recursal/Fanatic-Fandom huggingface dataset:
Danger Cop Reincarnation

# **Danger Cop**

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

**Punishing Strike:** This works as the usual class feature, it gains no additional abilities.

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

**AC Bonus:** A Danger Cop does not gain it's Charisma modifier to armor class a second time.

**Unarmed Strike:** This works as the listed ability. It possesses no additional effects. If your unarmed strike already deals more damage than the listed amount it does not change.

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

**Damage Reduction:** The Danger Cop's Damage Reduction increases by the listed amount.

**Danger Cop Bonus Feats:** The Danger Cop still gains bonus feats, however only at levels, 4, 12, and 20.

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

**Improved Punishing Strike:** This works as the listed ability. It possesses no additional effects.

**Greater Punishing Strike:** This works as the listed ability. It possesses no additional effects.

**Police Brutality:** You must select a deed you do not possess this ability for already. Otherwise, This works as the listed ability. It possesses no additional effects.
Draconic Ultimate

**Level:** Dragon 9

**Spell Resistance:** yes

This is a breath weapon technique. Also known as Draconic Fury or Draconic Furor, You leap into the air and
 channel your elemental nature into your hands, releasing the very
essence of primal element into your foes in a massive explosion. This
attack works as Colored Nova, however it is in a 60 foot burst located
anywhere within 100 feet of the dragon. It deals normal damage +2d6 per
level (Max 40d6). Creatures that fail this save take full damage and a
secondary effect based on the dragon's energy type. Paralyzed for 1d10
rounds (Ice), On fire for 1d10 rounds (2d6+Strength modifier damage every round), Deafened
 permanently (Air). If the dragon has 50% more in it's hoard than the base requirement, this can be a vital strike and deals d8's instead of d6's. If the dragon possesses twice the amount in it's hoard than the base listed requirement for it's level, both this deals d10's, and it's area becomes an 80 foot burst.
Counter Classes

**School Transmutation;** Level Bard 4, Sea Angel 4

CASTING

**Casting Time** 1 standard action

Components V, S

**EFFECT**

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

**Area** one creature

**Duration** 1 round per level

**Saving Throw** no; Spell Resistance no

**DESCRIPTION**

Doing a little dance and encouraging your ally, you grant them the
effects of the Combat Reflexes feat. If they already possess the feat
they gain +1 attacks of opportunity for every 4 levels you possess.
Drop Out

**Level:** Shinigami/Death 7

**Spell Resistance:** yes

The wielder of the Shinigami bow fires the shot into the sky where the
Shinigami returns it into the group of enemies infused with so much
death energy they hallucinate and go mad. As a standard action,
Creatures in a 20 foot burst within the range of the bow must succeed in
 a will save DC: 17+Charisma modifier or take normal damage as well as
an additional 1d4 damage per level (Max 20d4). Creatures that succeed
take half damage while creatures who fail not only take full damage,
they are confused for 1d6 rounds.
Cleric and Oracle Spells by Level

# **Level 3**

\*Animate Dead, Lesser

Mega Heal

# **Level 4**

\*Animate Dead

Braveheart

Break

Invite

Speed Boost

# **Level 5**

Elemental Slash

Giga Heal

Glittering Chaos Bolt

Shadow Wave

Battle Conservation

Thrashing Wind Sphere

Body Reinforcement

# **Level 6**

Barrier

Black Magic Barrier

\*Health (Previously heal)

Shadow Creeping

# **Level 7**

Deathseeker Bolts

Elemental Blade Rush

Omega Heal CLERIC ONLY

Radiant Godray

Spell binding circle

# **Level 8**

Crippling Shadow Weave

Radiant Orbs

# **Level 9**

Peta Heal CLERIC ONLY

Sacrificial Soul Transference

Elemental Dervish

Spinning Shadow Wave

Summon Arcane Dread Husk
Dark Knight Reincarnation

# **DARK KNIGHT**

**Fighter's Spirit:** This works as the listed ability. It possesses no additional effects.

**Challenge:** The dark knight gains an additional number of times per day it can challenge as granted by leveling up.

**Dark Knight Bonus Feats:** Dark Knights gain the bonus feats as usual, however they only gain them at levels 5, 13, and 19.

**Executioner:** This ability can be used an additional time per day.
Demon Annihilation

**Level** Hammer/Axe/Flail 8

**Spell Resistance:** no

In a combo of impossible attacks, you tear through the enemy, flinging
your axe only for it to return and allow you to surf your enemy to the
ground. As a full round action, Choose any two Axe/Hammer/Flail
techniques of 5th level or lower that you know. You can perform both of
those techniques in this round on the same opponent. The effects are the
 same, however the saving throws change to DC: 18+ Strength modifier.
Colossal Fissure

**Level** Hammer/Axe/Flail 5

**Spell Resistance:** no

Slamming into your opponent with enormous force, the ground explodes
beneath them, launching them into the air, only to be destroyed beneath
the power of your weapon. As a standard action, make a single attack at
your highest base attack bonus. If this attack hits, you deal normal
damage, as well as 1d6 fire damage for every 2 levels you possess (To a
maximum of 10d6 at 20th level). A Fortitude save DC: 15+ strength
modifier is required, if you succeed, you halve the damage and the
technique ends, however if the enemy fails, you gain an additional
attack at a -5 penalty, on their flat footed armor class. This attack
deals normal damage.
Darkness Slash

**Level:** Nether Noble 7

**Spell Resistance:** yes

You summon the blackness from your enemy's hearts and encompass them
with their own emotion before slashing them to pieces. As a standard
action, Enemies within a 30 foot cone must make a fortitude saving throw
 DC: 17+Strength modifier. If the creature fails it takes 1d6
disintegration damage per level (Max 20d6). You then gain an attack on
their flat footed armor class with a +2 bonus. If you hit, you deal
critical damage as well as an additional +1 damage per level.
Crusher Bones

**Level:** Skeletal Dragon 3

**Spell Resistance:** no

Your weapon scissors on to the foe and you begin to crush them entirely
before swinging them around and slamming them into the ground. As a
standard action, Make a single attack on your opponent at your highest
base attack bonus. If you hit you deal normal damage and gain an attempt
 to grapple them. If you manage to grapple the enemy you deal damage
again along with an additional 1d4 negative energy damage for every 2
levels you possess (Max 10d4 level 20).
Duke's Demise

**Level:** Dantalion 3

**Spell Resistance:** no

Channeling the power of the Netherworld, you slam into your foe,
shattering through a magic seal along the way. As you connect you see
behind you the shadow of a massive black demon with a huge axe as it
mimics your motions and cleaves into your enemy. Make a single touch
attack against any creature within 30 feet. This attack is still treated
 as a melee attack despite it's range. If this attack hits it deals
normal damage as well as 1d6+1 per level (Max 1d6+20). A will save is
required DC: 13+ Strength modifier or the creature is shaken for 1d6
rounds.
Delta Split

**Level:** Bow/Thrown 4

**Spell Resistance:** no

Splitting into three separate entities, you pull back an arrow and all
three fly into your foe, exploding in a burst of elemental fury. Make a
full attack against a single enemy, this enemy is considered flanked.
Each attack deals normal damage and For each attack that hits, you must
choose to deal an additional 1d6 damage per 4 levels of a certain
element (Fire, Ice, Electricity, Acid, or Sonic). You can only choose
each element once unless you would for some reason run out of element
choices after which you can start over. The enemy gains a reflex saving
throw DC:14+Dexterity modifier with every hit to halve the additional
energy damage but not the normal damage. Enemies struck with at least 2
attacks must succeed in a saving throw the same as the one listed above
or be put to sleep for 1 round.
Death Fang

**Level:** Mystic Beast 3

**Spell Resistance:** no

You impale the foe with your long horn, launching them into the sky and
dashing through them at a break neck pace before you slam them into the
ground. Make a full attack against your enemy. If at least 2 attacks hit
 you deal an additional 1d6 sonic damage per level (Max 10d6). A
successful fortitude saving throw DC 13+ Dexterity modifier halves the
damage.
Earthshatter

**School Transmutation;**

**Level** Witch 5

**CASTING**

**Casting Time** 1 standard action

**Components** V, S

**EFFECT**

**Area** one 5 foot square per 5 levels no two of which can be further than 30 feet apart.

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

**Duration** instantaneous

**Saving Throw** Reflex partial;

**Spell Resistance** no

**DESCRIPTION**

Transmuting the ground to be unstable, it erupts beneath your foe,
showering them with debris and shrapnel and knocking them off of their
feet. The creature takes 5d6 bludgeoning damage, and the creature must
make a reflex saving throw or be knocked prone. If the creature succeeds
 their reflex saving throw they are not knocked prone.
Deadly Scissors

**Level:** Pincer Shell 9

**Spell Resistance:** No

Skating across the water with a breakneck speed, you unleash beam sabers from within your meaty claws, slashing through them and avoiding attacks as you skate by before scissoring your foe in twain with a final X-slash. As a standard action, you gain a movement speed of +60 feet and an additional attack on a full attack. In addition you gain a +4 bonus to your strength, and a +2 bonus to armor class. Your monster weapon deals +1d6 force damage per 5 levels (Max +5d6) and they now resolve their attacks against your enemy’s touch armor class. If moving on water when using this ability you can skate on top of it and stand on water with no issue. At any point, you can choose to end this technique as a standard action. Doing so allows you to move in a 60 foot line and make an attack roll on every creature within the line. All creatures struck take double damage, and the force damage is increased by +1d6 per remaining round in the technique (Maximum +30d6), and must make a fortitude saving throw DC: 19+ Constitution modifier or take 1d6 ability damage to their strength and dexterity as well. This technique lasts for 1 round per level.
Crimson Overload

**Level:**
Asher 6

**Spell**
Resistance: **none**

Channeling the power from the Scarlet Empress, the
accel system binds with you and allows your body to go into a form of overdrive
similar to your weapon. As a standard action, your power ignites and flows
through your body. When the technique activates, your Scarlet Empress cannot be
disarmed from you. You gain a +6 bonus to strength, dexterity, and constitution
as well as DR 5/-. While it is equipped in this way it still functions as if
you were riding a motorcycle and you can use the motorcycle’s abilities (Such
as it’s guns and move speed). You add your current level to CMB and CMD checks
and do not provoke attacks of opportunity when performing them. If you grapple
an enemy and throw them your throwing range is 10 feet per point in your strength
modifier. If an enemy has an ability to ignore attacks of opportunity, they
must have more than 1 use of said ability or it does not work. If they can do
it only a certain number of times per round, it costs them double the number
when doing so for you.

While in this form, you can fire from your weapon like
a gun. You can expend ammunition on your person of any kind, and deal that kind
of weapon’s damage in addition to your own when you strike, or attack with the
range of that weapon. The ammunition spent must be twice that of a normal shot.
This does not grant any additional abilities from said weapon, and simply allows
for you to make an attack at a range or add additional damage. For instance You
could expend 2 rockets from a bazooka to either make an attack at a range of
120 feet that deals 4d10 damage, or make a melee attack that deals an
additional 4d10 damage on top of the usual damage of the weapon.

This lasts for 1 round per level.

If you activate this technique again while this technique is active, you can choose to Divert the power from the technique into a devastating shot as described below.

Crimson Void Canon: Activating the technique in this way is a standard action or a full round action, selected when activating the technique. If a standard action, You can make a touch attack against a creature within 50 feet per level. If the attack hits it deals your vital strike damage as well as an additional 1d10 damage per level (Max 20d10). Half of this damage is force, and half is disintegration damage. Creatures struck by this attack are stunned for 1 round, and have their armor class lowered by -1 per 2 levels the attacker possesses. This effect stacks with it’s self and lasts for 1 round per level. The creature gains a will saving throw to negate this effect. If used as a full round action, It’s a 200 foot line that’s 10 feet wide. This deals 1d6 damage per level instead, and creatures struck are stunned on a failed saving throw. However it does not impose the penalty to armor class.

If you have entered your Overload, the damage from this is always maximized.
Disable Construct

**Transmutation**

**Level:** Merchant 6

**Components:** V, S

**Casting Time:** 1 standard action

**Range:** Touch

**Target:** Construct touched

**Duration:** Instantaneous

**Saving Throw:** Will half; see text

**Spell Resistance:** Yes

Disable construct transmutes the structure of a construct to deal 10
points of damage per caster level (to a maximum of 150 points at 15th
level). If the construct successfully saves, disable construct deals
half this amount, but it cannot reduce the target’s hit points to less
than 1.
Dark X-Slash

**Level:** Sword 9

**Spell Resistance:** yes

Leaping back, the wielder releases a display of sword mastery, slashing
through the opponent, flinging them into the air with another swing of
the blade and finishing them off with a devastating blow. Make a full
attack against a single enemy. If you land your first attack, you deal
+4 additional damage. For every attack you land on your opponent after
the first the number doubles. (+4 damage, +8 damage, +16 damage, +32
damage, +64 damage). The enemy must make a fortitude saving throw after
all of the attacks are made or have his move speed reduced by 15 feet
for one round.
Elemental Dervish

School Conjuration [Teleportation, **Fire, Air, Acid, Electricity, or Sonic**];

**Level** Cleric 9, Oracle 9, Witch 9, Wizard/Sorcerer 9

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

EFFECT

**Range** long (400 ft. + 40 ft./level)
**Target** 20 foot line extending from the location you appear at

**Duration** instantaneous

**Saving Throw** none

**Spell Resistance** no and yes (object)

DESCRIPTION

This spell works identically to the spell Dimension door, however upon your arrival, you move in a 20 foot line. This doesn't provoke attacks of opportunity. At the end of this line, you can move in another 20 foot line in another direction. This can be done up to 5 times. You can make a single melee attack against all creatures within these lines. Each attack that hits, deals normal damage as well as an additional 1d6 damage per 4 levels (Max +5d6) This damage is either Fire, Frost, Acid, Electricity, or Sonic.

*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.

·         My spending 8 more mana you can choose to do either force or disintegration damage with this spell instead of it's usual damage.

·         Extra Damage: You can increase the damage dealt by +1d6 for every 8 mana you spend.
Electric Killer

Level: Aqua Demon 5

Spell Resistance: yes

Using the ninja art of Kage Bunshin, the Aqua Demon separates into 4 of it’s self and attacks the creatures surrounding it with devastating force. As a full attack action, Make 1 attack on each creature adjacent to you, if this attack connects it deals Normal damage. For every creature that takes damage from this attack, you deal an additional 1d6 electricity damage to every creature within 5 feet of you. A successful Reflex save, DC: 15 + Constitution modifier halves the second portion of damage and a fortitude save of the same DC is required or you will be stunned for 1 round.
Dualsoul Witch Reincarnation

**Hexensyndrome (Su)**

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

**Weakened Dominion**

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

**Weakened Casting**

When you gain a new level as a Witch, you gain 1 additional Witch spell you can cast per day. In addition, when you gain another spell level, you gain another spell per day for that spell level and every spell level before it to a maximum of 3 additional spells per day for most spell slots.

**Social Talent (Ex)**

This ability is not altered in any way.

**Dual Soul Persona (Su)**

This ability is not altered in any way.

**Stainless (Su)**

This ability is not altered, it remains the same.

**Dual Mind (Su)**

You gain 2 additional uses per day of this ability.

**Tandem Soul (Su)**

You gain 2 additional uses per day of this ability.

**Corrupted Hex (Su)**

This ability is not altered in any way.
Circle of Death

**Level: Shinigami 6**

**Spell Resistance: no**

Conjuring up four orbs of pitch black energy, they transform
into scythes and begin spinning at lightning speeds tearing into your foes like
a gyroscopic pinwheel of dismemberment. As a full round action, you summon one
Scythe Totem for every 5 levels you possess. Each sword totem can move up to 30
feet in a round and make a single attack. These totems provoke no attacks of
opportunity and can't take attacks of opportunity. They possess the same AC as
the summoner. The Scythe totems possess 6 hitpoints per level of the summoner.
The Scythe totems are uneffected by area effects. When a scythe totem hits it
deals normal damage as well as an additional +1d6 negative energy damage. If a
scythe totem lands a critical hit it is destroyed. If an enemy is effected by
your shinigami sight ability, this deals an additional +1d8 damage on each hit.
The scythe totems last for 1 round per 2 levels. Only one use of Circle of
Death can be active at a time.
Energy Kick (2 People)

**Level:** Tag Team 5

**Spell Resistance:** Yes

One of your allies leaps onto your back and is launched skyward as you
create a huge ball of energy above you. You then do a back flip kick as
your ally returns to kick as well and you slam the energy blast into the
 enemy. You can only have a single partner to perform this technique, it
 cannot be done with more than two. As a standard action, you and your
ally both make a single attack against an enemy within 50 feet. If the
attack hits you deal normal damage as well as an additional 3d6 force
damage per person. The enemy must make a fortitude saving throw DC: 15+
Relevant ability score modifier or be stunned for 1 round.
Colored Nova

**Level:** Dragon 7

**Spell Resistance:** yes

This is a breath weapon technique. Leaping into the air, you release a burst of elemental energy that
destroys your enemies on the spot. This works as Elemental breath,
however it hits in a 60 foot cone and deals normal damage +1d8 per level
 (Max 20d8) and the secondary effects last for 7 rounds. The saving
throw DC is 17+ Strength modifier. If the dragon has 50% more in it's hoard than the base requirement, the damage is a vital strike and it deals d10's instead of d6's. If the dragon possesses twice the amount in it's hoard than the base listed requirement for it's level, it deals d12's, and the maximum is 25d12.
Dual Moon Wheel

Level: Aqua Demon 2

Spell Resistance: no

Channeling a strange and windy power from within the staff, you launch two whirling blades at the opponent. As a standard action, Make two ranged touch attacks at your highest base attack bonus on any creature within 40 feet, if they hit they deal normal damage, if both attacks hit, deal an extra amount of damage equal to 2d6 as well as the normal damage +1 ½ strength modifier.
Dragon Fury

**Level: Nunchaku 7**

**Spell Resistance:** no

Smashing your enemy skyward, you use your nunchaku like a
helicopter and fly to the sky, smashing your foe in the face, only to return
and smash them into the concrete below. As a standard action, you gain a Fly
speed of 90 feet with good maneuverability. In addition, you deal an additional
2d10 damage on all attacks and a +4 bonus to your armor class. This lasts for 1
round per level.
Dark Secrecy

**Level:** Sword 5

**Spell Resistance:** no

Pushing your enemy behind closed doors, you eliminate him, samurai
style, with a swift motion and allow their blood to splatter on the
walls. As a standard action, Make a single attack against your
opponent's flat footed armor class. If this attack hits you deal normal
damage as well as an additional 1d8 damage per level (Max 15 d8).
Enemies struck by this technique must make a fortitude saving throw for
1/2 damage. Creatures that fail this saving throw are knocked prone and
take 1d6 bleed damage for every 4 levels you possess for 1 round for
every 4 levels you possess.
Deadly Down Under

**Level:** Crossbows/Firearms Light and Heavy 6

**Spell Resistance:** no

Transforming your gun into a sniper rifle, you fire a bullet deep within
 your enemy's skull, firing additional bullets that slam into the other
bullet and force it out into the skulls of others. As a full attack
action, place a 15 foot long line anywhere within 100 feet of you. Make a
 single attack roll on the three enemies within that line, each attack
deals critical damage. Enemies struck must make a fortitude saving throw
 DC: 16+Dexterity modifier or take an additional 1d6 damage per level
(Max 10d6). A successful fortitude save halves the damage and a failed
save leaves them blinded, deafened, and staggered for 1d6 rounds.

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

**Level:** Zombie Magichange 7

**Spell Resistance:** no

Summoning a grand stage, you tell jokes with the zombie and the zombie gets
silly and tries to kiss you, however you came prepared and smack his head off
with a paper fan. While the audience is distracted, you open a trap door and
let them fall through into a pit. As a full attack action, make a perform, or
bluff check against every enemy within 30 feet of you. If that creature fails
it's sense motive check, it is fascinated for 1 round per level. If at any
point you take damage while fascinated the effect ends immediately. Every round
as a move action you can continue to fascinate the enemy and they gain a +4
bonus to their sense motive check for every time they have been damaged since
this fascination has began. At any point, you can choose to damage all of the
creatures fascinated as a standard action. Creatures must make a reflex saving
throw DC: 17+ Charisma modifier or take double damage as well as 1d6 per level
(Max 20d6). A successful saving throw means half damage and a failed save means
the creature is prone.
Dead Hurdles

**Level: Asagi  9**

**Spell**
Resistance: no

Standing in a battlefield, you dodge bullets in slow motion, leaping and
shooting all of the enemies in the area, and shooting some red, explosive
barrels. Some random Gunslingers hold you down in your cover, however you find
a bazooka, and blow your foes away with a violent explosion. As a full attack
action, you can make a single attack on every enemy within your weapon's range
(up to one creature per 4 levels). If this attack hits, it deals normal damage
as well as an additional 1d6 damage per level (max 20d6). Creatures struck must
make a saving throw DC: 19+ Relevant ability modifier for half damage. You can
choose what kind of saving throw and additional effect happens to the creature.

*Barrel Explosion:* Reflex saving
throw for half damage and a 20 foot burst centered on enemy. All creatures in
the area must make the save too or take the damage dealt. If the targeted enemy
fails it's saving throw it is lit on fire for 1 round per level taking 8d6 fire
damage every round.

*Slowmo Shot:* Will Saving throw for
half damage. If the enemy fails it's saving throw, you gain 2 additional
attacks on the enemy that deal normal damage.

*Rocket Blast:* Fortitude saving
throw for half damage. If the enemy fails it's saving throw, it is knocked
prone and takes a -20 penalty to move speed and 2d6 strength and dexterity
damage. This penalty lasts until it receives a DC:35 healing check or is healed
through magic.
Erynger Punch

**Level:** Eryngii 3

**Spell Resistance:** yes

The Eryngii dives under the ground and begins launching it’s mushroomy
fists in the air in a flurry of deadly strikes For the round, the
Eryngii gains an additional attack at their highest base attack bonus.
The Eryngii makes a full attack that deals normal damage. If at least 2
of those attacks hit, it deals an additional 3d6 damage and it launches
it’s opponent a number of feet into the air equal to the final damage
result. The creature takes falling damage accordingly. A successful
fortitude saving throw DC: 13+ Constitution modifier, halves the falling
 damage.
Comet Fall

**[Evocation (Fire)]**
Level 9

**Spell Resistance:**
yes

**Saving throw:** Reflex
partial, See text

Seen as the spiritual sibling to Meteor Swarm, Cometfall
hails a singular massive comet or asteroid to crash into the planet with devastating
effects. Cometfall is a full round action to cast and causes a single 60 foot
burst anywhere within 400 feet +40 feet per level.

Make a ranged touch attack against a single creature within
the center area of this spell. If it hits, that creature takes 6d6 damage and must
make a reflex saving throw or be pinned under the meteor. Creatures within the
60 foot burst (Including the initial target who takes a -6 penalty to the save
and an additional -4 if pinned) must make a reflex saving throw to avoid 1d6
damage per level (Max 20d6). A successful save halves the damage. The area of
this spell's effect becomes rough terrain, and a 10 foot by 10 foot meteor is
placed in the square of the creature that was targeted by this spell. This
meteor requires a strength check DC 35 to lift, or can be destroyed by dealing
100 damage to it (Hardness 15). Otherwise the creature beneath it will take 6d6
crushing damage every round until free.

If the creature is inside of a building, the building will
take the damage instead of the creature, however depending on the structure or
it's strength,  it may tear through and
destroy both structure and target.

[Mythic Cometfall] By expending a use of mythic power,
cometfall's strength is greatly heightened. The range becomes 10 miles per
mythic rank you possess, and the burst area is increased by 60 feet for every
mythic rank you possess. The meteor's size increases by 10 feet for every
mythic rank you possess and if it would mean another creature in the area of
effect would be stuck beneath it, then you gain another ranged touch attack
against a creature. The base damage is increased by 1d6 per mythic rank and the
AOE damage of the spell also increases by +1d6 per 2 mythic ranks you have,
finally, the DC to move the rock is increased by +1 for every mythic rank you
possess and has 10 additional HP and 1 additional hardness for every mythic
rank.

Once you have reached Mythic Rank 5, you can spend 4 uses of
mythic power when using this spell to increase the range to be anywhere that
you can see on this plane of existence and instead of increasing the blast
radius by 60 every mythic rank, you double it for each mythic rank you possess.
This also doubles the size of the meteor for each mythic rank, and if it would
mean another creature is in the area of effect then you gain a ranged touch
attack against that creature. The base damage is increased by 2d6 per mythic
rank and the AOE damage by 1d6 per mythic rank, and the DC to move the rock is
increased by +2 for every mythic rank you possess and has 20 additional hp and
2 hardness for every mythic rank. Using the spell in this way could be
apocalyptic and is extremely dangerous, often times used by powerful mages and
galactic entities to herald the end times.
Curses(Curse Technique)

**LEVEL:** 5 Curse

**Spell Resistance:** yes

By creating a horrible little effigy of your foe you create a temporar
link with them that allows you to cause massive damage. As a standard
action, a single enemy within 50 feet must make a will saving throw DC:
15+ Charisma modifier. If the creature succeeds on it's saving throw the
 technique ends, if it fails however it is subject to the Curse. For 1
round per level, you can take a full round action to instantly deal
critical weapon damage to the creature targeted. This damage is still
subject to damage reduction and energy resistance, and the creature must
 remain within 100 feet of the user for the technique to remain in
effect. If further than 100 feet, the technique instantly ends.
Cross Counter

**Level:** Underlord 3rd

**Spell Resistance:** No

With split second timing you are able to do a swift button command that
allows you to land a single blow on your enemy. As a standard action,
you enter a stance of retaliation allowing you to retort against an
enemy whom has struck you. Once per round as an immediate action after
you have been hit with an attack, you can make a melee attack against
the creature that hit you. This melee attack is at your highest attack
bonus and deals an additional +1 damage per level (Max +20). This only
works against creatures within reach, however you gain a +10 bonus to
your reach for every 2 levels you possess for the purposes of reaching
an enemy for this technique. This lasts for 1 round per level.
Drill Attack

**Level:**
Drill 3

**Spell**
Resistance: no

You rear back and then thrust forward with your
drill and pierce through your enemy. As a full attack action make a single
attack against an enemy within reach. Your reach is doubled for this attack. If
you hit you deal normal damage as well as an additional 2d6 as well as +1d6 for
every 5 levels you possess (Max +6d6 at 20th level). This can be used with the
Vital strike feats, and the damage is treated as weapon damage to determine
vital strike damage.
Chomper Combo

**Level:** Faery 9

**Spell Resistance:** no

Slashing through your enemy in a flurry of blows, you end the technique
with a massive mouth of shadow. Make a full attack against any one enemy
 with an extra attack at your highest base attack bonus. Each of these
attacks if they hit deal normal damage as well as an additional 2d6. On
your final attack, you deal damage as if you were 3 size categories
larger. if already at the maximum size you deal an additional 3 damage
dice more.
Enemy Shoot

**Level: Crossbows/firearms 2**

**Spell Resistance: no**

Firing a single shot from your weapon, you attach a thick metal chain
to the projectile as it pierces their body. You drag them back into your
 gun before firing again at point blank range. As a standard action,
Make a single attack against an enemy within 30 feet, if this attack
hits it deals normal damage and you gain a second attack against their
flat footed armor class. This attack also deals normal damage.
Hell Drop

**Level:** Ninja 7

**Spell Resistance:** Yes

Conjuring the spirits of the damned, a black vortex opens beneath your foe as huge shadowy hands reach out and grip eachother, making a dome around them before dragging them into hell through their shadow. As a full round action, make an attack against an enemy within 60 feet. This enemy must make a will saving throw DC: 17+Charisma modifier or be dragged into the darkness. The creature takes damage equal to your normal attack damage, as well as 1d6 per level (Max 10d6) and 1d4 strength damage. Every round afterward the creature takes 3d6+ Charisma modifier damage and 1 strength damage. The creature must make an opposed grapple CMB check or Escape artist check to make it out of the shadow trap. Freedom of movement provides a +4 bonus to these rolls, but does not instantly free the creature. This lasts for 1 round per level. If the enemy is destroyed by this technique, they are disintegrated and can only be brought back through a wish or a miracle. By spending a point of ki when using this technique, if you are hidden in stealth whenever you activate it, your enemy must make a perception check against your stealth check, if they do not spot you, you apply sneak attack damage to this technique.
Classic Mushroom

**Level:** Eryngii 4

**Spell Resistance:** yes

The Eryngii summons a small army of mushrooms that surround the enemy
and entangle them. As a full attack action, every creature within the 10
 foot radius must make a grapple check with a bonus equal to your level.
 The Eryngii then makes an attack roll against the flatfooted defense of
 every creature grappled and deals normal damage along with an
additional 1d6 per level (max 20d6). Creatures with an ability that
allows them to retain their dexterity bonus against attacks must make a
fortitude save DC: 14 + constitution modifier or lose the effects of
that feat for the attack.
Heroism

**Level:** Cleric  7

**Spell Resistance:** Yes (Harmless)

Raising your hands, several swords of light emerge around you as they lift in the air and rotate around, selecting allies and lifting them up in a divine ray to grant them increased ability and allow them to become more dangerous in battle. A single adjacent ally gains a bonus to it’s attack and damage rolls equal to your wisdom modifier for 3 rounds. This additional damage is divine damage.  By spending 1 use of your healing burst when activating this technique, this ability can increase by an additional +2 attack and damage.
Class Specific Techniques

These are techniques that you can only learn if you level up in a specific class. You can only take the technique if you have reached a level with the class in which you would gain techniques of that level. None of your levels in other classes count when determining if you qualify for techniques of this kind. If you use an archetype for that class you only gain the techniques if the archetype of that class it's self does not grant it's own set of techniques.

Barbarian Techniques

Black Knight Techniques

Celestial Host Techniques

Cleric Techniques

* Cleric Archetype Techniques

Dark Hero Techniques

Defender of Earth Techniques

Fighter Techniques

* Fighter Archetype Techniques

Geomancer Techniques

Gideon/Divine Majin Techniques

Gunslinger Techniques

* Gunslinger Archetype Techniques

Maid Techniques

Mecha Devil Techniques

Monk Techniques

* Monk Archetype Techniques

Necromancer Techniques(Witch Alternative)

Ninja Techniques(Rogue Alternative)

Omega Sentinel Techniques

Overlord Techniques

Paladin Techniques

Powered Suit Techniques

Prism Ranger Techniques

Professor Techniques

Psion/Psychic Techniques

* Psion Archetype Techniques

Rogue Techniques

Samurai Techniques

Sorcerer Techniques

Witch Techniques

Witch Doctor Techniques

Wizard Techniques

Unlosing Ranger Techniques
Elemental Burst

**Level:** Sorcerer 9

**Spell Resistance:** no

Transforming into three separate beings, one holds a staff, one a spear,
 and one a sword. Each wields incredible magic power and attacks your
foes relentlessly, destroying your remaining spells to deal more damage.
 As a full round action, you summon 2 Sorcerer Totems to your aid. The
totems possess 3 hitpoints per level (Max 60 hp). They possess the same
items as you and any charges or uses from the item are counted on the
original. They have the same bonuses to attack and damage as you do.
When they make an attack, it is considered a touch attack or ranged
touch attack. By expending spell slots this attack deals normal damage
as well as an additional 1d6 damage per spell level sacrificed (Max
15d6). This damage is pure arcane energy and as such no energy
resistance nor DR applies. While this technique is active, you can
choose to end it early and sacrifice any number of spell slots when
casting a damaging spell to add an additional amount of damage to the
spell equal to the number of spell slots sacrificed. This lasts for 1
round per level.
Grudge Basher

**Level:** Skeletal Dragon 7

**Spell Resistance:** no

You summon the mighty dragon and begin spinning, batting evil skulls at
the enemies as he spits them out only to bat the entire dragon at the
enemy in the end. You make a full attack acting as if your reach was 30
feet. You also get an additional attack at your highest base attack
bonus. Each attack deals normal damage as well as 5d6+1 per level
(Maximum +10) negative energy damage if it hits. Creatures hit must
succeed in a DC 17+ Strength modifier saving throw or be Nauseated for
the rest of the encounter.
Doppelganger (Spell)

Transmutation; Level Sorcerer/Wizard 9, Alchemist/Professor 6, Psion 9, Witch 9,

CASTING

Casting Time 1 standard action

Components V, S (1,000 hl per doppelganger created)

EFFECT

Range Personal

Duration 1 round per 2 levels

Saving Throw Reflex no;

**Spell Resistance** no

DESCRIPTION

Thrusting their fist high with a mighty yell, they scream DOPPELGANGER! Splitting their bodies, minds, spirits, (And Love) 10 ways.

Using this technique, the caster splits into several doppelgangers that it can use to aid in fighting against it's foes. This summons 1 doppelganger per 2 levels (Max 9). As you split your body, you shrink down tp Medium size bit. The size of the caster influences the size of the caster and the doppelgangers as noted below.

You and each doppelganger gains these stat changes. Possess replicas of all of your equipment, and have the same saves and armor class, as well as things like Damage reduction and energy resistance. In addition, split your current hitpoints by the number of creatures total there (You and the doppelganger, Max of 10). This number becomes the new hitpoints of the Doppelgangers. When one is defeated, you do not gain the hitpoints back, when the technique ends, but are treated as if You had lost those hitpoints. If all of your doppelgangers and you are defeated, then you are defeated as well. No one of the doppelgangers is "You", they all count as you. If any of them survive or escape from a battle, whichever one is left in the end becomes you.  The Doppelgangers are immune to abilities that automatically do damage like magic missile or evilities that deal automatic damage. Each one can use your abilities as if it were you, and share your total pool of abilities, techniques, Attacks of opportunity, spells, ect. All of the Doppelgangers act on your turn, and can use spells and techniques normally, spending them from your total pool. Any spells or abilities you had cast on yourself prior to activating this spell carry over to your doppelganger, and the duration is split like the doppelganger's hitpoints. Doppelgangers cannot overload. If one doppelganger is effected by a mind effecting ability, it does not effect the rest, however, if the spell's duration ends while the creature is still effected by a mind effecting ability, it is still effected. All Doppelgangers are treated as separate creatures for using teamwork feats.
Erynger Roll

**Level:** Eryngii 6

**Spell Resistance:** no

Weaving back and fourth, you fake out your opponent and summon an
awesome boxing ring behind you. Pummeling your opponent's face in with
this powerful technique you end with a devastating uppercut. Make a full
 attack with an extra attack at your highest Base attack bonus. If these
 attacks hit, they deal normal damage. If at least 3 of the attacks
land, you deal an additional 1d6 damage per level (Max 20d6). A
successful fortitude saving throw DC: 16+ Constitution modifier halves
the 20d6. If the creature fails the saving throw they are staggered for 1
 round.
Dance

**Level:** Great Wyrm 4

**Spell Resistance:** yes

The Great Wyrm slams his fists into the air causing a massive explosion.
 He then dashes around the area of the blast at such breakneck speeds
that he actually contains the entire blast on the enemy. This technique
adds, Fiery, Frigid, Raging, Astral, or Diabolic to it's name depending
on your discipline. It also adds a secondary effect. As a full attack
action, Make an attack on the grapple CMD of every creature in a 40x40
cube placed directly in front of you. You deal normal damage to each
creature. Creatures grappled gain no reflex saving throw, creatures that
 are however gain a Reflex saving throw DC:14+Strength modifier for half
 damage. This technique deals normal damage to every creature again as
well as an additional 1d6 damage per level (Max 10d6). The additional
damage is Either Fire, Normal, Frost, Force, or Disintegration damage
depending on your discipline. In addition if the creature failed their
save they take 1d6+Strength modifier fire damage next round (Fiery),
Knocked back 10 feet (Rage), Stunned for 1 round (Frigid), Staggered for
 1 round (Astral), or take 1 con damage (Diabolic).
Homing Curse

**Level:** Skeletal Dragon 7

**Spell Resistance:** yes

You summon three flaming skulls that slam into your opponent, bestowing
mighty curses on them with every explosion. As a standard action, Make
one ranged touch attack on any creatures within 60 feet. You can make an
 additional attack for every 6 levels you possess. Creatures struck by
this take Normal damage as well as 5d8+1 per level (Max +20) negative
energy damage and you must succeed in a Fortitude saving throw DC: 17+
Strength modifier or be effected by a bestow curse spell. This spell
cannot land a critical hit.
Dragon Strike

**Level: Nunchaku 3**

**Spell Resistance:** no

Slamming into your enemy with a single overhead strike, you
discombobulate your foe. As a standard action, make a single attack against an
enemy within your reach, if the attack hits, you deal double damage. Creatures
struck must make a will saving throw DC: 13+ Wisdom modifier or be effected by
a confusion spell for 1 round per level. Creatures that succeed their save are
effected by confusion for 1 round, however they reroll all random rolls that
force them to attack themselves.
Dragon Techniques

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

# **Level 2**

Wind Breaker

Exploding Rock

# **Level 3**

Element Slash (Magichange)

Elemental Breath

# **Level 4**

Dragon Flash (Magichange)

Dragon Slash

Dragon Hornet

# **Level 5**

Dragon Claw

Inside Tour

# **Level 6**

Dragon Missile

Way of Dragon

# **Level 7**

Colored Nova

Dragon Dive

Dragon Lightning

Sky-High Dragon (Magichange)

# **Level 8**

Dragon Nova

Evil Dragon Play

Beat Wash (Magichange)

# **Level 9**

Dragon Assassinator

Draconic Ultimate

Final Dragon (Magichange)
Giant Meow Swing

**Level:** Slumber Cat Magichange 3

**Spell Resistance:** no

Throwing the Slumbercat like a
boomerang, it drills through the enemy, returning and sawing through them
again, doubling back and doing it one final time. As a standard action, your
weapon gains the throwing and returning properties as well as an additional
+2d6 damage. Unlike the usual throwing and returning, you can make a full
attack with it. After the first attack, you can make a bluff check as a swift
action to catch the enemy flat footed on the next one. This lasts for 1 round
per level.
Cluster Launcher

**Level:** Crossbows/Firearms Light and Heavy 7

**Spell Resistance:** no

You fire a massive blue missile pod that spins and fires deadly rockets
into your foes with great accuracy. Make a full attack against any
creatures within range. You gain an additional attack at your highest
base attack bonus. Every attack you make deals critical damage as well
as 1d6 damage per 4 levels, and also deals damage to all creatures
adjacent to the enemy targeted equal to 1/2 of the initial damage. The
creature targeted must make a fortitude saving throw DC: 17+dexterity
modifier for half damage while Those creatures adjacent must make a
reflex saving throw of the same DC. This attack deals double damage to
objects.

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

These evilties are granted by your class. Characters who level up in a class gain the first evilty for free. Other creatures whom begin to level up in that class after 1st level do not gain the evilty, but can purchase it for the listed price.

Characters whom do not possess levels in the class can also purchase the evilties, however it is at x3 the listed cost.

Characters with normal class levels can equip up to 2 evilties. Equipping an evilty is a standard action.

When an ability is level dependent it only ever uses the levels of the class that granted you the ability.
Evilities

All character classes have different Evilities to use in the game. Every character starts with one Evility granted to them at first level, this evility is determined by their character class and cannot be removed unless they have reincarnated into a new class. A Character can purchase more Evilities with mana, but can only ever have 2 equipped at a time, unless leveling up as a monster class in which you can utilize 3. When utilizing the magichange monster combat maneuver, you also gain access to the starting evility of the creature you have Magichanged with.

The price listed here, is how much mana one must pay to be able to take the evility. It is possible to purchase an evility that does not appear on your list, however you have to pass a bill through the dark senate to be able to access it, furthermore, you have to pay 3X the mana price listed. Equipping a new evility for an old one is a standard action.

Evilities can only be taken once, and though you can switch them around and unequip them, you can never gain or equip the same evility as one you're already equipped with.

Basic Evilties General Evilities that any class or creature can access. They always cost the base price as if they were a class evility.

Class Evilties These are evilities based on Character class. They can be purchased at normal price for any creature belonging to the class and possessing the proper prerequisites. Otherwise they can be purchased by paying 3X the normal amount. However the prerequisite still needs to be met.

Level Dependant Evilities These Evilities are based on your overall Character level. They can only be purchased and equipped if you meet the prerequisites listed.

Prestige Class Evilties Some prestige classes have their own group of evilities that can be accessed. They too can be purchased without proper class requirements for 3X the normal amount.

Monster Class Evilties These are evilities based on Monster Character class. They can be purchased at normal price for any creature belonging to the class. Otherwise they can be purchased by paying 3X the normal amount.

Monster Prestige Class Evilities These are evilities that belong to Monster Prestige classes. They can be purchased at normal price for any creature belonging to the class. Otherwise they can be purchased by paying 3X the normal amount.

Unique Evilties These are evilities based on specific characters from the Disgaea universe. Creatures who add these to their list pay normal price, Otherwise they actually cost 4X what is listed.

Racial Evilities These are evilities available to... races. They are most definitely not only races for Asagi's, and Asagi didn't hold me hostage and force me to make this page. Don't send help. These are like unique evilities and cost 4X the listed price if you aren't an Asagi.
Hammer Strike

**Level** Hammer/Axe/Flail 1

**Spell Resistance:** no

You rear back with your weapon and slam into them, aiming for their
feet. As a standard action, Make a single attack at your highest Base
attack bonus. If you hit, you deal normal damage and the creature must
succeed on a fortitude save DC: 11+ your strength modifier, or be
knocked back 10 feet. If the creature collides with an object or wall
from this movement they take 1d6 damage.