recursal/Fanatic-Fandom huggingface dataset:
Ante meridiem/Post meridiem

**Level:** Illuminati 5

**Spell Resistance:** No

Making the shape of a crescent moon with your left hand and a palm like sun with your right, you push them out before you and rotate with an arcane flourish.

As a full round action, you change the current time for yourself to be it's direct inverse (For example 12:00 PM becomes 12:00 AM and vice versa). This does not allow you to rest or regain abilities from the passage of time, however it can allow you to gain bonuses that you may only receive at a certain time of day, or to bypass penalties that you may possess at such a period. For example if you are weakened during the day or in the sunlight, this technique could allow you to be treated as if it were night instead. Any sorts of astrological changes such as the sun or moon being present are treated as if the opposite is present to whatever was available prior. This lasts for 1 round per level.

Mythic: By spending 1 point of mythic power, you can choose what time of day it becomes instead of the direct inverse for yourself. In addition you can effect 1 additional creature with this technique per mythic rank you possess. By spending 1 point when you are mythic rank 2 or more, you can select which phase the moon is when activating this ability, or select the sun's position in the sky for yourself. When you are mythic rank 5 and spend 2 points of mythic power, you can choose to replenish abilities from items that return at a certain time of day, such as midnight. At mythic rank 10, you can spend 3 points of mythic power to forcefully change the time of day to the desired time for everyone as if the time had shifted ahead. Abilities with durations will run out as normal.
3 Spook

**Level:** Jaylon 3

**Spell Resistance:** no

Invoking pure terror amongst your
foes, they realize that you are 2 spooky 4 them, and send them spiraling into
madness as they huddle in the corner, crying in the fetal position. As a
standard action, a single enemy within 100 feet must make a will save DC:
13+Charisma modifier or be shaken. This lasts for until you have a remove
curse, wish, limited wish, miracle, or break enchantment spell cast on you. If
the enemy is already under the effect of a fear effect, it is instead pushed to
the next step of fear.
Cat Kick

**Level: Nekomata 1**
 **Spell Resistance:** no

Slamming into the opponent with a cartwheel like gyration of kicks, you
lift the enemy into the air quickly before punting them away. Make a
full attack against your enemy. The enemy must succeed in a DC:
11+Strength modifier fortitude save or be thrown back a number of feet
equal to the damage dealt rounding down. Falling damage is calculated
normally.
Jack the Hammer Family

## Small Jack the Hammer

**Name: Small Jack the Hammer**

**Class:** Small

**Level:** 29

**Element:** Fire

**Health Points (HP):**5,003 / 5,003

**Description:** Ho' Huff Ho'! Make way for Jack and his trusty giant silver hammer, which he carries around everywhere. He is short and troll-like with his mountain climbing attire and bristly beard. Be ready to be beaten into a bloody pulp if you want to pick a fight with him.

**Location:** Jack the Hammer has two major spawns. The first is in central Saint Morning, just south of Pumpkin Town. The second is in Southern Saint Morning, along the path going through the canyon.

## Jack the Hammer

**Name: Jack the Hammer**

**Class:** Normal

**Level:** 29

**Element:** Fire

**Health Points (HP):**5,003 / 5,003

**Description:** Ho' Huff Ho'! Make way for Jack and his trusty giant silver hammer, which he carries around everywhere. He is short and troll-like with his mountain climbing attire and bristly beard. Be ready to be beaten into a bloody pulp if you want to pick a fight with him.

**Location:** Jack the Hammer has two major spawns. The first is in central Saint Morning, just south of Pumpkin Town. The second is in Southern Saint Morning, along the path going through the canyon.

## Captain Jack the Hammer

**Name: Captain Jack the Hammer**

**Class:** Captain

**Level:** 30

**Element:** Fire

**Health Points (HP):**5,137 / 5,137

**Description:** Ho' Huff Ho'! Make way for Jack and his trusty giant silver hammer, which he carries around everywhere. He is short and troll-like with his mountain climbing attire and bristly beard. Be ready to be beaten into a bloody pulp if you want to pick a fight with him.

**Location:** Jack the Hammer has two major spawns. The first is in central Saint Morning, just south of Pumpkin Town. The second is in Southern Saint Morning, along the path going through the canyon.

## Giant Jack the Hammer

**Name: Giant Jack the Hammer**

**Class:** Boss

**Level:** 33

**Element:** Electric

**Health Points (HP):**101,552 / 101,552

**Description:** Ho' Huff Ho'! Make way for Giant Jack and his trusty giant silver hammer, which he carries around everywhere. He is the eldest of his kind but that doesn't mean he's the weakest.. in-fact he is the strongest of all Jack The Hammer's.

**Location:** Giant Jack the Hammer can be normally seen in Southern Saint Morning, along the path going through the canyon.
Boundless Braveheart

**Level: Soulforging 8**

**Spell Resistance:** yes

Your spirit soars and expands before locking back down, making you stronger than ever before. As a full round action, you take 2 negative levels, and you use the spell braveheart, however it only targets you. You gain the benefits from the braveheart spell permanently, and it stacks with a normal braveheart spell as well as it’s self. The negative levels remain until the spell is dispelled by you or some other effect. This can be cast on yourself multiple times, taking 2 negative levels each time and gaining the effects. If one instance of it is dispelled or ends, all of them end with it.
Baraqijal

**Level:** Polearm/Spear 9

**Spell Resistance:** no

Summoning divine lightning into your spear, you toss your foe aside
before growing the shadowy mane of the gods of lightning and tearing
through your foe like a knife through butter. As a standard action, you
enter the stance of Baraquijal. You gain a +4 bonus to your attack rolls
 and a +2 insight bonus to armor class. While in this form you gain
Electricity immunity and your move speed increases by 20 feet. You also
deal an additional 1d6 electricity damage for every 5 levels you
possess. This lasts for 1 round per level.
Animal Story

**Level:** Mystic Beast 6

**Spell Resistance:** no

Summoning a family of Mystic Beast pups, you gang up on your enemy in a
family Beatdown. As a standard action, You summon a Rat Swarm, however
the swarm has 6d10 hit dice, gains a +4 bonus to Dexterity and a +2
bonus to constitution as well as a 50 foot move speed. The swarm does
not possess the disease ability but does possess your base Evilty.
Creatures within the swarm at the beginning of their round must make a
fortitude save DC: 16+Dexterity modifier or be nauseated for 1 round.
The swarm deals 1d6 damage for every 4 levels you possess as well as
your normal damage. This swarm lasts for one minute per level.
Alma Mater

**Level:** Illuminati 1

**Spell Resistance:** No

Used by the Illuminati to recognize other members of their organization. When this is activated as a standard action, you gain lifesight with an unlimited distance, only up to as far as you can see. This only allows you to see Illuminati members. It will reveal the locations of members of the Illuminati within this range, however it does not tell you their exact location, and if they are hidden it doesn't tell you where they are (Though it does give you a +10 bonus to find them). Creatures within the illuminati are marked with a golden sheen over them that allows them to stand out. If they know any illuminati techniques it also applies this effect to them, even if they aren't in or accepted by the organization. It also reveals the location of illuminati items or scrolls that you can see as well. Each item or creature is given an aura of weak, moderate, or powerful, based on the number of illuminati abilities and items a creature possesses, or simply based on the spell or technique level of the scroll. This lasts for 1 minute per level.
Beast Master Reincarnation

**Favored Enemy:** A Beast master can select another favored enemy from the table when it gains the ability and increase previous favored enemies as per normal.

**Track:** If the beast master already possesses Track it gains no extra effects.

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

**Hunter's Bond:** If the beast master already possesses Hunter's Bond it gains no extra effects unless it selects the other kind of bond.

**Beast Mastery:** You gain different Beast Mastery abilities.

**Endurance:** If the beast master already possesses Endurance it gains no extra effects.

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

**Spells:** Beginning at 4th level, When you gain a new level as a beastmaster, you gain 1 additional Beast Master 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.

**Improved Empathic Link:** If the beast master already possesses Improved Empathic link it gains no extra effects.

**Woodland Stride:** If the beast master already possesses Woodland Stride it gains no extra effects.

**Evasion:** If the beast master already possesses Evasion, it gains improved evasion instead. If it already possesses Improved Evasion it gains no extra effects.

**Quarry:** A Beast Master gains a further +2 bonus on attack rolls against his quarry.

**Camouflage:** If the beast master already possesses Camouflage it gains no extra effects.

**Improved Evasion:** If the beast master already possesses Improved Evasion it gains no extra effects.

**Hide in Plain Sight:** If the beast master already possesses Hide in plain sight it gains no extra effects.

**Improved Quarry:** A Beast master gains a further +2 bonus on attack rolls against his quarry.

**Master Hunter:** If the beast master already possesses Master Hunter it gains no extra effects.
Breath

**Level:** Great Wyrm 4

**Spell Resistance:** yes

Releasing a spiral of energy, you
inhale it into your mouth before releasing a stream of energy that you sweep
across your enemies. This
technique adds, Blazing, Sub Zero, Indignation, Stellar, or Infernal to it's
name depending on your discipline. It also adds a secondary effect. As a full
attack action, creatures in a 40 foot cone extending from your mouth. Creatures
in this area must make a DC: 14+Strength modifier reflex saving throw or take
normal damage as well as 1d6 per level. The damage is of your Great wyrm
discipline's normal damage type. Creatures whom succeed in their save take half
damage and those whom fail at their saving throw take full damage and the
following effect depending on your discipline.

Blazing:
Creatures struck take 1d6+2 strength damage and are caught on fire taking 1d6
fire damage every round for 1d8 rounds.

Sub
Zero: Creatures struck take 1d6+2 dexterity damage and are frost bitten taking
1d6 ice damage every round for 1d8 rounds.

Indignation:
Creatures are stunned for 1 round and sickened for 1d6+2 rounds after the
stunning ends.

Stellar:
Creatures struck take 1d6+2 Wisdom damage and are staggered for 2 rounds.

Infernal:
Creatures struck take 1d6+2 Charisma damage and take a -5 penalty to armor
class and damage reduction for 2 rounds.
Aggro Aura

**Level:** Heavy Knight 5

**Spell Resistance:** No

Screaming out a battle cry, a burst of energy explodes from you, drawing the ire of your enemies. As a standard action, all enemies within 40 feet must make a will saving throw DC: 15+ Constitution modifier. If the enemy fails, any attack action they wish to take must be on the heavy knight instead of any other enemy. If the enemy uses an area effect, it must include the heavy knight, and if it has an option of attacking multiple creatures, every attack must be on the heavy knight. This lasts for 3 rounds.
Arm Press

**Level: Monk/Close 4**

**Spell Resistance: no**

Lifting your fist high in the air, a burst of rainbow plasma spikes
erupt from either side of your wrists like massive energy pincers. You
grip your foe and slam them into the ground. Make a single attack
against your enemy's CMD, if the attack hits, you deal normal damage and
 an additional 1d4 damage per level (Max 10d4). If the enemy fails a DC:
 14+Wisdom modifier fortitude saving throw they are knocked prone and
stunned for 1 round.
Air Assault

**Level:** Imp 9

**Spell Resistance:** yes

Launching little clones of yourself into the air, they flap about before
 slamming into your enemy. As a standard action, You summon one Imp
clone for every 4 levels you possess (max 5 imps at level 20). These
clones last for 1 round per level. The clones all have the same
abilities as you, and the same base attack bonus but only one attack.
The imp has 1 hit point and can make a touch attack on it's enemy. If
the enemy is struck by an imp they take normal damage as well as 1d6
force damage per level (Max 10d6). A successful fortitude saving throw
on each attack cuts that attack's damage in half.
Aquaris

**Level** Blades light/heavy 6

**Spell Resistance:** no

Summoning up the power of the sea, you fire a wave of raging water from
your blade that collides with your enemy and explodes into a geyser
instantly. As a standard action, make a touch attack against any
creature within 60 feet. If this attack hits it deals normal damage as
well as 1d6 damage per level (Max 10d6). The enemy must make a fortitude
 saving throw DC: 16+ Strength modifier or be tossed in the air 5 feet
per level (Max 100 feet), and be dropped back to the ground. If the
creature fails it's save it takes the damage and is knocked in the air,
taking falling damage and falling prone, however if they succeed they
only take the initial damage.
Angel Heart

**Level:** Novelty (Staff/Rod) 9

**Spell Resistance:** Yes

Growing a pair of immaculate wings and rising into the air, you invoke a
 grand holy power into your staff and slam it into your enemies,
releasing a burst of holy energy that consumes them all. As a full
attack action, you create a 30 foot burst placed anywhere within 100
feet of you. Creatures in this burst must make a DC: 19+ Intelligence
modifier will saving throw or take double damage as well as 1d6 divine
damage per level (Profane if the performer is evil aligned) with a max
of 30d6. Evil characters effected by this take an additional amount of
damage equal to the performer's level and are stunned for a single round
 if they fail the saving throw, unless the performer is evil aligned, in
 which good characters are effected that way.
Advanced Combo

**Level:** Rath 6

**Spell Resistance:** no

Your skills are nearly unmatched when it comes to hand to hand combat.
Your martial arts combined with the refined close quarters combat and
gritty lucha libre grapples make you a fierce combatant. As a swift
action, you enter a fighting stance that gives you greater combat
ability. While in this stance, techniques that you utilize gain a +1
bonus to their saving throw DC, and you gain a +2 bonus to attack rolls
with techniques. While in this stance, any technique that requires a
full attack action and allows you to make multiple attacks grants you
one additional attack at your highest base attack bonus. In addition,
you can choose to spend twice the number of usual technique slots to use
 a technique that requires a standard action as part of a full attack.
Alternatively, you can spend twice the number off technique slots to
grant a technique with a range of Melee a range of 30 feet instead. This
 stance lasts 1 minute per level and cannot be dispelled.
Bomb Trio

**Level:** Prinny 2

**Spell Resistance:** no

You throw three prinny bombs and then fire an arrow through them,
allowing them to rain down on your opponent. Make a single attack at
your highest Base attack bonus. If this attack hits you deal normal
damage as well as 6d6 fire damage. A successful Reflex saving throw DC:
12+ Dexterity modifier cuts the damage in half.
Cat Strike III

**Level:** Nekomata 3

**Spell Resistance:** no

Where the hell is Catstrike II? Who cares. Kick your opponent in the
throat and knock them against the ropes, when they ricochet back you
close line them with your foot again. As a standard action, Make an
attack on your opponent at your highest base attack bonus, if it hits
you get an additional attack at the same bonus. If that hits you deal X2
 damage.
Cat Trick

**Level:** Rogue 4

**Spell Resistance:** No

Looking both ways with a suspicious demeanor, you skip back and do several cute cat poses. The Rogue gains a +4 bonus to it’s Dexterity, a +2 dodge bonus to armor class, and a +10 bonus to movement speed. Finally for the duration of this technique the rogue becomes immune to falling damage. This lasts for 1 round per level.
Aqua Nova

**Level: Makai Book 9**

**Spell Resistance:** Yes

Summoning the essence of water it's self, a single drop of water falls
into your ancient tome as a Tsunami then crashes into your enemies,
sparing your allies as it washes past.
As a standard action, You
create a massive wave of water that then moves in a straight line across
 water or land-you select the direction the wave travels (which must be
perpendicular to its width), but once set in motion, the wave cannot
change course. Over the surface of open water, the wave travels at a
speed of 60 feet per round-on land or underwater, the wave travels at a
speed of 30 feet per round.
Creatures struck by a tsunami take
normal damage as well as 8d6 points of bludgeoning damage (a Fortitude
save halves this damage).

In addition, the tsunami makes a special CMB check against any creature
it strikes-the wave's CMB is equal to your caster level + Intelligence
score modifier+ 8 (for the wave's size). If this CMB check defeats a
creature's CMD, the creature is knocked prone and carried along by the
wave. A creature carried along by a tsunami can attempt to escape the
wave on its turn as a standard action by making a CMB or Swim check
opposed by the wave's CMB check-if a creature fails to escape, it takes
an additional amount of normal book damage as well as 6d6 points of
bludgeoning damage (Fortitude save for half ) and continues being
carried along by the wave.
Objects struck by a tsunami are swept up
if they are Huge or smaller and are carried along by the wave, deposited
 in a pile at the end of the wave's journey. Gargantuan or larger
objects, as well as structures or objects firmly attached to the ground,
 take 8d6 points of bludgeoning damage when a tsunami passes through its
 space-if this is enough to destroy the object or structure, the remains
 are carried along by the wave. Hardness does not reduce this damage,
nor is it halved as damage dealt to objects normally is. Freedom of
movement prevents a creature from being carried along by a tsunami but
does not prevent damage caused by it hitting a creature.

A solid barrier that is taller than the tsunami that is not destroyed by
 the wave stops that portion of the wave from continuing onward, leaving
 a gap in the wave as the rest of it continues forward. Allies are
immune to this wave of water.

This Tsunami pushes for 5 rounds and is 10 feet deep by 10 feet wide per level, and 2 feet tall per level.
Blazing Palm

**Level:** Close Monk/Double 3

**Spell Resistance:** yes

Thrusting out your fists with great velocity, you strike up gale force
winds between your knuckles, and utilizing your burning fighting spirit
the tornado catches fire, launching your opponent into the air and
sending it crashing back down. As a standard action, creatures within a
30 foot line extending from your fists must make a reflex saving throw
DC:13+ Wisdom modifier for 1/2 damage. Creatures that fail this save
take normal damage as well as 1d6 fire damage per level (Max 10d6) and
are knocked prone.
Bobo

Bobo are powerful and well armored predators of water systems. Known for their terrifying horn, bobo have been known to go wild over the sight of blood and can capsize ships if hungry enough. Some Bobo grow large enough to be known as Giant Bobo, which are much more powerful and are usually the Alpha of a pack of bobo. Bobo are also known for the jewels that sometimes form within themselves known as Bobo tears. Though they are very rare, they are very valuable items that are said to possess a magic that can generate the light of the sun. As such Vampires often kill Bobo on sight.

**Bobo**  **CR 3**

**XP 800**

**N Large animal (aquatic)**

**Init** +7; **Senses** blindsense 30 ft., keen scent; **Perception** +10

**DEFENSE**

**AC** 18, **touch** 12, **flat-footed** 15 (+3 Dex, +6 natural, -1 size)

**hp** 30 (4d8+12)

**Fort** +9, **Ref** +7, **Will** +4;

**OFFENSE**

**Speed** swim 60 ft.

**Melee** Gore +7 (1d8+8)

**Space** 10 ft.**Reach** 5 ft.

**STATISTICS**

**Str** 21, **Dex** 16, **Con** 17, **Int** 5, **Wis** 16, **Cha** 6;

**Base Atk** 3; **CMB** 9; **CMD** 22

**Feats** Great Fortitude, Improved Initiative

**Skills** Perception +10, Swim +13

**Evility** Rising Dragon: +1 bonus to attack and damage for every attack you receive, resets when you attack.

**ECOLOGY**

**Environment** any aquatic

**Organization** solitary, pair, school (3-6), or pack (7-13 and 1 giant bobo)

**Treasure** none, 5% chance for a popo tear

**SPECIAL ABILITIES**

**Keen Scent (Ex)** A bobo can notice creatures by scent in a 180-foot radius underwater and can detect blood in the water at ranges of up to a mile.

# **Giant Bobo**

**Bobo ( +10HD Advanced x1 )                                                    CR 10**

**XP 9600**

**N Gargantuan animal (aquatic)**

**Init** +8; Senses blindsense 30 ft., keen scent; Perception +12

**DEFENSE**

**AC** 33, **touch** 10, **flat-footed** 29 (+4 Dex, +23 natural, -4 size)

**hp** 267 (14d8+204)

**Fort** +20, **Ref** +13, **Will** +9;

Ice Resistance 5

**OFFENSE**

**Speed** swim 60 ft.

**Melee** gore +24 (3d8+28)

**Space** 20 ft.Reach 15 ft.

**STATISTICS**

**Str** 43, **Dex** 18, **Con** 29, **Int** 9, **Wis** 20, **Cha** 10;

**Base Atk** 13; **CMB** 21; **CMD** 36

**Feats** Great Fortitude, Improved Initiative, Toughness, Improved Toughness, Weapon Focus, Improved Natural armor, Improved Natural attack

**Skills** Perception +17, Swim +21

**Evility** Rising Dragon: +1 bonus to attack and damage for every attack you receive, resets when you attack.

Cool Body

**ECOLOGY**

**Environment** any aquatic

**Organization** solitary, pair, or pack (7-13 normal bobo)

**Language:** Aqyab (Most don't know how to speak)

**Treasure** none, 10% chance for a popo tear

**SPECIAL ABILITIES**

**Keen Scent (Ex)** A bobo can notice creatures by scent in a 180-foot radius underwater and can detect blood in the water at ranges of up to a mile.

A Bobo can preform the technique Blade Rush Once per day.
Cat Meteor Fist

**Level:** Slumber Cat 5

**Spell Resistance:** no

Slowly swaying, you hypnotize your
foe as you seem to accelerate at extreme speeds. You dash through, slashing
your enemies and causing the very cut in the fabric of time and space to
explode through your foe. As a standard action, you gain a +6 bonus to bluff
checks and can bluff your opponent as a swift action in order to feint them. If
you possess the improved feint feat you can do this as a free action. If you
successfully land an attack on an enemy that you catch flat footed or against
an enemy that is prone you deal an additional 2d12 damage, You deal an
additional 4d12 damage instead if the enemy is both flat footed and prone. In
addition that creature must make a reflex saving throw DC: 15+Dexterity
modifier or be knocked prone. This lasts for 2 rounds per level.
Arcane Extraction

**School** Necromancy; Level Sorc/Wiz 7, Psychic 7, Bard 5, Witch 7

**CASTING**

**Casting Time** 1 standard action

**Components** V, S, M (A small vial of arcane admixtures)

**EFFECT**

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

**Target** Single creature

**Duration** instantaneous

**Saving Throw** Will negates; **Spell Resistance** yes

**DESCRIPTION**

The caster points it's outstretched hands towards another spell caster, and rivulets of blood red arcane energy explode from the target, into the hands of the caster and washing over them as the arcane energies seep into their body.

The target takes1d4 damage to their relevant spellcasting ability score, and in addition loses spell slots. To determine the number lost you roll 1d4 per level (Maximum of 20d4). The caster can subtract a number of spells from the user equal to the amount rolled, with each spell slot costing an amount from this pool equal to it's spell level. (For example, if a 50 was rolled, you could subtract from the target two 9th level spells, three 8th level spells, one 5th level spell, and one 3rd level spell). These spell slots are treated as if the caster had already cast the spell drained.

A successful saving throw negates the ability damage and the spells drained.

If the creature fails it's saving throw. The caster heals a number of hit points equal to half of the amount rolled on the 1d4 per level, and gains a +2 bonus to it's caster level and to it's spell save DC's as well as to attack rolls and concentration checks with spells, for a number of rounds equal to the highest level spell drained. This bonus stacks with it's self up to 3 times to a maximum of +6 and a max duration of 27 rounds.
Big Wave

**Level:** Close Monk/Double 9

**Spell Resistance:** yes

With a fierce punch you summon an orb of pure magma from the Earth, You
then rear back and slam into it, sending it's super heated form down a
line through your enemies. As a full attack action, Make a single attack
 against every enemy within a 30 foot line, if the attack hits you deal
critical damage as well as 20d6 fire damage. In the following round the
creature must take a full round action to put out the fire on their body
 or they take 10d6 fire damage. In the following round they take 5d6 and
 finally they take nothing.
Body Change

**Level:** Succubus 3

**Spell Resistance:** yes

Also known as Shrink Step, You give a little wiggle of your butt and the opponent transforms with a
 puff of smoke into a bat, you then float above them, twirl and squash
them on the concrete (You’d better have some concrete around by now). As
 a standard action, select a single creature within 100 feet. The
creature must make a fortitude save DC: 13+ Charisma modifier or be
transformed into a bat, for the duration of this technique the creature
is considered to be unarmored and to be of tiny size with a dexterity
score of 15, none of the creatures weaknesses or resistances are
accessible for the duration of this technique nor is damage reduction.
The Succubus gets one attack at her highest base attack bonus, if she
hits she deals double damage as well as 1d6 damage per level (Max 10
d6). The opponent turns back into their normal self at the end of the
turn.
Anubis Spells by level

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

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

**3rd-Level Anubis spells**—Arcane Sight, Bestow Curse,
Contagion, Countless Eyes, Deeper Darkness, Defile Armor, Dispel Magic,
Inflict Moderate Wounds, Magic Weapon Greater, Vampiric Touch

**4th-Level Anubis spells**— Arcane Eye, Fear, Inflict Serious
 Wounds, Invisibility Greater, Poison, Slay Living, Terrible Remorse,
Curse of Burning Sleep, Curse of Magic Negation, Black Spot

**5th-Level Anubis spells**—Break Enchantment, Greater
Contagion, Curse of Magic Negation, Major Curse, Inflict Light wounds
Mass, Greater Prying Eyes, Scrying, True Seeing, Unhallow, Unholy Ice,
Old Salt's Curse, Curse of Disgust

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

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

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

**9th-Level Anubis spells**— Canopic Conversion, *Energy Drain, Cursed Earth, Soul Bind, Shades, Weird, Energy Drain, Dominate monster, Foresight*
Buzz Saw Buddy (2 people)

**Level:** Tag Team 4

**Spell Resistance:** No

Your ally spins like a saw and leaps into the air, you jump up, infuse
him with energy, and slam him down on top of your enemy's head. You can
only perform this technique with a single partner. As a standard action,
 you and an ally make an attack against an enemy within reach. If the
attack hits you deal normal damage as well as an additional 1d6 damage.
The enemy must make a fortitude saving throw DC: 14+ Relevant ability
modifier or take 4d6 bleed damage for the next 4 rounds.
Bombster

The cackling little worm beast turns towards you, it's arms full of explosives and it's eyes gleaming with madness.

**Bombster Professor 1**
**CR: 1/2;**

**EXP: 200**

**CE Small Humanoid (Demon)**

**Init** + 1 **Senses** Perception + 0, [darvision]

**Defense**

**AC** 17, Touch 12, Flat-footed 16 (+1 Size, +1 Dexterity, +4 Chain shirt,  +1 Natural armor)
**hp** 11 (1d8+3)
**Fort** + 5 **Ref** + 1 **Will** + 2
**Defensive Abilities** DR 5/ Bludgeoning
**Offense**

**Speed** 20 ft

**Ranged** Bomb +2 (1d6+1 DC:12) 4/day
**Special Attacks** Bomb 1d6

**Professor Extracts Prepared (if applicable)**

1: 1
**Professor Extracts Known**
Longshot, Shield, Truestrike
**Statistics**

**Str** 12 **Dex** 13 **Con** 16 **Int** 13 **Wis** 10 **Cha** 8
**Base Atk** + 0; **CMB** + 0; **CMD** 11
**Feats**
Extra Bombs
**Skills**
Disable Device +5, Heal +4, Martial Knowledge (Crossbows/Firearms Heavy) +5, Use Computer +5, Drive +5, Slight of hand +5, Use Magic Device +3
**Languages**
English, Japanese, Goblin
**Gear**
Chain Shirt

**Volatile body (Ex):** Bombsters add the Explosive nature and Self Destruct evilities of the Prinny and the

Powered suit to their list of evilities.

**Better built bombs (Su):** Any explosion caused by a Bombster is increased by 5 feet in radius.

Bombsters are explosive, worm like creatures. They are said to have Nitroglycerine for blood and gunpowder for brains. They love any sort of gun, or anything that makes a loud noise really. Some Bombsters detonate when they die as a suicide explosion is the most honorable death for their kind.

# **Bombsters as Characters**

* +2 CON, +2 Dex,  -2 INT
* Humanoid (Demon)
* Small sized
* Bombster base land speed is 20 feet.
* Low Light vision
* +2 racial bonus to Intimidate, Survival and acrobatics.
* Automatic Languages: English and Japanese. Bonus Languages: Any (Unless specifically noted)
* Automatically comes with weapon proficiency in any one gun of your choice.
* Damage Reduction 5/ bludgeoning
* Volatile body (Ex): Bombsters add the Explosive nature and Self Destruct evilities of the Prinny and the Powered suit to their list of evilities.
* Better built bombs (Su): Any explosion caused by a Bombster is increased by 5 feet in radius.
* +1 Natural Armor
* Proficient in Gatling gun, Flamethrower, Bazooka, and Bomb
Brain Shaker

**Level:** Wood Giant 4

**Spell Resistance:** no

Gripping on to your enemy with a beefy Wood Giant arm, you shake them by
 their head and slam them into the ground. As a standard action, Make a
single attack against a creature at your highest base attack bonus. If
this attack hits, you deal critical damage and the enemy must make a
fortitude saving throw DC: 14+Constitution modifier Or be Deafened and
Staggered for one round per level. If the first attack was successful,
make a second attack against the enemy, if the attack hits you deal
normal damage and you throw your enemy 5 feet for every point in your
strength modifier, they take damage accordingly.
Bulk Up

**Level:**
Fighter 7

**Spell**
Resistance: Yes

You block an attack as it's about to strike you, and then you flex your
amazing muscles so hard it shoots an energy beam through your foe, raising your
fighting capability in the process. As
an instant action, you can make an attack roll against an enemy's attack
roll. This can only be made against something that is an attack roll. If your
attack matches or exceeds theirs, it is cancelled and the enemy must make a fortitude
saving throw DC:17+Strength modifier or take normal damage as well as an
additional 1d6 per level (Max 15d6). A successful save halves the damage.  You also gain a +4 Flex Bonus to Strength and
Dexterity, this lasts for 3 rounds.
Alpha Draconis Reincarnation

**Alien Affinity:** The Creature gains no additional abilities from this.

**Space Ship:** The Creature gains no additional abilities from this.

**Tech Pool:** The creature gains an additional +3 points in this pool.

**Alien Enhancement:** The Creature gains no additional abilities from this.

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

**Dragon's Relic:** Gain additional relics at these levels.

**Vega Draconis:** You gain an additional use of this ability per day.
Bioroid Reincarnation

**Cyborgification (Ex):** This works as the listed ability, it grants no additional effects, though your choices from the Cyborg template could be altered.

**Designated Functionality (Ex):** This works as the listed ability, it grants no additional effects.

**Martial Terminator (Ex):** This works as the listed ability, it grants no additional effects.

**Defender’s Stolen Skill (Ex):** Select new bonus background processes whenever you would gain one of these abilities.

**Bio-Background Processes (Ex):** Select new Background Processes.

**Ultimate Cyborg (Ex):** Select one more ability to lessen the cost of and a new critical process.
Azathoth

**Level:** Void Dark 9/Devouring Kris 9

**Spell Resistance:** no

Creating a black hole you suck your foes into the void, dumping them on the moon before summoning the true form of the Devouring Kris, Azathoth’s world breaking drill. You send it flying at the enemy, destroying the moon, and obliterating the Netherworld in the process.

As a full round action, In a 30 foot burst around you, make a single attack roll. This applies to every creature within that area. Creatures within that space must make a fortitude saving throw or take critical damage from the Devouring Kris (Or X4 damage on an actual critical hit). This can be a vital strike. The base damage of the Devouring Kris becomes 3d8, and it’s base damage increases by +1d8 for every level you possess. This additional damage is multiplied on a vital strike.

In addition to the increase in base damage, this technique deals 1d12 per level.

Creatures struck must make the normal saving throw against a critical hit from the Devouring Kris. If they fail their saving throw on this attack, they take 2d4 negative levels that are not beneficial to undead, and they take 2d6 ability drain to every ability score.

Creatures whom have been successfully struck with this technique, whether they made their saving throw or not, are teleported into the vacuum of space and begin suffocating. The wielder of this weapon is also transported into the void of space and must take measures to not die from being in a vacuum.

*Mythic:* By spending 2 uses of mythic power, this technique remains the same, however after everything resolves, the drill remains. The Devouring Kris takes the form of a Driller G vehicle, however it has 100 hitpoints per hit dice, and an additional 200 hp per mythic tier. It’s movement speed is that of the Devouring Kris, and it’s base damage is 6d8 + 1d8 per 2 mythic ranks. It can make it’s own attacks and lasts for 1 round per mythic tier. Only one Azathoth drill can be summoned at a time.
Black Magic Barrier

School Abjuration;

**Level** Cleric 6, Oracle 6,  magus 6, sorcerer/wizard 6, witch 6, Witch Doctor 6, Succubus 6, Kitsune 6, Nosferatu 6

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range personal

**Area** personal

Duration 1 round per level or until broken

Saving Throw Reflex or fortitude halves, see text.

**Spell Resistance** no

DESCRIPTION

This spell conjures a swirling black barrier around you that protects you from harm. This Barrier possesses 5 hitpoints per level. While it persists, creatures whom strike it or attempt to touch you take 1d6 damage as well as an additional 1d6 damage for every 5 levels you possess unless they succeed on reflex saving throw which halves the damage. When you take damage or a creature targets you, the barrier takes damage before you do. If the damage would break the barrier, it is destroyed, however if there is remaining damage, it does not pass through. If you enter another creature's square, or if they enter your square, they take the damage from this spell and require a fortitude saving throw for 1/2 damage instead.

*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.

·         Damage Resist: The Barrier can gain Damage reduction 1/- by spending an additional 8 mana. This increases by 1 for every 8 mana you spend.

·         Extra hitpoints: Your barrier gains additional hitpoints. Your barrier gains +1 hitpoints for every 2 mana you spend.

·         Longer duration: You can increase the duration of this spell by 1 round for every 2 mana you spend.

·         Harder to dispel: You can make the spell harder to dispel. You can grant it a +1 bonus to the DC needed to dispel it for every 2 mana spent.

·         Difficult Spell: You can make this spell more difficult to resist. By spending 8 mana, you can increase the save DC by +1. For every 8 mana you spend this way you increase the DC by +1 to a maximum of +10.

·         Extra Damage: You can increase this spell's damage by +1d6 for every 5 mana you spend. You can't increase the amount by more than twice the initial amount.
Absolute Defense

**Level: Shield 9**

**Spell Resistance: no**

This technique can only be performed by two weapon fighting with
shields. As a full round action, you enter a total defense stance. Your
shield bonus to armor class increases by +8. In addition, for this round
 your shield bonus to armor class adds in to your Fortitude and Reflex
saving throws. Finally you are treated as having evasion and mettle
while in this stance, and you are immune to critical hits, double damage
 from technique effects, and sneak attacks. You cannot take any actions
while in this stance, other than to protect yourself. This bonus lasts
until the beginning of your next round.
Burning Bow Combination (Magichange)

**Level: Catherine 6 (Magichange)**

**Spell Resistance: No**

As a standard
action, the magichange weapon transforms into several equipment pieces that
rocket off and attach themselves to a bow in giant robot transformation
fashion. As a standard action, you lose the magichange weapon you're holding
and it equips to any bow you have on your person. This lasts for 1 round per
level or until the magichange ends, whichever comes first. This bow now grants
the usual abilities of the magichange weapon, and also grants the following. The
wielder gains a +4 bonus to their Dexterity score and all ranged attacks with
it have their range increased by 10 feet and finally, The bow deals +1d6 fire
damage on all damage rolls. When making a full attack with this bow, you can also
cast a scorching ray spell as a free action using your level as the caster
level . Damage dealt from each ray applies additional bonuses as if it were an
arrow fired from the bow, When you do this it lowers the remaining number of
rounds you have to use this technique by 1 round.
Bow and Thrown

The category of weapons is actually a collection of many different weapons. These weapons include composite longbow, composite shortbow, longbow, shortbow, blowgun, bolas, club, dagger, dart, halfling sling staff, javelin, light hammer, net, shortspear, shuriken, sling, starknife, pie, UFO, and trident.

## = **Level 2** =

Poison Blast

Twirly Attack

Dark Flash

## = **Level 3**=

Raiden Missile

Attack Punisher

Zip Shot

Spiral Blast

Meteor Arrow Kick

Rapid Arrow

## = **Level 4** =

Delta Split

Arrow Trap

Dark Spica

## = **Level 5** =

Arrow Rain

Skewer Piercer

## = **Level 7** =

Psycho Mirage

Bright Canopus

Zielregen

Spear Surfing

Barrage Boomerang (Merciful Healer Synergy)

Sword Inferno

## = **Level 8** =

Illusion Master

Doppelganger

Lightning Flash

## = **Level 9** =

Omega Comet

Salamander Bow

Galaxy Comet
Arigato Roboto

**Level:** Super Robo 1

**Spell Resistance:** No

You hunker down and set your self destruct program, sending sparks out around you in warning before your entire system explodes with a devastating nuclear blast. As a full round action, you can activate this technique. The technique can be used as a 1st, 3rd, 5th, 7th or 9th level technique depending on what level techniques you can perform and how many technique slots you’re willing to spend. Regardless of how it works, activating this technique gives you the defeated condition. If you possess any hitpoints when activating it, you add that number of hitpoints to the technique’s damage.
Blade Tempest

**Level:** Kaimen 6

**Spell Resistance:** no

As a standard action you can activate
the Blade Tempest technique. While this technique is active, you can activate a
dancing weapon as a swift, immediate, or move action. While it is dancing, you
can place it anywhere within 60 feet of you. As a swift action you can control all
of these dancing weapons to move up to 60 feet in any direction. If the sword
passes through a creature's square it must make a reflex saving throw DC: 16+
Strength modifier or take normal damage as well as 1d6 damage per level (Max
10d6). You can make the blade pass through an enemy's square once a round for
each blade. For each blade the enemy dodges in a single round they take a
cumulative -4 penalty to their saving throw. You can have up to 6 of these
blades active at any given time. At any point during the duration of this
technique you can as a free action, call one or all of the blades back to you.
This lasts for 1 round per level.
Cat Umbrella Spin

**Level:** Slumbercat 6

**Spell Resistance:** No

Summoning a giant stage and a huge umbrella, your wielder spins the
umbrella at a breakneck speed and you toss your foes onto the spinning
umbrella along with random knick knacks. The wielder tosses everything
skyward and you slash through it with the accuracy of a Samurai. As a
full attack action, place a 20 foot burst anywhere within 60 feet.
Creatures in this area must make a Reflex saving throw DC: 16+ Dexterity
 modifier or take normal damage as well as an additional 1d4 per level
(Max 20d4). Creatures that succeed take half damage, and are moved 5
feet in any direction. Creatures who fail take full damage and are
knocked prone as well as being knocked away 10 feet per level (Max 200
feet).
Anubis Reincarnation

**Eyes Beyond the grave:** If
you already possess this ability, you gain no additional abilities.

**Darkness Take Me:** If
you already possess this ability, you gain no additional abilities.

**Eyes of the Future:** If
you already possess this ability, you gain no additional abilities.

**Eyes of Battle:** If
you already possess this ability, you gain no additional abilities.

**Ra:** You gain
another use per day of this ability.
Change Bowgun

**Level:** Super Robo 5

**Spell Resistance:** No

Flinging the magichanged Super Robo at the enemy, it grapples on and rockets into the air before letting go and dropping the enemy down to the ground from the stratosphere. As a standard action, make a single attack against an enemy within range. If this attack hits, it deals normal damage as well as an additional 1d10 per level (Max 10d10). This can be a vital strike. If hit, you can make a Grapple CMB maneuver against the enemy’s armor class adding the Super Robo’s intelligence modifier to the roll. If successful, the enemy flies into the air by a number of feet equal to the Super Robo’s movement speed. The Super Robo can drop the creature at any point, however it can continue to move upward at it’s movement speed for up to one round per point in the Super Robo’s intelligence modifier. The enemy is considered grappled by the super robo and they must escape the super robo’s grapple to get away. While the robo is grappling the enemy you can no longer use it as a weapon until it lets go, at which point it immediately flies back to your hand in an instant.
Ball Swing

**Level: Axe/hammers/flails 3**

**Spell Resistance: no**

Swinging your weapon over your head with a terrifying scream, you knock
back all foes who surround you. as a full attack action, make a bull
rush attempt against every enemy adjacent to you. You gain a +2 bonus to
 this attack. If it hits it deals normal damage and bull rushes the
enemies as normal.
Brutal Eye

**Level:** Evil Eye 7

**Spell Resistance:** Yes

You cover your eyes with your hooves, and open the demonic eyes within your hooves, unleashing violent shockwaves of pink electricity that rip through the terrain and your foes. This energy strikes and turns the foe into stone as the area around them is flash fossilized. You leap into the air and slam your hoof into the stone structure and shatter it with a deadly force. As a full round action, all creatures within 60 feet must make a will saving throw DC: 17+ Wisdom modifier or take normal damage as well as an additional +1d8 per level (Max 20d8). In addition all of the creatures are effected by your  Miasmic eye abilities as if you had effected them with your miasmic eye, using the saving throw of this technique instead of the class ability. A successful saving throw halves the damage.
Bomber Dood

**Level: Prinny 6 (Magichange)**

**Spell Resistance: yes**

Placing your foe in a maze, you place bomb after bomb to
eliminate the other randomly placed prinnies. In the end you corner the enemy
and fling a barrage of bombs at them before your wielder detonates the entire
battlefield with a massive bomb. As a standard action, this works like a maze
spell, however the longest you can keep a creature trapped is 5 rounds. When
the creature is freed, it takes the prinny's damage, +3d6 fire for every round
it was stuck in the maze. Only one creature can be effected by this technique
at the same time.
Armageddon Engine Stage 1

**Level:** DES-Armageddon 3

**Spell Resistance:** No

You have gone through harsh training, and even harsher missions. You
have learned to adapt to any combat situation you come across, even some
 that are utterly impossible. As a standard action, this makes available
 a floating "pool" of bonus points that the caster can use as desired to
 improve his or her odds of success at various tasks. This bonus pool
consists of 1 point per level, which the caster can divide as desired
among combat related checks and rolls. These points can go into the
following: Ability checks, CMB, attack rolls, AC, saving throws, and
damage rolls. You may add a +1 per 2 levels (max +5). The caster must
declare any bonus-point usage before the appropriate rolls are made.
Used points disappear from the pool, and any points remaining when the
spell ends are wasted. These points count as luck bonuses for purposes
of stacking. This technique lasts for 1 minute per level.