recursal/Fanatic-Fandom huggingface dataset:
Illuminati Fortuno

**Level:** Illuminati 3

**Spell Resistance: no**

This technique requires 3, 6, 9, or 12 people to activate it. As a standard action, Three members of the illuminati must stand exactly 30 feet away from one another in a triangle formation as golden energy washes through them. The creatures who activated this technique gain a +1 circumstance bonus to attack rolls for every 3 levels they possess (max +9). This lasts for 3 minutes. This technique can be used as a ritual that takes 30 minutes to cast as well. If done in this way, the next divination spell that is cast by the group gains the bonus to it's caster level as well as a bonus to overcome spell resistance and the spell's save DC equal to the number of participants.
Medic

Skilled with both a Gun and healing magic, The Medic is a master of the battlefield, dashing in to rescue allies while performing death defying displays of skill.

**Weapon and Armor Proficiency:**

A Medic gains proficiency in Crossbows/Firearms (Light) as well as Crossbows/Firearms (Heavy), But loses proficiency in Syringes, and Bows.

**Skills:**

In addition to the normal skills earned by a Cleric, a Medic gains Martial Knowledge: Crossbows/Firearms (Light), and Crossbows/Firearms (Heavy), But they lose Martial Knowledge (Novelty), and (Bows).

**Alignment:**

Any

**Domains:**

A Medic only gains one Domain.

**Spells:**

A Medic casts 1 less spell per day than a normal cleric. If this would drop spells per day to 0, they can only cast spells if they gain bonus spells from their wisdom score.

**Grit:**

A Medic gains the Grit feature of the Gunslinger. This replaces the Cleric’s Channeling feature.

**Deeds:**

Starting at 4th level and for every 4 levels after, the Medic gains deeds using their Cleric level as their gunslinger level for effects and for meeting any level requirements.

# **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.

Medic Reincarnation
Hyper Wrench

**Level:**
Novelty (Wrench) 8

**Spell**
Resistance: No

Spinning around the vehicle with your wrench, it
repairs it's self almost instantaneously. As a full attack action, One Vehicle
or construct per 3 levels (Max 6) within reach are healed an amount of damage
to if you landed a critical hit with the wrench as well as an additional 1d8
per level (Max 20d8). In addition, the construct or vehicle gains a +2 bonus to
it's Strength and Dexterity as well as 20 temporary hit points. These last for
1 round per level. These bonuses are untyped but do not stack with themselves.
Mermaid

Mermaids are beautiful women of the sea. They are highly proficient in all sorts of magic and possess a great understanding of the world and undersea life. They are close to the Nereid and often trust only them as they too are a solely female race.

[1]

The mermaids use the statistics of the Pathfinder Cetaceal with the following differences.

Mermaids do not have the Agathion, or good subtypes, they instead have the subtype of whatever their alignments are.

The Mermaid's protective aura effects all creatures allied with her, not just evil ones.

It's skills become Skills Diplomacy +10, Handle Animal +10, Heal +17, Knowledge (arcana) +20, Knowledge (nature) +17, Knowledge (planes) +21, Martial Knowledge (Spear) +22, Perception +28, Sense Motive +24, Stealth +24, Swim +17;

mermaids possess the evilities "Mass Blaster" as well as "Mist Cloak" Meaning she deals an additional +2 damage per creature effected by an area effect and takes 10 less damage from spells and spell like abilities.

**Techniques per day: 6**

Her save DC has been increased by +2 due to skill synergy. She also gains +2 to attack, damage, armor class and saves with or against spear techniques.

1:Impaler DC:22

2:Impaler Drop DC:23

4:Sky Lunge DC:25

5:Avalanche DC:26

Piercing Spears DC:26

6: Turbulence DC:27

8: Storm Shock DC:28

9: Brunhilda DC:29
Magic Boost

**School Transmutation**; Level Sorcerer/Wizard 2, Cleric 2

**CASTING**

**Casting Time** 1 standard action

**Components** V, S

**EFFECT**

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

**Area** one creature for every 5 levels

**Duration** one minute per level

**Saving Throw** no; Spell Resistance yes (Harmless)

**DESCRIPTION**

Lifting your arms high, you incant the words that began magic it's self
and allow a creature to be filled with power. The creature selected
gains a +1 bonus to the save DC on all of it's spells it casts for one
minute per level. This increases by +1 for every 5 levels you possess.
Though this bonus is untyped, it cannot be stacked with it's self.
Lamp Fog II

**School** evocation [Frost]; **Level** Wizard/Sorcerer 6, Witch 6, Cleric 6, Druid/Geomancer 6, Aqua Demon 6, Sea Angel 4, Death 6

CASTING

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

EFFECT

**Range** 60 feet
**Effect** Mana melts target from within, Targeting 1 creature per 2 hit dice.
**Duration** Instantaneous
**Saving Throw** Fortitude Halves; **Spell Resistance** yes

DESCRIPTION

Thrusting out your hand, you invoke primal frost magic allowing you to melt enemy from inside with gaseous mana.

Your enemies within 60 feet must make a fortitude saving throw or take 1d6 damage per level (Max 15d6) Half of this damage is acid and half is frost. A creature that fails it's saving throw is effected as if by the confusion spell for 1d4+1 rounds and they also take 4d8 damage to their mana pool. Creatures who fail their saving throw also have their square become effected with an obscuring mist spell for 1 round. If this spell would kill the creature, upon their deaths they are the center of an obscuring mist spell which persists for 1 round per 2 levels. On a successful saving throw the creature takes half damage, 1d6 mana pool damage, and suffer no additional effects.

This spell can be cast with a Lantern weapon. Doing so increases it's saving throw DC by +2 and it's damage by an amount equal to the base lamp damage.

*Mythic:* By expending a use of Mythic Power when casting this spell, you can cause the enemy to contract mana sickness. The creature takes 1d4 constitution damage, and 1 wisdom damage every round for 4 rounds, and must make the save for this spell every round to avoid the additional damage. A mythic caster of tier 4 or  higher can also expend a use of mythic power to completely bypass frost and acid immunity. A Mythic caster of 6th tier or higher can expend a use of mythic power to also treat the confusion spell as Mythic, and double the duration of the obscuring mist.

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

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

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

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

**LEVEL: Crossbows/firearms 8**

**Spell Resistance: no**

Holding a gun in each hand, you unload shot after shot into the enemies
around you, dropping them like flies one by one. This technique can only
 be performed when dual wielding firearms or crossbows. As a full attack
 action, make a single attack against every enemy you can see within 100
 feet. If the attack hits, you deal normal damage as well as 2d6+1 per
level (Max 2d6+20) to the creature. If an attack misses a creature, you
can choose to attack one less creature to attempt to hit that creature
again, until you hit the creature.
Legacy Geomancer Reincarnation

**Spells:** Beginning at 1st level, When you gain a new level as a Geomancer, you gain 1 additional Geomancer 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.

**Nature Bond:** This works as the listed ability. It possesses no additional effects. If selecting an animal companion, and you already possess one, you gain a second one.

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

**Wild Empathy:** If the Geomancer already possesses Wild Empathy it gains no extra effects.

**Place Magic:** A Geomancer can use this ability an additional 3 times per day.

**Favored Terrain:** The Geomancer gains additional favored terrains as per the usual class feature, and previous terrains get increased as normal.

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

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

**Walk the Lines:** A Geomancer can use this ability 2 additional times per day.

**A Thousand Faces:** This works as the listed ability. It possesses no additional effects.

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

**Orisons:** This works as the listed ability. It possesses no additional effects.
Mad Slam

**Level:** Evil Eye 3

**Spell Resistance:** No

Grabbing your enemy by the ankle, you slam them back and forth into the ground repeatedly, crushing their bones before you fling them behind you and create a crater where the enemy is slammed into the ground. As a full round action, make a single attack against a creature within reach. If this attack hits it deals double damage. This can be a vital strike. If you possess any feats or abilities that trigger on a critical hit, they apply to this attack. In addition, any Miasmic eye abilities that you possess can be applied as well. If the attack roll you make is an actual critical hit, this deals 3X damage instead. Creatures struck must make a fortitude saving throw DC: 13+ Wisdom modifier or be knocked prone.
Ice Magic

**Level:** Ghost 8

**Spell Resistance:** yes

Summoning a mighty glacier from the arctic, you slam it down upon your
foes with great force. Select one creature within 60 feet and make a
touch attack against it, If it hits it deals normal damage as well as
2d6 damage per level (max 40d6). A successful fortitude saving throw DC:
 18+ Charisma modifier halves the damage. Creatures within 50 feet of
that point must make a reflex saving throw of the same DC or take 1/2 of
 the damage dealt by the technique. A successful save halves the damage.
Meow Meow Beating

**Level:** Nekomata magichange 4

**Spell Resistance:** no

Transforming back into your normal self, you land devastating blows on your
enemy as the enemy swings you into them. As a full attack action, make a full
attack against an enemy within reach. Each attack deals an additional amount of
damage equal to 1 and 1/2 the Nekomata's strength modifier.
Lunch Time

**Level: Box 3**

**Spell Resistance: yes**

Opening wide, the box vacuums in the enemy and smashes it into oblivion before spitting it out. As a standard action, make a touch attack against an enemy within 30 feet. If successful, the enemy is moved to your square and takes normal damage as well as 1d6 disintegration damage per level (Max 10d6). The enemy must make a fortitude saving throw DC: 13+ Strength modifier or take full damage. On a successful saving throw they instead take normal damage as well as 1d6+1 per level (Max 1d6+20). If a creature critically fails it's saving throw, it is treated as if it were grappled, taking the box's damage every round until it escapes.
Mega Heal

**School Conjuration** [Healing]; Level Cleric 3, HEAL 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** None; Spell Resistance no

**DESCRIPTION**

Raising your hands in the air, you call out an incantation to the Lords
of Healing before a massive burst of reconstructive energy explodes
around your foes. This technique Heals 1d4 of Reconstructive Energy per
level up to a maximum of 20d4. This is pure reconstructive energy so
living, non living and undead are all restored through this magic.
Megaton Crush

**Level:** Nether Noble 9

**Spell Resistance:** no

Allowing the earth and boulders to rise up, they gather over your head
before you swing them downward with your axe, demolishing your foes in a
 land slide. As a full attack action, Enemies in a 20 by 20 cube must
make a reflex saving throw DC: 19+Strength modifier for half damage. The
 technique deals critical damage as well as 2d6 damage per level (Max
40d6). Creatures struck are considered pinned by the Nether noble's
grapple modifier and must make the check every round to escape or take
the nether Noble's normal attack damage.
Lotus Flower(Ice Gauntlet Technique)

**Level: Ice gauntlet 3**

**Spell Resistance: yes**

Thrust out your fists and strike your foe with a concentrated punch of
frost magic, freezing your foe solid. As a standard action, make a
single melee attack against your enemy, if this hits deal normal damage
+3d6 frost damage. The enemy must make a fortitude saving throw DC: 13+
Wisdom modifier, or be frozen solid and broken, taking an extra 1d6 per 2
 levels (Max 10d6)
Microwave

**Level:**
Remote 6

**Spell**
Resistance: yes

Firing off radio waves into your enemy's brain, they
have a melt down and collapse at your feet. As a standard action, a single
creature within 60 feet must make a will saving throw DC: 16+ Intelligence
modifier or take critical remote damage and be effected by a confusion spell.
That creature takes 1 wisdom damage every round for the duration of the
confusion spell. If the creature's wisdom would be dropped to zero from this,
it's immediately returned to full, and the creature is under a dominate monster
spell for 1 hour per level. The creature cannot use spells or techniques while
in this dominate monster form.
Light Dark Insurrection

**Level:** Zana 3

**Spell Resistance:** no

You have begun to master a great power from within your very core. A
tainted existence forcefully collided with a pure divine light that
causes a horrible turmoil within your soul. However with this power
comes incredibly unique and versatile abilities that your foes couldn't
even begin to comprehend. As a standard action, while you are in a rage,
 your weapons are sheathed in a strange swirling white and black aura.
Your weapons are treated as having both the Holy and Unholy properties,
however they do not inflict penalties if you are of an opposing
alignment. In addition, The Holy and Unholy do not count towards your
total enchantments on any particular weapon. If the weapon already
possesses Holy or Unholy, you deal an additional 1d6 damage to the
corresponding alignment with this weapon. Neutral characters take 1d6
additional damage from weapons instead of taking no additional damage
while this technique is active due to its balanced nature. This
technique lasts 1 round per level.
Jackpot

**Level:** Lantern 9

**Spell Resistance:** no

Make a full attack against your enemy with an additional attack at your
highest base attack bonus. Every attack you make, you must make a slight
 of hand, or bluff check against your enemy's perception check. Every
time you succeed, you can deal sneak attack damage against that enemy if
 the attack hits. This can be performed a maximum of 5 times in a round
and cannot be performed with two weapon fighting.
Marduk

**Level:** Great Wyrm Magichange 9

**Spell Resistance:** no

Sending a volley of Summoned
greatwyrms at your enemy, they rip through them with a violent ferocity. You
summon the Great Wyrm from the weapon and surround it with an orb of it's own
energy before throwing it down and blowing apart the world. This works as a Summon
Major Dragon spell that summons 1d4+2 level 7 dragons. These dragons gain a +4
bonus to strength and the additional discipline damage of the great wyrm you're
wielding. As a standard action, these Dragons can end this technique. In doing
so, create a 30 foot burst within 60 feet, creatures in this area must make a
reflex saving throw DC: 19+ Strength modifier or take double damage as well as
an additional 1d6 damage per level. This damage is of the greatwyrm's normal
discipline type. A successful saving throw halves the damage. These dragons
last for 1 round per level.
Ice Domain

A Dragon selecting this can also choose from the Water Domain and any of it's subdomains instead. If it does however the techniques it can learn down below stay the same, it just gains different domain powers.

If you're here looking for Cleric domains, go here Domains

**Ice Bolt (Sp):**

As a standard action, you can unleash a razor-sharp bolt of ice, targeting any foe within 30 feet as a Ranged attack. This bolt of ice deals 1d4 piercing damage and 1d4 cold damage + 1 point of cold damage for every two dragon levels you possess. You can use this ability a number of times per day equal to 3 + your Strength modifier.

**Cold Resistance (Ex):**

At 6th level, you gain cold resistance 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to cold.

**1st-**Ice, Ray of Frost, hydraulic push, obscuring mist, touch of the sea

**2nd-**frostfield, accelerate poison, elemental speech, elemental touch, fog cloud, resist energy, slipstream

**3rd-**Mega Ice, aqueous orb, draconic reservoir, elemental aura, hydraulic torrent, protection from energy, sleet storm, water breathing

**4th-**ice mirror, detonate, dragon's breath (Frost only), elemental body I, ice storm, solid fog, wall of ice

**5th-**Giga Ice, cloudkill, cone of cold, elemental body II, geyser, planar adaptation, planar binding, lesser,

**6th-**cone of cold, elemental body III, fluid form, freezing sphere, planar binding

**7th-**Omega Ice, control weather, elemental body IV, planar adaptation, mass, vortex

**8th-**greater ice mirror, horrid wilting, planar binding, greater, polar ray, seamantle,

**9th-**Peta Ice, gate, tsunami, world wave
Mini Desco Decoy

**Level:** Desco 6

**Spell Resistance:** yes

Detaching from your Usatako, you release a swarm of tiny Descos onto
your foe which hold them in place while the Usatako fires a deadly burst
 of energy. As a standard action, Create 1 small sized Desco swarm for
every 5 levels you possess (Max 4 desco swarms at level 20). These
swarms all possess hit points equal to 1/4 of your total HP. These desco
 swarms deal 1d6 damage per 3 levels (Max 6d6 at 18th level). Every
round they end their turn in your square they deal their swarm damage.
The Descos distraction DC is 16+ Constitution modifier. The Desco's have
 a fly speed of 80 feet (Perfect) and use your ability scores (-12) to
determine their statistics. Their Dexterity does not take the -12
penalty, nor do they possess a penalty to hit points due to bad
constitution. They do not possess DR, and their AC is 18+ Dexterity
modifier. For every Desco within your enemy's square, the enemy takes a
-2 penalty to reflex saving throws. This lasts for 1 round per level.
You can prematurely end the effect and force all creatures within a 15
foot burst to make a reflex saving throw DC: 16+ Constitution modifier
or take normal damage as well as 1d8 damage per level (Max 20d8).
Magnet Field

**Level:**
Magnet 6

**Spell**
Resistance:  no

Magnetizing the enemy in a magnetic field, you pull
them in and then suplex them from the air. As a standard action, make a touch
attack against any creature within 120 feet. If it hits, it deals normal damage
as well as an additional 1d6 electricity damage per level (Max 20d6). The
creature gains a fortitude saving throw DC: 16+ Strength modifier for half
damage. Creatures who fail this saving throw are moved from their location to
be adjacent to you, and take falling damage based on how far they moved. The
creature is also prone and stunned for 1 round. A successful saving throw moves
the creature 10 feet closer to you and they take instead normal damage and an
additional 5d6 lightning damage.
Medal Sling

**Level:** Gunslinger 3

**Spell Resistance:** yes

Transforming your gun into a sling shot, you toss a lucky gold coin into
 the air and catch it before rapid firing more coins at your foe with
deadly accuracy. As a standard action, make a single touch attack on any
 enemy within 60 feet. If the attack hits it deals normal damage as well
 as an additional 1d6+1 per level (Max 1d6+20). When using this you can
 choose to spend 100 hl, if you do you decrease the enemy's damage
reduction by 1 for every 100 spent (To a max of -10 DR at 1,000 hl).
Hexensyndrome Witch Reincarnation

**Hexensyndrome (Su)**

You do not gain the hexes again, instead you select new hexes as a normal witch.

**Weakened Dominion**

You must select a different dominion than you had selected before.

**Weakened Casting**

When you gain a new level as a Witch, you gain 1 additional Witch 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.

**Stainless (Su)**

This ability is not altered in any way.

**Corrupted Mind (Su)**

This ability is not altered in any way.

**Corrupted Hex (Su)**

This ability is not altered in any way.
Lamp Fog III

**School** evocation [Frost]; **Level** Wizard/Sorcerer 9, Witch 9, Cleric 9, Druid/Geomancer 9, Aqua Demon 9, Sea Angel 6, Death 9

CASTING

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

EFFECT

**Range** 60 feet
**Effect** Mana melts target from within, Targeting 1 creature per hit dice.
**Duration** Instantaneous
**Saving Throw** Fortitude Halves; **Spell Resistance** yes

DESCRIPTION

Thrusting out your hand, you invoke primal frost magic allowing you to melt enemy from inside with gaseous mana.

Your enemies within 60 feet must make a fortitude saving throw or take 1d6 damage per level (Max 15d6) Half of this damage is acid and half is frost. A creature that fails it's saving throw is effected as if by the confusion spell for 1d4+2 rounds and they also take 4d8 damage to their mana pool. Creatures who fail their saving throw have an Obscuring mist spell centered on them for 1 round per level. If this spell would kill the creature, upon their deaths they are the center of an acid fog spell which persists for 1 round per 3 levels. On a successful saving throw the creature takes half damage, 1d6 mana pool damage, and suffer no additional effects.

This spell can be cast with a Lantern weapon. Doing so increases it's saving throw DC by +2 and it's damage by an amount equal to the base lamp damage.

*Mythic:* By expending a use of Mythic Power when casting this spell, you can cause the enemy to contract mana sickness. The creature takes 1d4 constitution damage, and 1 wisdom damage every round for 4 rounds, and must make the save for this spell every round to avoid the additional damage. A mythic caster of tier 4 or  higher can also expend a use of mythic power to completely bypass frost and acid immunity. A Mythic caster of 6th tier or higher can expend a use of mythic power to also treat the confusion spell as Mythic, and double the duration of the obscuring mist.

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

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

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

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

**Level: Dark Knight 7**

**Spell Resistance:** Yes

Knocking your foe skyward, you intercept them with a bolt of
lightning before slashing through them back and forth in the same motion as the
bolt struck. Make a single attack against an enemy within reach as a standard
action. If this attack hits you deal double damage and the creature is the target
of a lightning bolt spell Reflex DC: 17+Strength modifier. Other creatures
caught in the line of the lightning bolt spell take damage normally. This deals
1/2 lightning damage and 1/2 divine damage. Any creature effected by the Dark
Knight's challenge ability is staggered if they fail this saving throw.
Igniting Scissor

**Level:** Two Headed Dragon/Slime Magichange 4

**Spell Resistance:** no

Slashing through your foe with dual blades, every strike lets out a caustic
explosion. As a standard action, you gain an identical weapon to the magichange
weapon, and the weapon is treated as a light weapon. One deals an additional 1d6
fire damage and 1d6 acid damage and the other deals 1d6 ice damage and 1d6 acid
damage. This technique lasts for 1 round per level. You can end this technique
immediately by making a full attack. If you land at least one attack with each
weapon, the enemy must make 2 fortitude saving throws DC:14+Dexterity modifier.
The first save causes them to take an additional 6d6 fire damage and be knocked
back 10 feet, and the second causes them to take an additional 6d6 frost damage
and be stunned for 1 round. A successful saving throw halves the additional
damage and negates the other effects. If the creature fails both saves it also
takes normal damage and an additional 6d6 acid damage.
Moon Child

**Level:** Rabbit Knight Magichange 9

**Spell Resistance:** yes

Summoning the rabbit, the two of you slam a massive burst of energy into
your foes launching them off of the planet, carried by the blast of energy.
This tears through the atmosphere and straight through a distant red planet,
destroying the enemy and the planet in the process. As a standard action,
creatures within a 120 foot cone extending from you must make a will saving
throw DC: 19+ Dexterity modifier or take normal damage as well as an additional
1d6 per level (Max 20d6). Creatures within this cone whom fail their saving
throw are also effected by a confusion spell. The wielder of the weapon can
select what effect this confusion has, and if it chooses to have you attack
yourself, you deal the weapon's base damage instead of the listed amount.
Enemies whom succeed in their saving throw take half damage.
Minor Fireball

**School Evocation** [fire]; Level Sorcerer/Wizard 2

**CASTING**

**Casting Time** 1 standard action

**Components** V, S

**EFFECT**

**Range** 30 feet

**Area** ranged touch

**Duration** instantaneous

**Saving Throw** reflex partial; Spell Resistance yes

**DESCRIPTION**

Holding out your palm and yelling the magic words, "Fryer Fire
Frapparisq!" A small orb of flame erupts from your hand and burns your
foe. This deals 4d6 damage and your enemy must make a reflex saving
throw or be caught on fire for 1 round which will cause an additional
1d6 damage in the following round.
Killing Joke

**Level: Ryan 3**

**Spell Resistance: No**

As a standard
action, you can make a single touch attack against any enemy within 60 feet. If
it hits it deals normal damage, and the enemy must make a will saving throw DC:
13+ Dexterity modifier or be effected by a hideous Laughter spell using your
level as the caster level. If the enemy fails their saving throw, they also
take 1d6 damage for every round they continue laughing, this damage bypasses
their damage reduction. Finally when you strike an enemy whom is effected by
this technique, you bypass 5 of that enemy's damage reduction.
Ionize

**Level:** Imp 7

**Spell Resistance:** yes

Leaping high in the air, you alter the particles in the air to bring a
mighty blast of lightning down into your waiting foes. As a standard
action, Creatures within a 30 foot burst placed anywhere within 100 feet
 must make a reflex saving throw DC:17+Dexterity modifier for half
damage. Creatures that fail take normal damage as well as 1d8
electricity damage per level (Max 20d8). Creatures that fail the save
must make a fortitude save of the same DC or be stunned for 1 round.
Iron Construct

**Transmutation**

**Level:** Merchant 4

**Components:** S, M

**Casting Time:** 1 round

**Range:** Touch

**Target:** Construct touched

**Duration:** 1 min./level

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

**Spell Resistance:** Yes (harmless)

You transform an existing construct into a powerhouse of hardened iron,
similar to the effect of the iron body spell. The construct gains damage
 reduction 15/adamantine. It takes half damage from acid and fire
attacks of all kinds. Even if it is not a golem, however, it becomes
vulnerable to all special attacks that affect iron golems. The construct
 gains a +4 enhancement bonus to Strength, but takes a –4 penalty to
Dexterity as well (to a minimum Dexterity of 1). The construct’s weight
increases by a factor of five.

**Material Component:** A small piece of iron that was once part of an iron golem, a hero’s armor, or a war machine.
Illusion Master

Level: Bow/Thrown 8

Spell Resistance: no

When using this technique, it is performed in one of the following ways.

*Illusion Master:* Firing into a powerful dimensional gate, the rifts in time and space open around your foe as arrows pierce your enemy and fly into other rifts back and fourth until finally the omega gate opens below your enemies and the entire barrage of arrows erupts outward. As a full round action, Make a full attack against an enemy, every attack that hits Deals critical damage, as well as activating any feats that apply to critical hits. If you hit with 3 attacks you deal an additional number of damage equal to your level.

*Chaotic X Circle:*Leaping back, you fire four bolts of energy that strike the ground and warp themselves into gates. The Gates then open and fire a cross path of arrows between them all until an energy beam explodes out of all four gates. As a full attack action, you summon 1 Chaotic X Circle per 4 levels (Max 4). These circles can be placed anywhere within 30 feet of you. These circles cannot be targeted or damaged and have a 60 foot line emanating from them at all time similar to a blade barrier or wall. Creatures that pass through this line take normal damage as well as 1d6 damage per level (Max 15d6). A reflex saving throw 18+ Dexterity modifier halves the damage. If you evoke the attack so that it appears where creatures are, each creature takes damage as if passing through the line. Each such creature can avoid the wall (ending up on the side of its choice) and thus take no damage by making a successful Reflex save. This technique provides cover (+4 bonus to AC, +2 bonus on Reflex saves) against attacks made through it. Every round as a move action, you can turn any of the Chaotic X Circles to be facing a new direction. This technique lasts for 1 round per level, however you can end the technique as a standard action, immediately turning all of the chaotic X circles in any direction you'd like. Creatures in their range must make a reflex saving throw DC: 18+ Dexterity modifier or take normal damage +1d6 damage per round remaining in the Chaotic X circle's duration. This damage is force. Creatures in multiple lines of this technique take damage from only one of them.

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

**Level: Axes/Hammers/Flails 4**

**Spell Resistance: yes**

Leaping into the air, you channel the power of Thor, God of Lightning
and bring his divine lightning down upon your foes in a burst of glory.
As a full attack action, creatures within 30 feet of you must make a
reflex saving throw DC:14+ Strength modifier or take normal damage as
well as 1d6 electricity damage per level (max 20d6). Creatures that
succeed in this save take 1/2 damage and creatures that fail must also
make a fortitude save of the same DC or be paralyzed for 1 round.
Judgment Sword

**Level:** Succubus 9

**Spell Resistance:** yes

You slash at your opponent, your blade becoming a mighty whip. It
separates into 10 succubi whom fly into the air and release a mighty
arcane blast that summons the Judgment sword, a weapon once used by the
gods but stolen and tainted by evil. As a full attack action, Creatures
in the 15 by 15 cube in front of you must make a reflex saving throw or
normal damage, as well as an additional 2d6 per level (max 40d6).
Creatures destroyed by this technique are disintegrated. Creatures that
would be sexually attracted to females take an additional amount of
damage equal to your Charisma modifier.
Maid Reincarnation

**AC Bonus:** A Maid gains the listed bonus from the armor class bonus again, however it does not gain it's wisdom modifier to armor class a second time.

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

**Tactician:** The maid gains an additional teamwork feat and 1 additional use per day of this ability.

**Inspire thy Master:** You gain an additional 2 rounds of performance.

**Insightful Weapon:** The maid can select another weapon category that it does not possess already that it can use it’s maid abilities with.

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

**Fast Movement:** This works as the listed ability. The maid's move speed increases by the listed amount.

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

**Maid's Specialty:** You gain another specialty that you don't already possess at the levels they are normally granted.

**Effort Pool:** You gain an additional 2 effort when you gain the effort pool class feature. Otherwise it works as the normal class feature.

**Extra Effort:** •    *Maid's* Dodge: *Bonus increased by +2, and +2 more if dropping prone. •*Maid's Initiative: Bonus increased by +2.

**Banner:** The bonuses granted increased just as they normally would based on level, however you can have two specialization options selected.

**Teamwork Feats:** You gain the feats as listed, however only at 5th and 15th levels.

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

**Greater Banner:** The bonus to saves increases by +2.

**Governess:** Select new maid abilities to lower the cost of. This otherwise has no new effect.
Lift Catch

**Level:** Heavy Knight 2

**Spell Resistance:** no

Slamming into the ground, you cause a pillar to erupt from beneath your
foe and toss them towards you. As a standard action, make a CMB attack
against any creature within 40 feet. You can use your Constitution
modifier instead of your strength modifier for this check. If
successful, you pull that creature instantly to you and the creature is
treated as grappled.
Kanen Titles

**HELLBOUND HEART**

Into the burning depths you had been cast. Falling, kicking and screaming into the Damnable abyss, and yet when you broke through the purgatorial void and pierced the flowing hellfire like a bullet and were bathed in the darkness of mankind, you still held true. Your body and mind corrupted, you pushed through that darkness like thick Mud, and though the quest was a long and tiring one, you emerged the other side changed, yet still the same. Despite the darkness that has clutched on to your soul, you continue to stand by the side of love and justice, banishing those to the flaming depths who are not as strong willed as you. The Inferno burns on, and so too does your heart. Once per day, you can Select a single creature, claimed by hell, and decide to cast them unto the darkness. Doing so is a free action but can only be performed on your turn. This grants the enemy a penalty to armor class, DR, and saving throws equal to your charisma modifier for one round, This penalty is increased by 50% vs. your mephistopheles abilities, and by another 50% if using Mephistopheles' Ultimate technique or Full Potential to attack. Until this title is used in this way, Every creature you can see is always under the effects of a status spell. If you use your ghost eyes ability while this is active, You can learn the evilities, saving throw bonuses, armor class, and other similar character things of any creature you can see, as well as their true alignment.
Humanoid Monster

Humanoid Monsters gain the Monster Subtype.

**Size:** Same as the base species.

**Speed:** Same as base creature.

**Ability Scores:** If you choose to wield Magic Monster weapons, you gain a +4 bonus to all of your mental ability scores, if you choose to wield Physical monster weapons, you gain a +4 bonus to all of your physical ability scores. A Humanoid Monster still gains the +1 bonus to an ability score every 4 levels unlike normal monster subtype creatures.

**Hit Points:** Humanoid Monsters gain hit points determined by the class they take.

**Armor:** a humanoid monster gains a +1 bonus to natural armor.

**Damage Reduction:** A Humanoid monster gains Damage reduction 5 overcome by slashing, Piercing, or bludgeoning, decided at creation.

**Natural Attacks:** A Humanoid Monster has a natural attack. This natural attack can take whatever form you’d like including a normal weapon, however it is always considered a natural attack and it cannot be changed once you’ve selected it. The ability score used for determining your relevant modifier is the same as the one used by techniques of the weapon you select.

**Singular Class:** Whatever class you enter First, It is the only class you can level up in, monsters cannot multi class. They can however, still take levels in prestige classes so long as the prestige classes allow for monsters to take levels in it.

**Monster weapon Prof:** You gain proficiency in Physical or Magical Monster weapons and can gain proficiency in NO other weapon.

**Magichange:** A monster type can magichange into a weapon of the creator’s choice. Once selected this weapon cannot be changed.

Combat Maneuvers: A Humanoid Monster can only utilize Monster Combat Maneuvers just like a normal Monster Subtype creature.

**Monster Feats:** A Humanoid Monster can take Monster Feats just like normal monster classes can. Select a monster type at first level, you are treated as this sort of monster for the purposes of taking Monster feats.

**Level Adjustment:** +1
Medic Reincarnation

# **Medic**

**Domains:** The Medic gains an additional domain and all of it's abilities.

**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.
•    *Danger Cop's Dodge:* Bonus Increased by +2, and +2 more if dropping prone.
•    *Gunslinger Initiative:* Bonus increased by +2.
•    *Danger Cop Initiative:* Bonus increased by +2.
Magic Siphon

**Level:** Wizard 4

**Spell Resistance:** no

A blue burst of energy strikes your foe and then moves back to you,
absorbing their magic and technique abilities and bestowing you with
more power. As a standard action, a single creature within 30 feet of
you must make a will saving throw DC: 14+ Intelligence modifier. If the
save fails you steal a number of Technique slots equal to the amount it
costs to perform their highest level technique, and you take one of
their highest level spell slots. You hold these spell and technique
slots as temporary slots that last for 1 hour per level or until used.
Lilly Solo

**Level:  Kyoko 9**

**Spell Resistance: no**

Summoning a forest of trees, you dash through at the speed
of sound leaving traps behind you as you go. When your foe makes a move, it triggers
the Beryl Brand Firebombs, and immolates the entire forest. As a full round
action, move up to your move speed and make a stealth check. You then place a
number of traps equal to 1 per 2 levels anywhere within 100 feet of you. These
traps have different effects depending on the traps selected. Each trap placed
can be different, however you cannot have more than 3 of each trap at a time. These
traps last for 1 round per level. You can make a stealth check or a slight of
hand check to hide the traps. The creature must succeed in a perception check
to spot it before activating it to know it's there. The traps are harmless to 1
ally per level.

·
Pit Trap: The Enemy passing over the pit trap
must make a DC:19+Strength modifier reflex saving throw or be knocked prone and
take your normal damage+ 2d6 damage. This can be made a lava or acid pit that
deal entirely fire or acid damage.

·
Kunai Shot Trap: The enemy passing within 20
feet of the trap are attacked. Roll a ranged attack roll using your bonus, if
the attack hits it deals normal damage and the enemy is effected by a poison Fortitude
save DC:19+Strength modifier. It requires 1 save for every 5 levels you possess
and deals 1d4 dexterity damage every round.

·
Arrow Shot Trap: Works as the kunai trap,
however it deals double damage and has no poison.

·
Log Trap: The enemy passing within 5 feet of the
trap is attacked. Roll a melee attack roll using your bonus. If the attack hits
deal normal damage and the creature must make a Fortitude saving throw
DC:19+Strength modifier or be knocked back 5 feet and knocked prone.

·
Beryl Bomb Trap: An enemy moving within 20 feet
of the trap triggers it. Enemies within a 20 foot burst  must make a reflex saving throw DC:19+Strength
modifier or take normal damage as well as 1d6 damage per level (Max 10d6) Half
of the damage is fire and half is force. A successful save halves the damage. If
any other Beryl bombs are caught in the area of effect they explode as well. Alternatively
this can be a flash bang trap that deals no damage, however it blinds and dazes
the creature. The blind effect lasts for 2d6+8 rounds and the daze lasts for
1d4 rounds.

·
Bear Trap: A creature passing over this trap
must make a reflex saving throw DC:19+Strength modifier or take normal damage
as well as 2 dexterity damage. Their move speed is reduced to 0. They must
spend a standard action and make a strength check opposed to your strength
check to remove the trap, or a successful acrobatics, disable device, disarm,
or escape artist check.
Living Fossil

**Level:** Skeletal Dragon 7

**Spell Resistance:** yes

Rising the earth beneath you, the fossils of dragons long since dead
rest in the wall. In an instant you animate them as they yank the foes
into the earth to be fossilized themselves. As a standard action,
Creatures within a 15 foot line must succeed in a DC: 17+ Strength
modifier fortitude saving throw or take critical damage as well as 10
damage per level (Max 200 damage). Creatures that succeed in the save
take 10d6+1 per level (Max +20) instead. Creatures who fail the save
also must make a fortitude saving throw of the same DC or be effected by
 a Flesh to Stone spell and be shifted 10 feet per level (Max 200 feet)
under the ground instantly.
Mecha Devil Reincarnation

**Mechanization Process:** You gain the bonus to saving throws vs. Mind-affecting effects (Charms, Compulsions, patterns, and Phantasms), Death effects, necromancy effects, paralysis, and stunning again.

**Combat Program:** Gain additional uses per day based on your level.

**Task Manager:** The pool increases by +3.

**Background Process:** Select new Background Processes.

**Sensor Array:** This works as the listed ability, it does not grant anything new.

**Magi-Tech programs:** When you gain a new level as a Mecha Devil, you gain 1 additional Mecha Devil Program you can initiate per day. In addition, when you gain another program level, you gain another program per day for that program level and every program level before it to a maximum of 3 additional programs per day for most program slots.

**Improved Mechanization:** You gain the bonus to saving throws vs. Mind-affecting effects (Charms, Compulsions, Morale Effects, patterns, and Phantasms), Death effects, necromancy effects, paralysis, and stunning again, and select a new Arcansist Exploit.

**Improved Sensor Array:** This works as the listed ability, it does not grant anything new.

**Essential Process:** Select new essential Background processes.

**Greater Mechanization:** You gain the bonus to saving throws vs. Mind-affecting effects (Charms, Compulsions, Morale Effects, patterns, and Phantasms), Death effects, necromancy effects, paralysis, and stunning again, and select a new Arcansist Exploit.

**Greater Sensor Array:** This works as the listed ability, it does not grant anything new.

**Paragon Mechanization:** You gain the bonus to saving throws vs. Mind-affecting effects (Charms, Compulsions, Morale Effects, patterns, and Phantasms), Death effects, necromancy effects, paralysis, and stunning again, and select a new Greater Arcansist Exploit.

**Critical Process:**Select two new Processes to lessen their costs, and a new Critical process.
Icy Flame Shot

**Level:** Two Headed Dragon  7

**Spell Resistance:** yes

Rearing back, you charge energy in both heads before releasing a massive
cone of Fire, Ice, and destructive steam in the intersection between them,
blowing apart those struck by fire and frosting over those struck by ice. As a
full attack action, you release a cone of fire and ice 60 feet wide as well as
a 60 foot line down the center of the cone. Creatures in this cone must make a
reflex saving throw DC: 17+Dexterity modifier or take normal damage as well as
an additional 1d6 damage per level (Max 20d6). Half of this damage is fire and
half is ice. Creatures that make their reflex saving throw take half damage.
Creatures that fail have their fire and ice resistances lowered by 5 points for
every 3 levels you possess this lasts for 1 round per level. If the creature is
immune to fire and ice it is stunned for 1d4 rounds. Creatures in the
centermost line who fail their saving throw are exhausted for 1d4+1 hours if
they fail their saving throw.
Kitsune (Fox Spirit)

* Kitsune Characters gain +2 to Dexterity and Charisma and a -2 penalty to Strength. Kitsune are very lovely and nimble, but aren't very strong.
* Humanoid (Demon, Outsider, Shapechanger)
* Medium: As Medium creatures, Kitsune have no special bonuses or penalties due to their size.
* A Kitsune's base land speed is 30 feet
* Kitsune gain a +4 racial bonus to Acrobatics checks.
* Kitsune have a bite attack that deals 1d4 damage.
* Fire Resistance 5
* Low-Light Vision: Kitsune can see twice as far as humans in conditions of dim light.
* Automatic Languages: English or Japanese. Bonus Languages: Any (Unless specifically noted)

**Fox Spirit's Note (Su)**

3 times per day, and only during the evening, you can choose to add your charisma modifier to damage dealt by fire.

**Sorceries of Yoma (Ex/Sp):**

Kitsune add +1 to the DC of any saving throws against enchantment spells that they cast. Kitsune with a Charisma score of 11 or higher gain the following spell-like ability: 3/day—dancing lights.

**Oriental Beauty (Su)**
When your hit points are at maximum, you gain a +2 bonus on all charisma based skill checks.

**Fox Empathy (Su)**
Kitsune can speak to other Foxes and Fox like creatures.