recursal/Fanatic-Fandom huggingface dataset:
Dark Matter Ether

**Level:** Crossbows/firearms Light/heavy 4

**Spell Resistance:** Yes

Combining a bullet of pure light and pure darkness, you fire blast after
 blast of holy and unholy energy until you finally destroy the enemy
with a spiraling blast of harmonic Holy and Unholy energy. Make a full
attack, each attack you make deals an additional 2d6 Holy and 2d6 Unholy
 damage. The Holy damage only effects evil aligned creatures and the
unholy only harms good aligned creatures, however neutral aligned
creatures take 1/2 of each (2d6). If you land at least 3 attacks,
creatures within 30 feet of the creature you made your final attack on
must make a reflex saving throw DC: 14+ Dexterity modifier or take an
additional 5d6 damage that bypasses all forms of Damage reduction. A
successful reflex saving throw halves the additional 5d6 damage.
Dragon Dive

**Level: Dragon** 7

**Spell Resistance:** No

Flying high above the clouds, the dragon dives down toward the battlefield and spirals like a drill, slamming into the earth and causing mountainous pillars of earth to jut out of the ground violently. As a full attack action, you can move up to your charge speed and wherever you end your movement, you create a 30 foot burst centered on that location. Creatures within this area must make a reflex saving throw DC: 17+ Strength modifier or take normal damage as well as an additional 1d8 damage per level (Max 20d8). Creatures that succeed in their saving throw take ½ damage. The Dragon dives into the ground with this technique and vanishes. The dragon gains a burrow speed equal to it’s fly speed for 1 round per level after activating this technique, and gains tremorsense out to 60 feet. The dragon does not leave a tunnel behind when burrowing in this way. If the dragon has 50% more in it's hoard than the base requirement, the damage dealt can be that of a vital strike. If the dragon possesses twice the amount in it's hoard than the base listed requirement for it's level, at any point during the duration of the dragon’s burrow speed, it can end the technique to create the same burst effect from beneath an enemy flying upward instead. Creatures must make a perception check with a DC equal to the dragon’s saving throw DC. A failure means they roll twice and take the worst result for the reflex saving throw.
Curse Finger

**Level:** Monk Close 6

**Spell Resistance:** yes

Summoning up Unholy powers, you grip onto your foe and channel a dark
energy through their veins before destroying their body with your
crushing grip. As a standard action, make a single attack against an
enemy within 30 feet. If the attack hits you deal normal damage as well
as 8d6 unholy damage. The enemy must make a fortitude saving throw DC:
16+ Wisdom modifier or be knocked prone.
Driving Heart

**Level: Succubus 3**

**Spell Resistance: no**

Summoning a chain of hearts around you, you lash out,
creating a pink heart bubble around your foe before bursting it and causing the
energy to flow out forcefully, damaging the enemy from all sides. As a standard
action, a single creature within 60 feet must make a will saving throw DC: 13+
Charisma modifier or take normal damage as well as an additional 1d8 damage per
level (Max 10d8). If the creature was effected by an enchantment spell when
this attack hit and it failed it's saving thow, it increases the duration of
the enchantment spell by 1/4 of it's normal duration.
Combo Attack

**Level:** Slumbercat 6

**Spell Resistance:** no

In a series of aerial acrobatics, you beat the shit out of your foe,
slamming him into the ground only to raise him up and bat him around
again and again. Make a full attack against an opponent within reach.
Each attack you land deals an additional 1d8 damage. Once the attack is
over you deal additional damage afterwards depending on how many hits
you land. A successful fortitude saving throw DC: 16+Dexterity modifier
cuts additional damage in half.

*1 Hit:* Nothing

*2 Hits:* 3d6 Bypass DR with this damage.

*3 Hits:* 6d6 Bypass DR with this damage.

*4 Hits:* 9d6 Bypass DR with this damage.

*5 Hits:* 12d6, Bypass DR with all damage dealt by this technique.
E Crush

**Level:** Fighter 6

**Spell Resistance:** no

Slamming into your foe once you set them off balance, a second swing
collides with their item, and a third shatters it to pieces. As a full
attack action, make 3 sunder attempts against a creature's item. This
gains a +8 bonus to hit their CMD. These attacks all deal normal damage
and bypass 1 hardness per level (Max 10). If at any point the item is
destroyed by one of these attacks, you gain the remaining attacks
against the enemy, ignoring an amount of DR equal to 1/2 of the hardness
 you can ignore through this technique..
Demon's Breath

**Level:** Faery 6

**Spell Resistance:** yes

Leaping into the air you inhale and let lose the arcane stench from deep
 within your mystic body. Creatures within a 30 foot cone must succeed
in a reflex saving throw DC: 16+Dexterity modifier or take normal damage
 as well as 1d6 acid damage per level (Max 20d6). Creatures that succeed
 in the save take half damage, creatures that fail take full damage.
Creatures that were damaged by this technique must make a fortitude
saving throw of the same Save DC or be sickened for 1 round per level.
Dark Filament

**Level:** Crossbows/Firearms Light and Heavy 8

**Spell Resistance:** yes

Launching hundreds of reflective lenses into space, they channel the
rays of the stars and fire them as a concentrated beam into your gun
which you then unleash as a galactic beam of universal punishment. As a
standard action, creatures within a line 20 feet wide and 120 feet long
must make a reflex saving throw DC:18+Dexterity modifier or take 1d8
damage per level (Max 20d8). Creatures who succeed their saving throw
take half damage. In addition, creatures that fail the save take 1d6
damage to all of their items that bypasses any hardness the items may
have.
Dimension Rush

**Level:**
Polearm/Spears 9

**Spell**
Resistance: no

Creating a wormhole in front of one of your enemies,
you leap backward up into space and create another which you fly through faster
than the speed of light and slam into your foe from the opening you had created
before them. As a full attack action, you can make a single attack against a
creature within your spear's reach. You gain all bonuses to attack and damage
as if charging, you are treated as if you had moved your total maximum run
distance to determine additional damage based on move distance, and you gain a
+1 bonus to attack and damage for every 20 feet you move (Max +20). If you land
your attack, the creature takes critical damage as well as another 1d6 damage per
level (Max 25d6). This attack can be a vital strike. Even if you miss, due to
the speed you're moving at, your enemy takes 5d6 damage.
Cruel Shot

**Level:** Baciel 6

**Spell Resistance:** yes

The Baciel leaps into space and absorbs the sun's rays, accessing the
mighty cannon in it's chest. It condenses the energy into a physical
bullet and blows it's enemies away. As a standard action, This effects
every creature in a 20 foot burst placed anywhere within 100 feet of the
 Baciel. Creatures gain a DC: 16+ Strength modifier Reflex saving throw
to take half damage. This deals damage equal to the Baciel's normal
damage as well as an additional 10d8 fire damage. Creatures who fail
their reflex save take half of the damage taken in the previous round
the following round.
Dragon Reincarnation

# **DRAGON**

**Elemental Affinity:** A Dragon retains all of their elemental affinities from before and must select another elemental affinity.

**Dragon's Hoard:** This works as the listed ability and has no additional benefits.

**Detect Magic:** This works as the listed ability and has no additional benefits.

**Draconic Enhancement:** This works as the listed ability and has no additional benefits.

**Elemental Fang:** The Dragon gains this ability for their new elemental affinity.

**Bursting Fang:** The Dragon gains this ability for their new elemental affinity.

**Eyes of the Dragon:** You gain the bonuses to perception again and 3 additional rounds use for the eyes.

**Dragon's Relic:** Gain additional Dragon's Relics at the listed levels.

**Draconic Renown:** This works as the listed ability and has no additional benefits.

**Bonus Monster Feat:** Select new Monster feats you don't already possess.

**Bahamut:** This ability can be used an additional time per day.
Construct Energy Ward, Greater

**Abjuration**

**Level:** Merchant 4

**Components:** S

**Casting Time:** 1 round

**Range:** Touch

**Target:** Construct touched

**Duration:** 10 min./level or until discharged

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

**Spell Resistance:** Yes (harmless)

As Resist Energy except the creature touched must be a construct. http://www.d20pfsrd.com/magic/all-spells/r/resist-energy
Code Prinny

**Level: Prinny 8**

**Spell Resistance: yes**

Sitting down a massive wash tub, you leap inside and invite
a cluster of prinnies in with you, all revealing their Pringer symbol in
unison. This burning energy however invokes the wrath of the netherworld and a
burst of flame tosses the tub skyward and back down at the enemy, detonating
all of the prinnies on board with an explosion big enough to be seen from
space. As a standard action, creatures within a 30 foot burst centered on the
prinny must make a reflex saving throw DC: 18+ Dexterity modifier. If they
fail, they take normal damage as well as an additional 1d8 damage per level
(Max 25d8). Half of the damage dealt is fire and half is divine. Creatures that
fail their saving throw, also take a -4 penalty to saving throws vs any other
techniques the prinny may use for 1d4+2 rounds.
Cybernetic Generations

**Level:** Gooey 6/ Ryan 6

**Spell Resistance:** no

Channeling the great powers of metal and slime, you can access the
primordial power of liquid ooze, or the futuristic advancements of true
machines. Together these distant forces resonate to create a true
powerful balance between solid and liquid. Activating this technique is a
 standard action, select one of the following abilities.

*Corrosive Core:*
10 DR/- that stacks
+6 Goo bonus to Con

If another creature has Corrosive Core active within 60 feet, they both
gain an additional 1d6 of acid damage on all attacks. If another
creature has Armored core active within 60 feet, you can select one of
the abilities from Armored Core (+4 to attack and damage, Fast Healing
10, Or Fly Speed 30).

*Armored Core:*
+4 to attack and damage
Fast Healing 10
Fly Speed 30 (Good)

If another creature has Armored Core active within 60 feet, both
creatures gain the ability to gain a +4 bonus to a single D20 roll every
 round, the bonus must be added before the roll is made. If another
creature has Corrosive Core active within 60 feet, select one of the
abilities from Corrosive Core (10 DR/- That stacks, +6 Goo Bonus to
Con).

This lasts for 1 round per 2 levels.
Counter Stance(Antiballistics Technique)

**Level: Antiballistics 4**

**Spell Resistance: no**

You fire your rockets skyward, waiting for the right moment to strike.
As a standard action, you fire your rockets off into the sky that stay
there for 1 minute per level. Whenever you are attacked by an enemy, you
 can make a ranged touch attack against the enemy (Or a touch attack if
close enough) and deal damage to that enemy equal to your Antiballistics
 rocket damage. This attack happens before the enemy's attack and only
one antiballistics rocket can strike at a time. This technique is over
if both rockets have been used or if it's duration ends. Attacking an
enemy with these takes no action and provokes no attacks of opportunity
against you. Only one activation of this technique can be activated at a
 time, unless they come from separate sources of antiballistics.
Dark Lance

**Level:**
Polearm/Spears 4

**Spell**
Resistance: **no**

Spinning your
spear over your head, you poise yourself for a devastating blow, launching your
spear into your foe's chest and pulling your power charged weapon back to you
in a single fluid motion. As a standard action, make a single attack against an
enemy within 60 feet. If you hit, you deal normal damage as well as an
additional 1d6 unholy damage per level (Max 15d6). This attack is treated as a
called shot on the enemy's chest.
Counterspell

School Abjuration;

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

CASTING

Casting Time 1 instant action

Components V, S

EFFECT

Range 60 feet

**Area** 1 spell

Duration Instantaneous

Saving Throw no

**Spell Resistance** no

DESCRIPTION

You utilize your magic energies to disrupt a spell being cast. If the creature is casting a spell of 4th level or lower, it's spell fails and has no effect. If it is casting a spell of 5th level or higher, make a caster level check against a DC of 10+twice the spell's level+ opponent's relevant casting modifier. On a success the creature's spell fails and has no effect.

You can cast this spell using higher spell slots. For every spell slot higher than 4th level you use, you increase the level of spell that you can cancel by 1.

This cannot be used to counter a mythic spell. If the spell being cast has metamagic feats applied to it, you must raise the spell level to match that of the spell being cast. If they are using abilities that allow them to pus the spell level adjustment past the normal cap you must spend additional spell slots of the highest level to allow this effect to work.

 *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.

·         Spell Counter: You can increase your bonus to cancel the spell by spending 8 mana. For every 8 you spend you gain a +1 bonus to your caster level check.

·         Multicounter: You can cast this spell an additional time in a round by spending an additional amount of mana equal to 20xthe spell slot used to cancel the spell. This can only be done one additional time in a round.
Dream Blade

**Level: Soulforging 5**

**Spell Resistance:** yes

You lash at a creature and strike it’s very soul, facing them at the core of their being. As a full round action, by taking 2 negative levels, you make a single attack against a creature. If you hit you deal normal damage. This attack can be a vital strike and an iaijutsu focus attack. If you hit, the enemy must make a will saving throw DC: 15+ Charisma modifier or be effected by an Instigate Psychic Duel spell, however within the mindscape the creature who instigated it gains the advanced creature template, and you go first on the initiative check.
Death Scorn

**Level:** Slumber Cat 3

**Spell Resistance:** no

Spinning into a horrible ball of yarn, you roll at your foe, grinding
through their body and soul. As a standard action, Make a ranged touch
attack on any creature within 30 feet. If this attack hits you deal
normal damage as well as 1d4 per level (Max 20d4). Creatures struck by
this technique must make a fortitude saving throw DC:13+ Dexterity
modifier for half damage. Creatures that fail their saving throw are
pushed back 5 feet.
Drill Combo

**Level:**
Drill 7

**Spell**
Resistance: no

Diving into the ground, you erupt from beneath your
enemy with your drill, knocking them in the air. You tunnel back down, only to
reappear again and catch them. You repeat this back and forth, juggling them
across the battlefield, in the end, catching them and tossing them aside. As a
standard action, you gain a burrow speed of 80 feet. This burrow speed leaves
behind no trail and can be used in any material so long as it has a hardness of
20 or lower. While burrowed, you can make stealth checks even against abilities
such as tremorsense, or lifesense, though the enemy gains a +15 bonus to
perception for each one they possess. At any point while burrowing, you can
emerge from the ground as a swift action and go back into the ground as a move
action. If you leap out and make an attack against an enemy in the same round,
they must make a perception check against your stealth check or be caught flat
footed. When you attack an enemy in this way, the attack deals normal damage as
well as an additional 8d6. If it caught them flat footed, they remain flat
footed for the rest of the round. The enemy must also make a reflex saving
throw DC: 17+ Strength modifier or be knocked prone after being struck by this
attack. If this attack is used against a creature that has been knocked prone,
you deal critical damage. This lasts for 1 round per 2 levels.
Chaotic Flare

**Level:** Flame God 7

**Spell Resistance:** yes

Flinging your foe upward, you dash and weave through them before finally
 launching a disintegrating blast of all consuming fire. Make a full
attack on a single opponent with an additional attack at your highest
base attack bonus. If at least 3 attacks hit, the enemy must succeed in a
 DC:17+ Strength modifier fortitude save or take an additional 10 damage
 per level (Max 200). Creatures who succeed the save only take 10d6+1
damage per level (Max +20). Creatures destroyed by this are
disintegrated.
Chef Reincarnation

# **CHEF**

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

**Cuisine Pool:** The Chef gains an additional 3 Cuisine points. Other than that it possesses no other effects.

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

**Wellness of Body:** The caster level bonus increases by +2.

**Full Body:** This works as the listed ability. It possesses no additional effects.
Cleric Reincarnation

# **Clerics**

**Spells:** Beginning at 1st level, When you gain a new level as a cleric, you gain 1 additional Cleric 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. Clerics gain an additional +1 spell per spell slot as bonus spells that stacks with the bonus spells granted on their first incarnation.

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

 **Channel Energy:** Cleric's channel energy increases as if you were a cleric of your own level -8. This does not count the maximized hit dice that are gained at 1st level of reincarnation. (Max of +7d6 at 20th level) You also gain an additional 3 uses per day of it.

**Pleasure from pain:** You can use this an additional 3 times per day.

**Healing Ecstasy:** You gain another use per day of this ability.

**Domains:** You gain 2 additional domains and access to all of their abilities. You must select a different domain than the ones selected the first time.
Darkness Breath

**Level:** Skeletal Dragon 6

**Spell Resistance:** yes

Allowing the millions of souls within your body to glimpse freedom, they
 lash out with black tentacles, tearing away your foes flesh and bones.
Make a full attack, with an extra attack at your highest base attack
bonus on your opponent's touch AC. These attacks all deal normal damage
as well as 1 strength damage and if at least 3 attacks hit you deal an
additional number of damage equal to your Charisma modifier. Creatures
must make a fortitude saving throw if struck by any of these attacks DC:
 16+ Strength modifier, or be shaken for 1 hour per level.
Dimension Slash M

**Level: Paladin 9**

**Spell Resistance: yes**

When using Dimension slash, you summon the three elemental blades of Fire, Ice, and Wind, allowing each of them to complete their own powerful elemental dimension slash downward through your enemy. As a standard action, you create 3 lines, each 5 feet wide and 60 feet long that extend from your person. Your enemy must make a successful Will saving throw DC:19+Strength or Charisma modifier for half damage. This deals critical damage, as well as 2d6 damage per level (Max 40d6). Creatures that fail their saving throw are also  knocked prone. The area where the Dimension Slash struck is considered difficult terrain now.

Depending on which line the creature is in, it also has a secondary effect and determines the damage type.
Crippling Shadow Weave

School Conjuration [Shadow, Teleportation];

**Level** Cleric 8, Oracle 8

CASTING

Casting Time 1 Standard action

Components V, S

EFFECT

Range 500 feet

**Area** One creature

Duration 3 rounds concentration, or until discharged.

Saving Throw Fortitude negates

**Spell Resistance** yes

DESCRIPTION

Upon this spell's activation, you invoke a deadly swirling vortex that begins to chase a single opponent. As part of the spell's activation, and on every one of your turns as a standard action, you can move this vortex 60 feet. If it reaches a square with an opponent in it, you can trigger it to attempt to phase a part of the opponent out of existence. You must designate a part of the opponent as per the called shot rules, the opponent must make a fortitude save against the spell, gaining a bonus to the save equal to the penalty usually applied to the attack roll for it. If successful, the creature is unaffected. If the creature fails it's save, they take 10 damage per level, and are treated as if the damage was a debilitating blow to that limb as a called shot and they are stunned for 1 round.

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

·         Extend Spell: You can increase this spell's duration by +1 round for every 6 mana you spend.

·         Extra Movement: You can increase the range the vortex can move every round by +10 feet for every 5 mana you spend.

·         Extra Damage: You can increase the damage dealt by +5 for every 8 mana you spend.
Darkness Falls

**Level** Blades Light/heavy 7

**Spell Resistance:** yes

Flinging your sword behind you and into the air, the blade stands on the
 sky, transforming into 4 identical swords that rain down upon your foes
 and blow away the battlefield. As a standard action, creatures within a
 20 foot burst located within 60 feet of you must make a reflex saving
throw DC: 17+ Strength modifier. Creatures that fail this saving throw
take double damage as well as an additional 1d4 damage per level (Max
25d4). Feats that normally activate on critical hits apply to the damage
 here if the creature fails it's saving throw, in addition the creature
is knocked prone. If the creature succeeds it takes half damage.
Erupting Volcano Palm

**Level: Catherine 9**

**Spell Resistance: No**

Slamming your
fist into the ground, you cause magma to spew from all around you.

As a full attack
action, you slam the ground and effect all enemies within 100 feet of you. All
enemies must make a reflex saving throw DC: 19+ Strength modifier or be knocked
prone. You must also make a fortitude saving throw or take 1d6 fire damage per
level (Max 10d6) and 1d6 bludgeoning damage per level (Max 10d6). In addition,
you can create one 5 foot wide by 5 foot deep square of lava for every 2 levels
you possess. The entire area becomes rough terrain for 1 round per level,
though it does not effect the user. If you use this ability in an area where
this ability has already been used once before or in a heavily volcanic area, each
pool of lava within the area is effected by a Volcanic Storm spell using your
level as the caster level.
Dog Faced Curse

**School Necromancy [Curse];**

**Level** Witch 4

**CASTING**

**Casting Time** 1 standard action

**Components** V, S

**EFFECT**

**Range** long (400 ft. + 40 ft./level)

**Target** one creature

**Duration** permanent

**Saving Throw** Will negates;

**Spell Resistance** yes

**DESCRIPTION**

This spell transforms the creature into a Dog creature. The creature
becomes a monstrous humanoid, and retains all subtypes, it gains the
Scent special ability as well as a +1 bonus to natural armor and a +4
bonus on perception checks. If the creature had any feats or abilities
based on it's previous race (Including racial ability score buffs), all
of those are lost until the curse is lifted. The creature also loses
access to all racial abilities from any race it possessed previously,
even if those racial bonuses or abilities were gained from feats. A
monster class creature effected by this is treated as 4 levels lower for
 determining what class abilities it can access.
Death Drop

**Level:** Serpent 7

**Spell Resistance:** no

Gripping your enemy with your talons, you launch skyward before you drop
 and aerodynamically slam the enemy into the earth below. Make a single
attack on your enemy's grapple CMD. If successful, you fly a number of
feet into the air equal the Serpent's level x10 (Max 200 feet).
Creatures must then succeed in a DC: 17+ Dexterity modifier fortitude
saving throw or take critical damage from the Serpent and 1d6 falling
damage for every 10 feet you are in the air. You cannot avoid the damage
 through slowfalling or any similar effect. A successful fortitude save
halves the critical damage, but the falling damage is calculated
normally. If you fail your saving throw you take full damage and are
knocked prone.
Cocktail Shaker

**Level:** Crossbows/Firearms Light and Heavy 4

**Spell Resistance:** yes

Capturing the enemy in an otherworldly void, you drag them into your
gun, shaking them up frantically before firing them back out. As a
standard action, Make a single attack against your enemy, if the attack
hits they take normal damage as well as 1d8 damage per level (Max 20d8).
 A successful fortitude saving throw DC: 14+Dexterity modifier halves
the damage. Creatures that fail the saving throw are also nauseated for 1
 round.

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

**Level:** Slumber Cat 4

**Spell Resistance:** no

Slamming your fist into your foe, it transforms into the Slumber Cat and
 claws your enemy's face off before you both slam into the enemy with a
mighty stomp. As a standard action, Make a single attack at your highest
 base attack bonus. If this attack hits you deal normal damage and your
enemy must make a fortitude saving throw DC: 14+Dexterity modifier or be
 knocked back 5 feet for every point in your dexterity modifier. Falling
 damage for being knocked into an object is calculated normally. If the
first attack hit, you gain one final attack at the same bonus, if this
attack hits you deal normal damage as well as 1d6+1 damage per level
(Max +20).
D-Rule 3: Delta Extreme

**Level:** Raspberyl magichange 9

**Spell Resistance:** yes

Slashing the symbol of an arcane triforce along the air, you release a
massive wave of energy and launch Beryl's soul at the foe like a
missile. Creatures within a 30 foot cone emanating from your sword must
make a DC: 19+ Intelligence modifier will saving throw or take normal damage
as well as an additional 1d8 fire damage per level (Max 20d8). This fire
 damage bypasses any immunity or resistance to fire that the creature
might possess. Creatures that succeed take 1/2 damage, however creatures
 that fail their saving throw are stunned for 1 round. This is treated as an arcane spell as well as a technique for the purpose of feats and evilities.
Dragon Cure

**Level:** Holy Dragon 4

**Spell Resistance:** yes (Harmless)

A divine rune appears beneath you as you cure the wounds of you and your
 comrades. As a standard action, Creatures within a 15 foot burst
around you heal 1d4 hit points per level (Max 15d4). In addition it cures them of the fatigued, or sickened conditions if they are suffering from those. This is pure
reconstructive energy and as such it heals undead, living, and
constructs.
Chrono Saber

**Level: Makai Book 7**

**Spell Resistance:** Yes

Releasing a dark aura from the pages of the book, you suck your foe into
 the binding, encasing and destroying them physically before releasing
them. As a standard action, a single creature within 100 feet must make a
 will saving throw DC: 17+Intelligence modifier. This deals normal
damage as well as 10 damage per level (Max +200 damage). A successful
saving throw deals 5d6+1 per level (Max 5d6+20 instead). If a creature
is slain by this technique, you retain one of the technique slots used
to perform it.
Charging Horns

**Level:** Mystic Beast 2

**Spell Resistance:** no

Dashing at your foe you spin around with your horn, literally drilling
into and around them with great force. Make a single attack on an enemy
as a standard action, if this attack hits you deal normal damage as well
 as 1d6 sonic damage +1 for every level you possess (Max +20). A
successful fortitude saving throw DC: 12+Dexterity modifier halves the
damage.
Circle of Life

**Level: Monk/Close 8**

**Spell Resistance: no**

Rolling around, you grab all of the enemies you can reach
and then leap to the sky, scattering them about with a burst of dark energy. As
a full attack action, make a single attack, this is applied to all enemies
within 30 feet of you. This attack can be a vital strike or Devastating blow,
but not both. If this hits, it deals normal damage as well as an additional
6d6, this damage is treated as weapon damage for the purpose of vital strike or
devastating blow. Creatures struck must make a reflex saving throw DC: 18+
Wisdom modifier. If they fail their saving throw, they are knocked 20 feet per
level away from the user (Max 400 feet). They take falling damage normally. A
successful save negates the knock back.

***MYTHIC:*** By spending a use of Mythic Power when you use this
technique you can increase your weapon damage by +2d6.
Darkstalkers

Deep within many netherworlds, there are many magic saturated lands. In these lands it isn't uncommon for every day objects to spring to life or for other things that are usually fairly innocent to become walking death machines. One such category of creatures are known as the Darkstalkers. Shadowy creatures that shift through the darkness, sapping creatures of their energy or slitting their throats in the darkness. Darkstalkers are very dangerous, though they do have their own society and can be quite helpful if you have things to offer them in return.

**Ghost Touch (Su)**

All creatures with the Darkstalker subtypegain the ability to grant the Ghost Touch enchantment to any weapon it touches so long as it stays in it's possession. This is granted even if the weapon doesn't have a +1 bonus already and does not grant the weapon a +1 bonus.

Dark Lace

Darkstalker

Follow

Kids in Hell

Null of Descent

Shadow
Dark Illuminati

**Level** Red Imp 9

**Spell Resistance** yes

Summoning your imp buddies, you dance around your foes as dark energies
surround them, condensing more and more until they eventually erupt in an
impossibly deadly burst of pure demonic energy. As a full attack action,
creatures within a 100 foot burst centered on you must make a reflex saving
throw DC: 19+ Charisma modifier or take normal damage (This can be dark bolt
damage) as well as an additional 1d20 damage per level (Max 15d20). Creatures
struck take 1/2 damage on a successful saving throw. On a failed saving throw,
creatures are knocked prone and effected by a confusion spell for 3 rounds.

***TAG***
**TEAM:****When using this technique, up to 2 other Imps can join hands with**
you and dance. They must spend a full round action and the technique slots to
use this technique. Unlike with other techniques the Red imps don't need to
know this technique to participate, they must only be Red imps. The save DC
increases by +2 for each Imp, and the damage increases by an additional 2d20
for each imp as well.
Cross Slash

**Level**
Hammer/Axe/Flail  8

**Spell Resistance:** no

Hooking them on to your weapon, you swing them
around and fling them away, tossing your weapon after them, it saws into their
body until they explode. As a full attack action, make a single attack against
an enemy within 60 feet, this attack is a touch attack. If it hits you deal
normal damage and you gain another attack at your highest base attack bonus. If
this hits it deals critical damage as well as an additional 1d6 damage per
level (Max 25d6). The enemy gains a fortitude saving throw DC: 18+Strength
modifier for half damage, if it succeeds it takes half damage and is staggered
for 1 round. If it fails it's save it is stunned for 1 round and takes 1d6
bleed damage per 2 levels (Max 10d6). This bleed damage can only be healed
through magical healing, regeneration, or fast healing by healing an amount
equal to the total bleed damage dealt. This lasts for 1 round per level. If at
any point the creature dies while the bleed damage is going, it explodes in a
burst of 30 feet. Creatures in the area must make a fortitude save of the same
DC or be sickened and blinded for 1d6+4 rounds and you gain a free intimidate
check against all of them.
Dark Vampiric Shockwave

**Level: Vampire 4**

**Spell Resistance: yes**

Releasing a burst of energy, you floor your enemies and
break their will. As a standard action, creatures within a 30 foot burst
centered on the vampire must make a Will saving throw DC: 14+Charisma modifier
or take the vampire's normal damage as well as 1d6 damage per level (Max 10d6).
Creatures that fail this save are knocked prone and shaken for 1 round.
Creatures that succeed take 1/2 damage.
Darkness Gaze

**Level:** Anubis Magichange 4

**Spell Resistance:** no

Spinning the weapon around in the air, you slam it down to open a massive
eye on your foe, which ruptures and explodes with a black, wispy energy. As a
standard action, make a ranged touch attack against an enemy within 30 feet. If
it hits your enemy is covered in a gooey and sticky eyeball. This eye gives
them a -2 penalty on all d20 rolls while it remains and can only be removed
with a remove curse or break enchantment spell. If you strike a creature with
multiples of these eyes they stack to a maximum of -12 to all saving throws. At
any point while the eye remains on the creature, you can detonate all of them
as a standard action. Creatures struck by the eye must make a single will
saving throw DC: 14+ Charisma modifier for each eye stuck to them. Each one
deals normal damage as well as an additional 1d6 per level (Max 12d6).
Creatures within 20 feet of a creature whom was effected by this technique must
make a reflex saving throw of the same DC or take the same damage. A successful
save on either halves the damage.
Dig More

**Level:**
Novelty (Shovel) 5

**Spell**
Resistance: No

Rapidly digging huge clumps of earth from the
ground, you toss them at your foe and crush them under the weight. This works
as the technique "Dig" however you deal an additional 3d6+1 per level
(Max 3d6+20), and you can target up to 1 creature per 4 levels, none of which
can be beyond 30 feet from you.
Elemental Weapon

**School Evocation;** Level Paladin 1

**CASTING**

**Casting Time** 1 standard action

**Components** V, S

**EFFECT**

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

**Area** one creature

**Duration** instantaneous

**Saving Throw** see text; Spell Resistance yes

**DESCRIPTION**

Bringing down your weapon on the enemy's skull, you invoke a powerful
blast of energy. Make a single attack at your highest base attack bonus.
 If you hit you deal normal damage and the enemy is effected by either a
 Fire, Ice, or Wind spell of your caster level.
Darkbolt

**Level: Demon 1**

**Spell**
Resistance: yes

Channeling your inner energy, you fire a single bolt
of dark fear energy at your enemy. As a standard action make a ranged touch
attack against an enemy within 30 feet. If it hits it deals normal damage as
well as an additional 1d6+1 per level (Max 1d6+20). This damage is unholy
damage. If this attack damages a creature effected by a fear effect, it extends
the duration by 1 round unless they succeed in a DC: 11+Charisma modifier will
saving throw.
Dragon Scissors

**Level:** Two Headed Dragon magichange 4

**Spell Resistance:** no

Slashing through your enemies, you ignite one of your blades, and frost over
another. You cut through your enemy, lighting them on fire and then freezing
the fire to them. The Ice explodes and causes the fire to blow them away. 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 2d6 fire damage
and the other deals 2d6 ice 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.
Dazzling Stage

**Dazzling Stage**

**Level:** Succubus 8

**Spell Resistance:** no

Summoning a stage and a pole, you lead an amazingly sexy pole dance around
it before your clothing disintegrates and the screen changes to a technical
difficulties screen. As a full attack action, you summon a pole and a stage.
This is a 10 foot square area. Creatures that see you must make a DC:
18+Charisma modifier will saving throw or be fascinated for 1 round per level.
Creatures whom would be attracted to the succubus take a -2 penalty to their
saving throw. This fascination ends whenever they are attacked or take damage.
While on this stage, you gain a +6 bonus to perform dance checks, and you can
make a perform dance check in place of any attack rolls you make. Creatures
whom are effected take a -4 penalty to saves against succubus techniques, mind
effecting spells, and enchantment spells. Also, once per round you can make a
perform dance check as an immediate action to negate damage from a single
attack roll so long as the dance check defeats the attack roll. As a move
action you can move the stage up to 60 feet in any direction. As a standard
action, you can deal 1d4 charisma damage to all creatures whom have been
fascinated by this technique. If this would drop your charisma to 0, you effect
the creature with a dominate monster spell with no saving throw. This stage
lasts for 1 round per level. You can end this technique immediately as a
standard action, doing so makes every creature that can see you make a will
saving throw DC:18+ Charisma modifier. Creatures whom are indifferent take
normal damage as well as 1d6 damage per level (Max 15d6). Creatures whom would
be attracted to the succubus or whom have been fascinated by her, take normal
damage and an additional 1d6 per level (Max 15d6) and take 2d4 con damage
before falling prone. A successful save halves the damage if you're
indifferent, and lessens the damage to 5d6 and 1 con damage if attracted or
fascinated.)
Dervish Blade

**Level: Aziethe 3**

**Spell Resistance:** none

As a Standard action, hen activating this technique, you gain one of the following effects. You can select a different effect every time you use this technique. Multiple iterations of this technique can be active at once by using the technique multiple times.

*Reverse Warp:* When utilizing your teleport blade ability of your bushi, you can choose to teleport to it instead of teleporting the bushi to you. If done in this manner you can choose to make a single, normal attack roll against an enemy within reach whenever you appear. This attack can be a vital strike. Alternatively, you can choose to split the difference, and teleport yourself and the blade to a midway point located between the distance of the two of you. If an enemy is holding your weapon, they are immediately disarmed of your weapon. While this is active, if you utilize a weapon with the returning property, you can also choose to go to it instead of it coming to you, however this does not grant you the extra attack. This technique lasts for 1 round per level.

*Warprush:* As a swift action, you can choose to throw your bushi at an enemy and make a ranged attack roll against them. If it hits, it deals normal damage, as well as an additional +1d6 +1 per level (Max 1d6+28). This can also be used to just throw your bushi further than you could normally throw it, and allows you to throw it up to 10 feet per point in your strength modifier.

*Avoidance:* As an instant action, you can choose to throw your bushi up to 10 feet per point in your strength modifier and instantly teleport to it. If this puts you out of reach or range for an attack or area effect, you successfully avoid it.
Delta Kick

**Level:** Nekomata 8

**Spell Resistance:** no

Also known as the “Cat Kick”, Landing a devastating uppercut on your
opponent you launch yourself into the air and kick them back to the
ground before following up with a sexy knee to the face. Every attack
that hits during this round is treated as a critical hit and deals X2
damage (X3 if an actual critical hit). Make a single attack at your
highest base attack bonus, if it hits your opponent is launched a number
 of feet into the air equal to the damage dealt. Afterwards you follow
the creature and make another attack at the same bonus. If this attack
hits you deal damage again and send them hurtling down to the ground in
which they take falling damage as per usual. You then launch at them
making a charge attack at your highest base attack bonus again, if this
attack hits you deal critical damage and take no falling damage.
Crimson Flame

**Level: Adell 3**

**Spell Resistance: yes**

Crimson flame can be used in the following ways...

*Molten Justice*: Flipping
in the air, you stomp the ground and cause debris to jut up from the ground.
You then punch it and cause molten rubble to pierce your enemies. As a standard
action, make a single attack against every enemy within a 10 foot square placed
anywhere within 20 feet. Creatures struck by this take normal damage as well as
3d6 fire damage. Creatures struck must make a reflex saving throw DC: 13+
strength modifier or take 3d6 fire damage every round for 3 rounds.

*Justice Rush:* Leaping
back, you charge fire into your fist and then dash through your foes with a
burning passion. As a standard action, make a single attack on every creature
within a 20 foot line extending from you. Each creature struck takes normal
damage as well as an additional 2d6 fire damage. Creatures struck must make a
fortitude saving throw DC: 13+ Strength modifier or be staggered for 1 round.
Move yourself to the end of this line attack once the attack is finished. This
provokes no attacks of opportunity.
Cosmic Death Symphony

**Level: Jarad 3**

**Spell Resistance: yes**

With this technique, the user can play their instrument with such
precision that they can literally tear through the air and destroy
objects around them. When you use the technique as a full round action,
 it has one of the following effects.

\*Make a ranged touch attack against any enemy within 100 feet, this
attack deals 1d6 sonic damage + Your Charisma Modifier. Enemies must
make a sense motive check against your performance check or be caught
flat footed. This attack lands a critical hit on a 18-20 and deals x2
damage. Unlike the other abilities, this one is only a standard action
to perform.

\*Creatures within a 30 foot cone emerging from in front of you must
succeed in a DC:13+Charisma modifier fortitude saving throw or take 1d6
sonic damage per level (Max 10d6) as well as an additional amount of
damage equal to your Charisma modifier. Enemies must make a sense motive
 check against your perform check or take a -2 penalty to their saving
throw.

\*You become immune to ranged attack rolls until the beginning of your next round.
Elemental Spearmaster

Elemental Spearmasters are lithe and noble polearm fighters capable of channeling their elemental powers into their spears and striking down their foes with great skill and precision.

**Elemental Focus (Su):** At 5th level, the Elemental Spearmaster selects an elemental Focus. This can be Fire, Frost, Sonic, Holy, or Unholy. The Elemental Spearmaster adds 1d6 of that energy type to all of it's attack damage rolls with spears and polearm weapons, and gains resistance 5 to that energy type. The additional damage is not multiplied on a critical hit. You cannot select an element for which you possess a weakness.

At 8th level, The Elemental Spearmaster's elemental focus improves. When you land a critical hit, you deal +1d10 of your elemental damage type to the creature on top of the usual damage. In addition the resistance to the energy type becomes 10.

At 11th level, the Elemental Spearmaster gains the feat Elemental Fist. They are treated as a monk of the four winds for the purpose of using it and it can only deal the kind of damage normally dealt by their Elemental focus and only with a spear or polearm weapon. The damage of the Elemental fist ability is 1d6 with an additional 1d6 for every 3 levels after 5th that you possess to a maximum of +6d6 at 20th level.

At 14th level, Your elemental Resistance becomes 20 to your chosen energy type. In addition, you deal an additional +2d10 on critical hits with your weapon.

At 17th level, When dealing damage of any other energy type, you can choose to instead make it the damage of your elemental focus instead.

At 20th level, the Elemental Spearmaster's elemental focus reaches it's peak. You gain Immunity to your element type. The resistance still remains however and applies in a situation in which a creature might bypass your immunities or resistances, the bonuses gained here still apply.

This replaces the Bond of the Zone ability.

**Channel Elemental Energy (Su):**

An Elemental Spearmaster can wield elemental power and channel it through their bodies. They are treated as 4 levels lower to determine the strength of their channel energy and Lay on Hands abilities. However they can choose to double the cost of their lay on hands or channel energy to change the dice rolled to be that of their elemental focus damage type instead of positive energy. In doing so you do not need to designate whether you are harming or hurting another creature and it just effects all creatures within the area of effect.

This replaces Channel Energy and alters the Lay on Hands ability.

**REINCARNATION**

Elemental Spearmaster Reincarnation
Dark Spica

**Level:** Bow/Thrown 4

**Spell Resistance:** Yes

Transmuting an arrow into a miniature black hole, you fire it into your
enemy and absorb them into nothingness before spitting them back out.
Make a single ranged touch attack against an enemy within 100 feet. If
the attack hits that enemy takes normal damage and must make a fortitude
 saving throw DC: 14+Dexterity modifier. If the creature fails this
saving throw they are pulled into another dimension for 1 round before
being spat back out into this world at the end of your next turn,
effectively causing them to lose their turn for 1 round. When they
return they are staggered for 1 round.
Corpse Skull Curse

**Level:** Bone Dragon 8

**Spell Resistance: no**

Even in death, you can slay your enemy with your cursed breath. This technique only activates if you are slain. As a standard action, you activate this technique and it lasts for 1 minute per level until you die in which it lasts for 1 round per level. If slain during this technique's duration, a floating skull emerges from you. It moves at a range of 60 feet every round. If it touches a creature they must make a will saving throw DC:18+ Charisma modifier or be effected by bestow curse. The skull is destroyed after it does this. The skull can be destroyed if it is struck by any attack roll. Once the skull is destroyed, another returns on your next turn. These attack until the duration runs out. If you are revived at any point during this, the technique ends and all skulls vanish.