in the lava are treated as if submerged and take 20d8 fire damage. Half of the damage of the lava created with this is divine damage. The user of this technique is immune to it's effects, and gains a +30 bonus to it's swim speed to move in the lava. This lava and the move speed lasts for 1 round per level.
Geo Beast

**Starting Statistics**

**Size:** Small; **Speed:** 30 ft.; **Attack** bite (1d4); **Ability Scores:** Str 12, Dex 15, Con 12, Int 2, Wis 12, Cha 5; **Special Qualities:** low-light vision.

**Geo Assimilation (Su):**
A Geo Beast is in tune with the Geo Panel it possesses on it's back, and as such, it can gain and grant great power to those around him. The Geo Beast grants it's Geo Ability (Chosen from the Geo Panel Abilities below), to any creature standing within 5 feet of it. This increases by 5 feet for every 4 hit dice the creature possesses.

**4th-Level Advancement**

**Ability Scores** Str +2, Con +2.

**Geo Boost (Su)**
As a standard action, a Geo beast can spread the radius of it's Geo Ability by 5 feet for every hit dice it possesses. This lasts until the end of your next round, and the Geo Beast cannot use this ability for 1d4 rounds afterward.

**8th-Level Advancement**

**Ability Scores** Dex +2, Con +2.

**Selective Geography (Su)**
A Geo Beast can choose who is and isn't effected by the ability it grants.

**NOTE:** Once chosen, the ability cannot be changed. Abilities that allow you to specify a certain type, such as the weapon proficiency and the energy resistance, must be chosen at first level and cannot be changed. (I.E. If you choose Great sword proficiency as the Geo beast's power, it cannot be changed to a different weapon.) In addition, Geo Beasts always benefit from the ability of their geo panel.

Some DM's may allow a Geomancer to use some of the natural Geo Abilities, however they can be quite powerful and may require a feat.
[wiki:disgaead20:"Geo Panel Abilities"]

# **Sabo Sabo**

SaboSabo are Geo Beasts without their normal Geo Panels, They instead wield little spike balls and like to smash their foes. Their statistics are identical to a Geo Beast save for they gain +2 strength and fight with a medium sized Heavy morning star dealing 1d8 damage.
Human

* **Flexible Ability Modifier**: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
* Humans are humanoids with the (human) subtype.
* **Normal Speed**: Humans have a base speed of 30 feet.
* **Bonus Feat**: Humans select one extra feat at 1st level.
* **Skilled**: Humans gain an additional skill rank at 1st level, and an additional skill rank whenever they gain a new level.
* **Automatic Languages**: Humans begin play speaking English or Japanese.  Humans with high Intelligence may choose any bonus languages except for secret languages (such as druidic).

## **RACIAL VARIANTS**

**ASAGI CLONE**

An Asagi Clone is a human whom was cloned from another dimension from the Human girl Asagi. These are incredibly numerous, but still somehow incredibly rare.

Asagi Clone humans have the Outsider subtype.

Instead of gaining a skill point at each level, Asagi Clone Humans gain the Fake or Illusion Racial feat as a bonus feat.
Grace Crane Change

**Level: Asuka 9**

**Spell Resistance: no**

Releasing a
fleet of paper cranes, They fold together into a gigantic crane, which then
folds it's self into a paper airplane which you can ride through your foe,
colliding with them and causing the plane to explode into it's base materials.
As a standard action, create 1 large sized paper crane swarm. The Swarm half of
your own hit points and possesses all of the traits of a swarm. It has your own
armor class. When it ends it's turn in someone's square, it deals your normal
damage and the creature must make a DC:19+Strength modifier fortitude saving
throw or be nauseated for 1 round. The swarm has a move speed of 60 feet and a
fly speed of the same at perfect maneuverability. It uses all of your saving
throws and retains any damage reduction you may have. The swarm takes 1/2
damage from all area effects. At any point in time, the swarm can spend a
standard action to use the greater polymorph spell to transform into a
creature. It can also use this to take the form of a paper airplane, which
increases it's fly speed to 120. It possesses the same ability scores as the
user. The plane lasts for 1 round per level. If transforming into a creature
with multiple attacks or natural attacks, use the original creature's damage,
and only your own base damage for primary attacks or manufactured weapon
attacks.
Ghost Spells by Level

Some of the Ghost's spells are located here. [1]

**1st-Level The Ghost spells—**
Bane, Cause Fear, Command, Curse Water, The Ghost Knell, Detect Poison, Decompose Corpse, Interrogation, Ray of enfeeblement, Ray of Sickening, Restore corpse, Doom, Inflict Light Wounds, Mage Armor, Shield, Magic Weapon, Protection from Good/Law/Evil/Chaos, Read Magic

**2nd-Level The Ghost spells—**
Blindness/ Deafness, Corruption Resistance, Command Undead, Defoliate, False Life, Unshakable Chill, Darkness, Darkvision, Desecrate, Eagle's Splendor, Hold Person, Invisibility, Scare, Silence, Undetectable Alignment

**3rd-Level The Ghost spells—**
Bestow Curse, Contagion, Deeper Darkness, Defile Armor, Dispel Magic, Inflict Moderate Wounds, Magic Weapon Greater, Vampiric Touch

**4th-Level The Ghost spells—**
Fear, Inflict Serious Wounds, Invisibility Greater, Poison, Slay Living, Terrible Remorse

**5th-Level The Ghost spells—**
Break Enchantment, Greater Contagion, Curse of Magic Negation, Major Curse, Inflict Light wounds Mass, Scrying, True Seeing, Unhallow, Unholy Ice

**6th-Level The Ghost spells—**
Antilife Shell, Banishment, Blade Barrier, Epidemic, Harm, Inflict Moderate Wounds Mass

**7th-Level The Ghost spells—**
Control Undead, Finger of Death, Inflict Serious Wounds Mass, Spell turning, Greater Arcane Sight, Walk through Space

**8th-Level The Ghost spells—**
Dimensional Lock, Discern Location, Frightful Aspect, Inflict Critical Wounds Mass, Orb of the Void, Symbol of Death, Unholy Aura

**9th-Level The Ghost spells—**
Energy Drain, Cursed Earth, Soul Bind, Shades, Weird, Energy Drain, Dominate monster
Hundred Facet: Grand Form of the Avian

**Level** Hundred Knight 9

**Spell Resistance:** no

The Grand Form of the Avian is the final evolution of the Hundred Knight and one of it's strangest transformations. The Torch on it's head lights up as he turns around, his body growing and contorting into an armored eagle as the light dims down. As a standard action, you become the Grand form of the Avian. This grants a +8 bonus to strength, dexterity, and Charisma, but gives a -4 penalty to Intelligence, and Wisdom. Your size increases by 2 categories and you gain a +3 bonus to natural armor, and you gain a fly speed equal to your move speed with Average maneuverability. You also gain a bonus to your fly skill equal to 1/2 of your Hundred knight level. While in this form, you have 2 attacks that use your highest base attack bonus, however you cannot do any of your other attacks on a full attack. This still deals the same amount of damage, and you also lose 8 calorie points. You also gain the following abilities.

**Hundred Dive Bomb:** As part of a charge attack, you gain a +4 bonus to the attack roll and +1 to damage for every 10 feet moved before the attack (Max +20).

**Hundred Piece Avatar:** You gain 2 evolution points you can use to upgrade yourself. These are used as if you were the eidolon of a summoner of your Hundred Knight hit dice. These cannot be changed until this ability is used again.

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

## **Graviton Hammer**

**Level:** Gargoyle/Golem/Dark Knight 8

**Spell Resistance:** yes

Using the force of the weapon and it's massive magic energy, you create a
 ball of black matter heavier than the galaxy it's self, dropping it on
your foes they cannot help but be smashed under it's weight as you bring
 down the weapon in your final strike. As a standard action, Creatures
in a 30 foot burst centered anywhere within 100 feet must succeed on a
reflex saving throw DC:18+ Strength modifier or take normal damage as
well as 1d6 damage per level (Max 20d6). Creatures that succeed take 1/2
 damage, creatures that fail take full damage are stunned and knocked
prone for 1 round.
Gold Rush

**Level:** Misaki 6

**Spell Resistance:** no

Firing a plethora of deadly shots from your gun, they leave trails of
golden energy behind and slam into your foe, carrying them back wards
into a giant golden wall you summoned. You fire through them at a rapid
pace shooting all around them, but carving the shape of Misaki with a
Bazooka aimed down above them, which falls on top of them. As a standard
 action, Enemies in a 20 by 30 foot cube located within 200 feet must
make a perception check against your attack roll. If successful they
gain a reflex saving throw DC:16+Dexterity modifier. If the creature
fails their perception check they can make the save, however they take a
 -6 penalty to the save. Creatures effected take normal damage as well
as 1d6 damage per level (Max 20d6). Creatures that fail their save are
knocked prone. If the creature successfully makes their save they take
1/2 damage and are not knocked prone. If an enemy is slain by this
technique, Misaki gains 1/2 of the hell on their person automatically.
Hundred Facet: Shinobi Assassin

**Level** Hundred Knight 7

**Spell Resistance:** no

The Shinobi Assassin is the master form of stealth for the Hundred Knight, allowing it to become one with the world around it and meld with the shadows. The Torch on it's head lights up as he turns around, his armor turning deep black as the light dims down. As a standard action, you become the Shinobi Assassin. This grants a +6 bonus to Dexterity, Constitution, and Charisma, and a -6 penalty to Strength, Intelligence, and Wisdom, In addition it gains a bonus to stealth and bluff equal to 1/2 it's hundred knight level and +4d6 of sneak attack damage. Techniques with a duration that the Hundred Knight uses in this form last longer as if the Hundred Knight was 4 levels higher. The Hundred Knight's Energy resistances and damage reduction if any are decreased by 20 (Minimum 0). if the Hundred Knight is struck by a critical hit while in this form it deals an additional +4 damage per critical modifier to the Hundred Knight. If the Hundred Knight is normally immune to critical hits or has any sort of fortification, that fortification is cut in half.

**Endless Dash:** The Hundred Knight's Land speed increases by 60 feet, in addition it can make a single 90 degree turn while running or charging.

**Fasting Mentality:** The Hundred Knight gains 8 temporary calorie points.

Only one Hundred Facet Technique can be active at any given time. If this is activated while in another Hundred Facet, the previous one ends instantly. This lasts 10 minutes per level
Hand of Fate

**Level: Asher 3**

**Spell Resistance: Yes**

Thrusting your fist forward you expel a blast of judgment into your foe, searing your ideals into their soul. As a standard action make a single attack roll agaainst an enemy within 60 feet. You may roll twice and take the better result. If it hits it deals normal damage as well as 1d6 per 2 levels (Max 5d6).

This damage becomes 1d6 per 2 levels with a maximum of 10d6 if the enemy is opposed to you on the good and evil scale, or on the law and chaos scale.

If the enemy is opposed to you on both scales (Such as if you were chaotic good and the enemy was lawful evil) the attack deals 1d6 per level to a max of 15d6).
Fire Storm

**Level** Blades light/heavy 6

**Spell Resistance:** no

Summoning an elemental clone of yourself, you team up with it to release
 a burst of energy through your enemies with a slash of your blade
before crossing paths mid air and clashing blades through the foe's
flesh. As a standard action, you summon a clone of yourself. This clone
possesses your bonus to attack rolls, but only one attack per round.
It's saving throws and armor class are the same as yours, however it
possesses no armor from class or techniques you are currently being
affected by. This otherwise works like Summon Monster 6 and the Clone of
 you, though the same size as you, uses the hit point and special
ability statistics of the Huge Elemental. This technique can be ended
prematurely, and only when the Elemental is adjacent to you. You both
release a cone of fire out to 30 feet. This deals normal damage from
you, as well as 1d6 damage per level (Max 10d6). Half of the damage
dealt is divine (Or profane if of an evil alignment) and the other half
is fire. The enemies located in the blast gain a fortitude saving throw
16+ Strength modifier for 1/2 damage. This lasts for 1 round per level
or until expended as such. This technique is treated as a summon spell
to determine the effects of feats and other abilities that effect
summoned creatures.
Falling Heaven

**Level:**
Monk/Close  3

**Spell Resistance:** no

Launching into the sky, you return at mach speed and
slam into the top of the enemy's head, smashing them to paste and burying
yourself in the ground. Make a charge attack against any enemy's Grapple CMD
within reach of your charge, as a full attack action. If this hits you deal
normal damage as well as an additional 1d6 damage per 2 levels (Max 10d6). This
attack can be a devastating blow or a vital strike, but not both. If the enemy
is struck, it is treated as grappled and pinned.
Graviton Bomb

Level Hammer/Axe/Flail 7

Spell Resistance: no

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

*Graviton Bomb:* You fling yourself skyward, stopping and dropping like a meteor on your opponent for destructive results. As a standard action, Make a single attack at any enemy within Charging range. If the attack hits, you deal normal damage as well as 1d6 fire damage for every 10 feet you moved (Maximum of 40d6). A fortitude save DC: 17+ Strength modifier halves this damage.

*Gravity Hammer:* Channeling the dark energies into your weapon, it grows into a massive mallet of unholy graviton energy which you bring down upon your foes with cataclysmic force. As a standard action, your weapon gains +3d10 force damage on all attacks. In addition, all attacks made with the weapon gain a 15 foot reach, and target a 10 foot square instead of a single creature. Roll the attack roll and apply it to all creatures and objects in the square when using this weapon. If using an ability that targets a single creature on an attack roll, instead you target every creature in that 10 foot square with the effect.(For example, if you use vital strike or a single attack technique on someone, it applies to all creatures in that area. This lasts for 1 round per level.
Frozen Fang(Ice Gauntlet Technique)

**Level: Ice gauntlet 5**

**Spell Resistance: Yes**

Summoning two massive pillars of ice above and below your foe, you smash
 them together for massive damage. Make a full attack action on a single
 creature within 30 feet. Each of these attacks deals normal damage as
well as 3d6 ice damage on every hit.
Galaxy Comet

Level: Bow/Thrown 9

Spell Resistance: yes

*Interstellar Near Miss:* Leaping out to the end of the galaxy, you pull back your arrow and let it fly through space, destroying planets as it picks up speed and energy, if zooms past your foe and blows up the sun, incinerating your foes. Enemies within a 30 foot burst that can be placed anywhere within 300 feet must make a fortitude saving throw DC:19+ Dexterity modifier. Creatures that fail this saving throw take normal damage as well as 2d6 damage per level (Max 40d6). Creatures that succeed take 10d6+1 per level (Max +20).

*Hell's Vacuum:* Leaping out into space, you fire an arrow with such great velocity that it breaks the vacuum of space. The arrow surges downward toward your foes and pierces through them, carrying them off of the planet and into the sun, the vacuum you created pulling the entire star system along with it, destroying the sun in a massive blast of dark energy. Enemies within a 30 foot burst that can be placed anywhere within 300 feet must make a fortitude saving throw DC:19+ Dexterity modifier. Creatures that fail this saving throw take normal damage as well as 1d6 damage per level (Max 20d6). Creatures that succeed take half damage. Creatures who fail take full damage and 1d4+1 damage to all of their ability scores as well as being knocked prone.

***MYTHIC:*** By expending two uses of mythic power when using this technique, you can perform the following instead.

*System Ender:* Leaping into the next galaxy over, you destroy it completely and absorb it's power into a single arrow that you fire back to your planet, tearing your foes and planet apart. As a standard action, make a single attack against an enemy within reach, if the attack hits, you deal critical damage as well as an additional 12 damage per level (Max 240). This attack can be a vital strike. Creatures that are struck must make a will saving throw DC: 19+ Dexterity modifier or also take 1d4+1 damage to all ability scores, and begin to suffocate. The suffocation works like the spell suffocation however the DC is raised to 19+ Dexterity modifier and lasts 1 round per mythic tier +3. Every round that the creature resists, the creature takes 1 con damage, and if it fails it's save, it takes 2 con damage.

Empower: By expending another technique per day, you can double this technique's range.
Greater Dark Vampiric Shockwave

**Level: Vampire 8**

**Spell Resistance: yes**

This works as Dark Vampiric Shockwave, however the area of
effect is 60 feet, the damage is 1d8 per level (Max 20d8), the saving throw is
18+ Charisma modifier. Creatures who fail their save are knocked prone, and then they are
shaken for the rest of the encounter. If the creature is effected by this
again, or effected by the Dark Vampiric shockwave, the save is not for being
sickened, but against being frightened.
Fists of Fury

**Level:** Nekomata 4

**Spell Resistance:** no

Rearing back like a cobra ready to strike, the nekomatta launches it’s
self forward with a flurry of deadly fists that batter the opponent into
 oblivion. To rub it in, they kick the opponent in the face. The
Nekomatta makes a full attack with an extra attack at her highest base
attack bonus. Every attack that hits after the first deals an extra
accumulating 1d6+1 damage (+1d6+1, +2d6+2.. ect). If at least 2 of the
attacks land you deal an additional amount of damage equal to your
natural attack +1 ½ your strength modifier. In addition the opponent
must make a fortitude save DC: 14+ Strength modifier or be stunned for
one round.
Fire Breath

**Level:** Crossbows/firearms Light/heavy 2

**Spell Resistance:** no

Waving your gun back and fourth, you sweep a deadly gout of flame across
 your foes. As a standard action, you can fire a 30 foot cone. if the
user is entitled to more attacks per round based on his BAB, he can take
 a full-attack action to target an additional contiguous 5 foot space
per attack. All creatures in the affected area must make a Reflex save
DC = 11 + Dexterity modifier for 1/2 damage, and the save and DC are
affected as normal for things like range increment and cover. In
addition, the DC also suffers a -2 penalty per 5' square affected beyond
 the first. Finally, if a creature critically fails it’s saving throw it
 receives double damage as per a critical hit. Damage dealt by this is
fire damage.

If using this technique with a flame thrower the area increases by 10 feet.
Hell Pollen

**Level:** Moth Man 1

**Spell Resistance:** yes

You flap your wings, releasing a fine red dust that washes over your
foes and dissolves their flesh. As a full attack action, make a full attack against a single enemy. Each of these attacks is considered a touch attack. You can activate your toxicraft ability to apply poison to your natural attacks as part of this technique's activation.
Giant Press

**Level: Large sized or larger 3**

**Spell Resistance: no**

Leaping into the air, you come crashing back to the ground in a meteor like eruption. As a full attack action, creatures within 30 feet of you must make a reflex saving throw DC: 13+ Constitution modifier or take normal damage as well as an additional 1d6 damage per level (Max 10d6). Creatures that fail their saving throw are knocked prone. Those that succeed take half damage.
Holy Saber

**Level: Celestial Host 4**

**Spell**
Resistance: yes

You fire feather shaped bolts of holy energy that emerge from a divine seal,
and after the bolts strike in a ring shaped impact zone, you summon a divine
sword and fling it through the seal, causing a burst of holy energy to engulf
your enemies. As a standard action, you fire one missile per 2 levels (Max 10)
Each one deals normal damage as well as 1d10 +1 holy damage per level (Max
1d10+5). These missiles strike unerringly like a magic missile. If this is used
against an evil creature, the evil creature must make a will saving throw DC:
14+ Relevant modifier or be sickened for 1d6+2 rounds.
Hundred Facet: Marginal Gaze

**Level** Hundred Knight 5

**Spell Resistance:** no

The Marginal Gaze is said to be a form gained through a formal contract bound with the god of Death. The Torch on it's head lights up as he turns around, his armor turning a bright, blood red as the light dims down. As a standard action, you become the Marginal Gaze. This grants a +6 bonus to your Intelligence, Wisdom, and Charisma, but take a -6 penalty to Strength and Dexterity, and you lose 2 calorie points that cannot be gained back until you leave this form. You also gain a +6 bonus to your saving throws and armor class against any sort of spell, as well as Spell Resistance 15+Hundred Knight level In addition you gain the following abilities.

**Reaper's Contract I:** You add your Charisma bonus to your armor class as an untyped bonus.

**Reaper's Contract II:** You heal an amount of hitpoints equal to your Charisma modifier whenever you deal damage to a living enemy. This bonus is doubled on a critical hit.

Only one Hundred Facet Technique can be active at any given time. If this is activated while in another Hundred Facet, the previous one ends instantly. This lasts 1 minute per level
Fist of Fury

**Level: Monk/Close 1**

**Spell Resistance:** no

You land a
very focused and devastating blow. As a full attack action, make a single
attack on an enemy within reach. If this hits, it deals normal damage as well
as an additional 1d6+1 per level (Max 1d6+20). This attack can be a Vital
Strike or a Devastating blow.
Hundred Facet: Wonder Knight

**Level** Hundred Knight 4

**Spell Resistance:** no

The Wonder Knight is the initial and most notorious of the Hundred
Knight's facets due to it's overall balance and ability. The Torch on
it's head lights up as he turns around, his armor turning blue and regal
as the light dims down. As a standard action, you become the Wonder
Knight. This grants a +2 bonus to any 1 mental ability score and any 1
physical ability score upon activation. In addition you gain the
following abilities.

*Tochka Maneuver:* Any Tochka Technique you utilize while in this form deals an additional +1 damage per damage dice, and technique durations increases as if you were 2 levels higher.

*Reincarnation:* Select a single calorie burn you can utilize by
spending a single calorie point. you can now use that an unlimited
number of times, so long as you possess 1 giga calorie.

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

# **GUNSLINGER**

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

**Grit:** You gain an additional 2 grit when you gain the grit class feature. Otherwise it works as the normal class feature.

**Deeds:** You gain access to the deeds as you reach their respective levels. In addition some deeds may be strengthened, if you possess any of the abilities listed below you gain the effects when you gain the ability again.
•    *Gunslinger's Dodge:* Bonus increased by +2, and +2 more if dropping prone.
•    *Gunslinger Initiative:* Bonus increased by +2.

**Nimble:** The bonus increases by the listed amount on the table.

**Gunslinger Bonus Feats:** The feats are gained as normal, however, only at levels 4, 12, and 20.

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

**True Grit:** This works as the listed ability, however the Gunslinger must select 2 deeds other than the ones this ability was already applied to.
Fox Spirit Dance

**Level:** Kitsune Magichange 3

**Spell Resistance:** yes

Allowing your weapon to be engulfed in blue flame and it's blade to become
that of razor sharp and super heated light, you slash through your foes
multiple times before running them through and releasing an inferno of blue
flames within them. As a full attack, make a full attack against a single enemy
within reach. Each hit deals 1d6 fire damage and 1d6 holy damage. If you land
at least 3 hits the enemy takes an additional 5d6 damage, half is holy and half
is fire. Creatures struck by this last attack must make a fortitude saving
throw DC: 13+ Charisma modifier or be dazzled for 1 round.
Flame of Life Resurrection

**Universal;**

**Level** Witch 9

**CASTING**

**Casting Time** 1 round

**Components** V, S, M (Diamond worth 18,000 hl)

**EFFECT**

**Range** touch

**Target** single dead creature

**Duration** instantaneous

**Saving Throw** none

**Spell Resistance** yes

**DESCRIPTION**

This is the most powerful and sacred
spell a witch can manifest. Most witches never learn to utilize it's
power, however some are able to do so, but are still loathe to use it.
Upon completing this spell, one creature that has been slain can be
brought back to life. If it's body was destroyed, it's body is restored.
 The body restoration works like a wish spell and bringing them back to
life works as a true resurrection spell. This is treated as a wish for
the purpose of creatures unable to come back without a wish or miracle.
Upon completing this spell, the caster is killed and cannot be brought
back save for a wish, miracle, or reincarnate spell being cast on them,
however they do not return for 1d6+2 months even when brought back in
this way. Immunity to death effects or any other similar effect is
negated by this as you are willingly giving your own life to save
theirs.
Fog Miasma

**School** Evocation [Frost]; **Level** Wizard/Sorcerer 1, Witch 1, Cleric 1, Geomancer/Druid 1, Aqua Demon 1, Sea Angel 1, Shinigami 1, Ghost 1, Death 1, Grudge Ghost 1

CASTING

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

EFFECT

**Range** Medium (100 feet + 10 ft./level)
**Effect** Creature takes frost and acid damage

**Duration** Instantaneous
**Saving Throw** Fortitude halves; **Spell Resistance** yes

DESCRIPTION

You invoke mana within the target to melt them from inside. The target creature must make a fortitude saving throw or take 1d6 damage per level (Max 5d6). The damage dealt is half frost and half acid. Creatures that succeed on their saving throw take 1/2 damage. Creatures who fail their saving throw are staggered for 1 round.
Ghost Reincarnation

# **GHOST**

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

**Frightful Moan:** This can be used an additional 3 times per day.

**Malevolence:** A Ghost gains additional uses of this based on it's level.

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

**Phantom:** This ability can be used an additional time per day.
Flora Beast Techniques

This is a list of all of the Flora Beast's "Monster" techniques it can acquire.

## **Level 3**

Full Bloom

Deadly Prickle (Magichange)

## **Level 4**

Spiral Needle

Petal Cutter V

## **Level 5**

Flower Wave (Magichange)

Solar Satellite

Non-Stick Thorn

## **Level 6**

Flower Dance

Petal Storm

## **Level 7**

Flower Hazard (Magichange)

Scatter Thorn Shot

Death Sprout (Magichange)

## **Level 8**

Blooming Spears (Magichange)

Petal Concerto

Electric Garden (Magichange)

## **Level 9**

Thorny Blaster

Flower Profusion

Twin Heart Attack (Magichange)

Moon Spike (Magichange)