recursal/Fanatic-Fandom huggingface dataset:
Eryngii Dance

**Level:** Eryngii 2

**Spell Resistance:** no

You dance about doing turns and weaves before suddenly charging your foe
with a deadly uppercut. As a standard action, you can make a bluff check
against an enemy, if the enemy fails it's sense motive it is caught flat footed
for this next attack. You then make a single attack on your enemy, if it hits
you deal normal damage as well as an additional 2d8. This attack can be a vital
strike. The enemy must make a fortitude saving throw DC: 12+ Constitution
modifier or be stunned and knocked back 10 feet.

***MYTHIC:***
***By spending a use of mythic power when you use this technique, your***
damage increases by +4d8 and your enemy is effected by a confusion spell.
Honest Woodsman

**Level:** Axes/Hammers/Flails 9

**Spell Resistance:** no

Summoning a mighty well of power, you toss in your axe, letting it
duplicate ten fold and launching them at your foe. This technique works
just like Twin Tomahawks however you perform it four times, The range is 60 feet, and the save DC is 19+ Strength modifier.
Fountain

**Level:** Great Wyrm 5

**Spell Resistance:** yes

This technique's name changes depending on the draconic discipline you
have chosen. Regardless you fling your foe into the air and let your
draconic aura surge, juggling them back and fourth on your arms before
letting them hit the ground. This technique adds, Fiery, Frigid, Raging,
 Astral, or Diabolic to it's name depending on your discipline. Make a
full attack on any one creature within reach, each attack that hits
deals an additional 5d6 damage. The additional damage is Either Fire,
Normal, Frost, Force, or Disintegration damage depending on your
discipline. If you hit with at least 3 attacks you deal an additional
5d6 damage of your discipline damage type.
Forceful Blow

**Level:**  Barbarian 4

**Spell Resistance:** no

Hoping at your enemy you suddenly lunge out and slam your enemy across
the battlefield, springing off of their face and landing in your
original position. As a standard action, make a single touch attack
against your opponent within melee range. If this hits you deal normal
damage as well as an additional 1d6+1 per level (Max 1d6+20), and the
enemy must make a fortitude save or be knocked back 10 feet per level
(Max 200 feet.) If the enemy succeeds on their saving throw they are
knocked back only 5 feet. Falling damage is calculated normally.
Familiars

A list of Wizard Familiars can be found here [1].

# **Reincarnation**

If Reincarnating into this class after having already been this class, or a class with similar abilities, check the following page to see what ability you'll get instead at the levels you would normally gain an already achieved class ability.

Familiars Reincarnation
Heart Pounder

**Level:** Succubus/Nekomata Magichange 4

**Spell Resistance:** no

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

This is where you will find all of the feats available in the Disgaea d20 system. You can also find feats from the normal Pathfinder system here. http://www.d20pfsrd.com/feats/

The feats are split up into categories so as to better navigate them.

CLASS FEATS

Feats that require a specific class or class ability to select them.

GENERAL FEATS

General feats available to most characters.

META MAGIC FEATS

Metamagic feats. For more and rules on metamagic feats, see here http://www.d20pfsrd.com/feats/metamagic-feats/

MAGICHANGE FEATS

Monster feats that focus on Magichanging.

MONSTER FEATS

These feats require the monster subtype to take them, however some are still available to player characters if they meet the type prerequisite (Such as undead or Dragon).

RACIAL FEATS

These feats require you to be a specific race to select them.

REINCARNATION FEATS

Feats focused on reincarnation.

STYLE FEATS

Feats that grant specific fighting styles. More style feats can be found here. https://www.d20pfsrd.com/feats/style-feats/

# MYTHIC

These feats can be selected by creatures that have access to mythic power as explained in the Mythic Power section.

FEAT REVISIONS

MYTHIC FEATS

MYTHIC MONSTER FEATS

NEW MYTHIC FEATS

NEW MYTHIC MONSTER FEATS

* Combat feats are denoted by a "\*" next to their name on their table.
Fog Weakening

**School** Transmutation [Frost]; **Level** Wizard/Sorcerer 4, Witch 4, Cleric 4, Druid/Geomancer 4, Psion 4, Bard 4, Aqua Demon 4, Sea Angel 4, Succubus 4, Kitsune 4, Nosferatu 4, Almiraj 4

CASTING

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

EFFECT

**Range** Medium (100 feet + 10 ft./level)
**Effect** Creature gains weakness to Frost damage

**Duration** 1 round/level
**Saving Throw** Will Negates; **Spell Resistance** yes

DESCRIPTION

Using the mana surrounding them, you destroy their immunities and resistances to better destroy the target. One creature within range must succeed in a will saving throw. Failure means the target loses immunity to frost damage, as well as the ability to heal from acid damage if it possessed such an ability. The creature also loses 5 points of it's frost resistance for every 2 levels the caster possesses. For the duration of this spell's effect, the creature cannot increase it's energy resistance or re-gain immunity to frost damage.

*Mythic:* By expending a use of mythic power when casting this spell, creatures of a lower mythic tier than you gain no saving throw vs. this spell, but the duration is cut in half. If the caster is at least Mythic Tier 5, By spending 2 uses of mythic power, the target who fails their saving throw gains a weakness to frost and takes 50% more damage for the duration of the spell.
Explosive Aura

**Level: Any Aura  3**

**Spell**
Resistance: yes

This technique can be activated as a part of any
aura by spending the technique slots and an instant action. When your aura
activates, it explodes outward. All creatures in your aura's area must make a
fortitude saving throw DC: 15+ Charisma modifier or take 1d6 damage per level
(Max 10d6) of holy or unholy damage depending on your alignment. Creatures that
fail their saving throw are pushed to the edge of the aura and knocked prone.
You also get a free intimidate check against every creature effected by this.

***MYTHIC:***
***By***
spending a use of mythic power, creatures who fail their save are stunned for 1
round and those that succeed are staggered for 1 round. This also increases the
damage to a maximum of 20d6.
Flying Spore Shot

**Level:** Fairy/Eryngii Magichange 3

**Spell Resistance:** yes

Summoning a tiny Eryngii with wings, it flaps back before slamming into the
ground, exploding into a gigantic mushroom through your enemies. As a standard
action, this works as a spiritual weapon spell, however in addition to the base
damage it also deals your or your flame guardian's damage and the Eryngii's
constitution modifier adds to that damage. At any point during this technique
you can cause the spiritual weapon to explode in a 10 foot burst. This deals
the same damage as the weapon as well as an additional 1d6 per level (Max 5d6).
A successful reflex saving throw DC: 13+ Charisma modifier halves the damage.
Gaea's Lament

**Level:** Golem 8

**Spell Resistance:** Yes

Leaping into the air, you focus your energy as you land. You flex your
muscles and shatter reality until the ground explodes outward, tearing
your foes apart with pure, nature energy. As a standard action,
creatures within a 30 foot burst centered on you must make a reflex
saving throw DC: 18+Strength modifier or take normal damage as well as
an additional 1d10 per level (Max 20d10). A successful save reduces the
damage to 5d6. Creatures who fail their save are knocked prone and dazed
 for 1 round, in addition their move speed is cut in half for 3 rounds.
Flap Dance

**Level:** Serpent 3

**Spell Resistance:** no

Flapping your wings, you knock your foe into the air before clapping him
 together repeatedly between your deadly flaps. Make full attack on your
 enemy, for each attack that hits, you deal an additional +1 sonic
damage per level (Max +20). Enemies must succeed in a DC: 13+ Dexterity
 modifier fortitude saving throw or be shaken for a number of rounds
equal to the Serpent's Dexterity modifier.
Giga Fire

**School Evocation [fire]**; Level Sorcerer/Wizard 5, FIRE 5

**CASTING**

**Casting Time** 1 standard action

**Components** V, S

**EFFECT**

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

**Area** One creature per 2 levels, no two of which can be more than 30 feet apart.

**Duration** instantaneous

**Saving Throw** Reflex halves; Spell Resistance yes

**DESCRIPTION**

Raising your hands in the air, you call out an incantation to the Lords
of flames before a meteor like blast of fire hurtles down into your foe.
 This attack deals 1d6 of fire damage per level up to a maximum of 20d6.
 A successful reflex saving throw halves the damage.

**Empower:** by expending an additional spell slot when
casting this, you can cause creatures whom fail their reflex saving
throw to take an extra 5d4 of fire damage on the following round.

\***NOTE:** As an Arcane Caster, you can only have one of
these spells (Fire, Wind, Ice, or Star) in your spell book or on your
spell list unless you possess the Moon Prism Power or Galactic Power
feats)
Exploding Fists

**Level:** Close Monk/Double 3

**Spell Resistance:** no

You release a massive barrage of uppercuts on your enemy, lifting them
over your head before you send them soaring up, over, and behind you
with a final jab. Make a full attack against any enemy within your
reach. Each attack you successfully land deals an additional 1d6 and an
accumulative 1d4 to a maximum of +4d4 after the 4th attack (1d6+1d4,
1d6+2d4, 1d6+3d4...). The enemy must make a fortitude saving throw at
the end of the technique DC: 13+Wisdom modifier or have their position
be changed to any one spot within 10 feet at your choice.

*Empower:* By expending another use of a technique per day, you
can double the distance by which you can choose where the enemy lands
(I.E. If you can select where an enemy lands within 10 feet it is now 20 feet.)
Gaia Blast

**Level:** Crossbows/Firearms Light and Heavy 3

**Spell Resistance:** no

Firing a bullet into the ground, it tunnels around within the earth,
searching for a foe to pierce through. As a standard action, Make a
single attack against any opponent within range at your highest base
attack bonus and ignoring all concealment penalties. Your bullet burrows
 underground and sneaks up on your foe. They must make a perception
check against your attack roll or be caught flat footed. This attack
deals normal damage as well as 1d6 damage per level (Max 10d6).

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

**Level:** U.P.S. 9 (Magichange)

**Spell Resistance:** no

As a standard action, you can hurriedly have an item delivered to you as
 U.P.S. Flies at break neck speeds and returns with your item. Using
this means you can purchase an item during a battle. So long as you
possess the money to do so, you can purchase any item available at a
store (DM's Discression). You must sacrifice an amount of hell equal to
the price of the item, as well as an additional 10% of the cost. One
shot/One use items cost the same amount as usual (Unless they cost over
35,000 hl, then use the 10% extra rule). This cannot be used to buy
artifacts, or any other item the DM says is unavailable at the time.
Funnel Blow

**Level: Close/Monk 7**

**Spell Resistance: no**

Firing your fist off like a high powered rocket, it lifts your foe into
the air before unleashing a flurry of punches in an action packed
manner. As a full attack action, Make a full attack against any one
enemy within 50 feet. These attacks are all considered touch attacks and
 utilize the attacker's melee attack rolls rather than their ranged
attack rolls. For every hit that you land, you deal an additional 1d6
damage for every 5 levels you possess. The creature struck by these
attacks must make a fortitude saving throw DC: 17+ Wisdom modifier or be
 paralyzed for 2 rounds. When this effect wears off they are stunned for
 1 round and following that they are staggered for 2 rounds.
Giga Ice

**School Evocation** [Ice]; Level Sorcerer/Wizard 5, ICE 5

**CASTING**

**Casting Time** 1 standard action

**Components** V, S

**EFFECT**

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

**Area** One creature per 2 levels, no two of which can be more than 30 feet apart.

**Duration** instantaneous

**Saving Throw** Reflex halves; Spell Resistance yes

**DESCRIPTION**

Raising your hands in the air, you call out an incantation to the Lords
of Ice before a Glacier like blast of Ice hurtles down into your foe.
This attack deals 1d6 of Ice Damage per level up to a maximum of 20d6. A
 successful reflex saving throw halves the damage.

**Empower:** by expending an additional spell slot when
casting this, you can cause creatures whom fail their reflex saving
throw to be stunned for 4 rounds.

\*NOTE: As an Arcane Caster, you can only have one of these spells (Fire,
 Wind, Ice, or Star) in your spell book or on your spell list unless you
 possess the Moon Prism Power or Galactic Power feats)
Flash Spear

**LEVEL:** Spear/Polearms 1

**Spell Resistance:** no

By jabbing your spear at your foe and letting it reach to it's furthest
length, you can force your foe backwards. As a standard action, Make a
single attack against your enemy's CMD, adding any enhancement modifier
you may have from your weapon to the attack roll. If the attack hits,
deal normal damage and push your enemy back via a bull rush. This bull
rush pushes 10 feet, and if you choose to move with it you can move the
creature and additional 10.
Fairy folk

* **+4 Charisma, -4 Strength:** Fairy Folk have a wild grace, but have no pronounced musculature.
* Fairy Folk are humanoids with the (fey, outsider) subtypes.  These subtypes do not grant the fariy folk any racial traits, but she is subject to spells and effects that target fey and outsiders, as well as humanoids.
* **Medium:** As Medium creatures, fairy folk have no special bonuses or penalties due to their size.
* **Normal Speed:** Fairy folk have a base speed of 30 feet.
* **Fairy Tales:** Fairy Folk gain a +4 racial bonus on Diplomacy checks.
* **Low-Light Vision:** A Fairy Folk can see twice as far as a human in conditions of poor illumination, such as starlight, moonlight, and torchlight.  She retains the ability to distinguish color and detail under these conditions.
* **Sonic Resistance:** A Fairy Folk has sonic resistance 5.
* **Spell-Like Abilities:** A Fairy Folk may use each of the following spell-like abilities once per day: *clarion call*, *detect charm*, *ear-piercing scream*, and *ventriloquism*.  Her caster level for these abilities is equal to her character level, and their saving throw DC's are Charisma-based.
* **Automatic Languages:** Fairy folk speak their choice of either celestial or sylvan, and their choice of either English or Japanese.  Fairy Folk with high Intelligence scores may also select any bonus language, except for secret languages (such as druidic).
* **Level Adjustment:** Fairy Folk have a level adjustment of +1.
Golem Smash

**Level:** Golem 9

**Spell Resistance:** no

The Golem crosses his arms and leaps into the air, expanding before he
slams into his enemies. As a full attack action, Make an attack at your
highest base attack bonus on every creature adjacent to you. If this
attack hits you deal double damage, as well as an additional 1d6 damage
per level (Max 20d6). Creatures struck must succeed in a reflex saving
throw DC: 19+Strength modifier or be stunned, prone, and blinded for 1
round.
Grand Darkness Breath

**Level:** Skeletal Dragon 9

**Spell Resistance:** yes

You lift your foes into the air with a black energy before releasing the
 secrets of the universe straight through their bodies in the form of a
massive black energy blast. As a standard action, Creatures in a 40 foot
 burst around you must succeed in a fortitude saving throw or take
critical damage as well as 2d6 damage per level (Max 40d6). Creatures
that succeed in the DC: 19+ Strength modifier saving throw take normal
damage 10d6+1 per level (Max +20). Creatures that fail take full damage
as well as 1d6 negative levels. These levels last until the end of an
encounter. For each negative level the Skeletal dragon inflicts, it
gains 12 Hit points with any extra hp becoming temporary HP that lasts
until the end of the encounter.
Eryngi Panic

**Level:** Eryngii 9

**Spell Resistance:** yes

A massive game of whackamole involving an army of Eryngii is summoned in
 the battlefield. You smack the enemies around until you destroy the
whole field. As a full attack action, Make a single attack on each
creature within 30 feet of you (Up to one creature per 2 levels) at your
 highest base attack bonus. If the attacks hit they deal normal damage
as well as an additional 10d6 damage. A successful Fortitude saving
throw DC: 19+ Constitution modifier cuts the 10d6 damage in half.
Creatures who fail the save are knocked prone.
Flame Dance I

**School** evocation [Fire]; **Level** Wizard/Sorcerer 3, Witch 3, Cleric 3, Druid/Geomancer 3, Succubus 3, Nosferatu 3, Fairy 2, Kitsune 3, Anubis 3, Death 3

CASTING

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

EFFECT

**Range** 60 feet
**Effect** Mana ignites target from within
**Duration** Instantaneous
**Saving Throw** Fortitude Halves; **Spell Resistance** yes

DESCRIPTION

Converting an enemy's mana into pure flame, you attempt to ignite them from the inside out. A single enemy within 60 feet must make a fortitude saving throw or take 1d6 fire damage per 2 levels (Max 10d6). A creature that fails it's saving throw is caught on fire and takes damage equal to 1/2 of the spell's damage every round for 3 rounds or until the fire is put out. A creature that is struck by this spell also loses 1 spell slot of the highest level they can cast, or 1 technique slot if they fail their saving throw. If they don't have any spell or technique slots remaining, they take 1d6 damage to their mana times the highest spell level they can cast. On a successful saving throw the creature takes half damage and suffer no additional effects.

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

*Mythic:* By expending a use of Mythic Power when casting this spell, you can cause the enemy to contract mana sickness. The creature takes 1d4 constitution damage, and 1 wisdom damage for 1 round, and must make the save for this spell every round to avoid the additional damage. A mythic caster of tier 4 or  higher can also expend a use of mythic power to completely bypass fire immunity. A Mythic caster of 6th tier or higher can expend a use of mythic power to also adds 1/4 of their mythic tier to the number of spell and technique slots drained from the creature. If the creature is non mythic, it loses the spell and technique slots even on a successful saving throw.

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

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

·*Lengthy Spell:* For every 4 mana you spend you can increase the duration of being caught on fire by 1 round (To a maximum of +3 rounds).

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

**Level:** Desco 9 (Magichange)

**Spell Resistance:** no

Smashing your foe into space, they land on an asteroid belt, after
leaping into space, you merge with a colossal Usatako, which opens it's
multiple mouths and fires bursts of energy, ray beams, and repeated
energy shots at your foes in a salvo of destruction that destroys the
entire asteroid belt. As a standard action, creatures within a 30 foot
burst located anywhere within 100 feet must make a reflex saving throw
DC: 19+ Constitution modifier or take normal damage as well as 10 damage
 per level (Max +200). Creatures who succeed in their saving throw take
5d6 damage+1 per level instead (Max 5d6+20). Creatures that fail take
full damage and are blinded and deafened for 1d6 rounds.
Fiery Pillar

**Level:** Kitsune 6

**Spell Resistance:** yes

Sending a small, slow moving spark towards your foe, it drifts aimlessly
towards it before you command it to explode into a massive and all consuming
column of impossible blue fire. As a standard action, you send a bead of fire
anywhere within 300 feet. This bead can detonate up to 5 rounds after the
technique is used. The burst of flame deals normal damage as well as an
additional 1d6 points of fire damage per level (maximum 20d6). The glowing bead
created by this can detonate immediately if you desire, or you can choose to
delay the burst for as many as 5 rounds. The damage increases by +2d6 for every
round that it does not detonate, and you can move this bead up to 60 feet every
round as a move action. If you make a Bluff check when you use this technique,
the enemy must make a perception check or take your sneak attack damage.
Creatures whom fail their saving throw against this spell are also dazed for 1
round. If they succeed they are instead dazzled for 1d6 rounds.
Giant Carrot Swing

**Level:** Slumber Cat/Rabbit Knight Magichange 3

**Spell Resistance:** no

Summoning two carrot wheel blades, they whirl through your enemy as you
fling your weapon and make all three do an elegant dance on the wind through
your foe's flesh. As a standard action, your weapon gains the throwing and
returning properties as well as an additional +2d10 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.
Fire

**School Evocation [fire]**; Level Sorcerer/Wizard 1, Paladin 1, FIRE 1

**CASTING**

**Casting Time** 1 standard action

**Components** V, S

**EFFECT**

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

**Area** One creature per 2 levels, no two of which can be more than 30 feet apart.

**Duration** instantaneous

**Saving Throw** Reflex halves; Spell Resistance yes

**DESCRIPTION**

Raising your hands in the air, you call out an incantation to the Lords
of flames before a burst of fire erupts from beneath your enemy. This
attack deals 1d4 of fire damage per level up to a maximum of 5d4. A
successful reflex saving throw halves the damage.

**Empower:** by expending an additional spell slot when
casting this, you can cause creatures whom fail their reflex saving
throw to take an extra point of fire damage on the following round.

\***NOTE:** As an Arcane Caster, you can only have one of
these spells (Fire, Wind, Ice, or Star) in your spell book or on your
spell list unless you possess the Moon Prism Power or Galactic Power
feats)
Fire Blast

**Level:** Flame God 5

**Spell Resistance:** yes

Creating a massive arc of flames over your head, you imbed that fire
deep within your foe before allowing it to erupt from their body and
return to you. Make a ranged touch attack on any creature within 30
feet. If this attack hits the creature must succeed in a DC:15 +Strength
 modifier fortitude saving throw or take normal damage as well as 1d8
per level (Max 15d8) fire damage. Creatures that succeed take half
damage and creatures that fail take full damage and are sickened for 1
round.
Geomancer Reincarnation

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

**Nature Bond:** This works as the listed ability. It possesses no additional effects. If selecting an animal companion, and you already possess one, you gain a second one. If you already possess a domain, you can select a different domain. The animal companion’s reincarnation rules are listed on the Geomancer Animal Companion Reincarnation page.

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

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

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

**Geo Change:** At every level after the first that a geomancer gains Geo Change, the Geomancer selects a new option from the list.

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

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

**Homeworld:** The Geomancer selects a new Netherworld to gain these bonuses in.

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

**Level** Hammer/Axe/Flail 5

**Spell Resistance:** no

You slam into your opponent, before leaping into the air, catching them,
 and pile-driving them into your axe. As a standard action, Make a
single attack against your opponent, if this attack hits you deal normal
 damage. The opponent must then make a fortitude save DC: 15+ Strength
modifier, or be knocked prone and take take 1 dexterity damage.
Hundred Facet: Sub Facet

**Level** Hundred Knight 7

**Spell Resistance:** no

As a standard action, you can use this technique to activate multiple
facets. After this technique is activated you can perform a Hundred
Facet technique while already under the effects of a Hundred Facet
technique. This does not end the technique, it instead combines them.
Both techniques are still considered active and the duration continues
to count down, and you only gain the main effects of one of the facets.
However you gain the additional abilities it grants as well as the
additional abilities of the initial facet (Such as Resignation Haze and
Frosty Haze from Nobel Raptor). As a standard action, you can switch the
 main technique effects to the other facet. This can only be used for
two facets at a time. This lasts for 1 minute per level.
Heavy Knight Reincarnation

# **Heavy Knight**

**Bulwark of Defense:** You gain the bonus to armor as usual, however you only gain the bonus at  1st, 2nd, 6th, 10th, 14th, and 18th levels.

**Hearty Defense:** This ability works as the normal ability, it gains no additional features.

**Unyielding Stance:** This works as the listed ability. It possesses no additional effects.
Goat Beastmen

Nomadic beast people, the Goat Beastmen usually live in desserts, and are known for being shepherds. They often practice divination magic and become shamans or astrologists or astronomers.

•    Goat Beastmen Characters gain +2 to Strength and Wisdom and a -2 penalty to Intelligence. The Goat Beastmen are strong and wise, but kind of lacking when it comes to book smarts.

•    Humanoid
•    Goat Beastmen gain a +1 bonus to Natural armor due to their thick skin.

•    Medium: As Medium creatures, Goat Beastmen have no special bonuses or penalties due to their size.

•    Goat Beastmen base land speed is 30 feet

•    Goat Beastmen have a natural attack in the form of a hoof. This deals 1d4 bludgeoning damage.

•    Goat Beastmen gain a +4 racial bonus to survival checks.

•    Automatic Languages: English or Japanese.

Bonus Languages: Any (Unless specifically noted)

**Mind's Eye (Ex)**
Goat Beastmen are natural born astronomers and astrologists and have learned to judge the future based on the stars. Goat Beastmen can choose to gain a +1 bonus to any D20 roll, before the roll is made. This can be used 3 times per day.

**Diviners (Su)**
Goat Beastmen are natural diviners. As such a Goat Beastman gains a +1 bonus to their caster level when casting a divination spell, or when using a divination spell from a magic item. In addition they gain a +2 bonus on saving throws against divination spells and a +1 bonus to save DC's for their own divination spells.
Explosion

**Level:** Crossbows/firearms Light/heavy 3

**Spell Resistance:** no

leaping back and bracing yourself, you fire an incredibly powerful
bullet into your enemies that explodes with a devastating force. As a
standard action, place a 20 foot burst anywhere within 300 feet of you.
Creatures within that area must make a reflex saving throw DC:
13+Dexterity modifier or take normal damage as well as 1d6 fire damage
per level (Max 10).
Fighter Reincarnation

# **Fighter**

**Fighter Bonus Feats:** You gain the feats as usual, however you only gain the feats at 1st, 2nd, 6th, 10th, 14th, and 18th levels.

**Bravery:** This bonus increases by the listed amount whenever you normally gain the bonus.

**Armor Training:** This works as the usual class feature.

**Weapon Training:** This works as the usual class feature.

**Armor Mastery:** The Damage Reduction increases by 5.

**Weapon Mastery:** This works as the normal class ability, however a different weapon must be selected.
Fire Moon Drop Shot

**Level: Great Wyrm 9**

**Spell Resistance: yes**

Launching the Great Wyrm into space, it burrows into the
moon and supercharges it with it's elemental wrath before being yanked out of
space by a tether and colliding with the enemy in a final cataclysmic event. As
a full attack action, make a single attack against the armor class against
every creature within a 30 foot burst placed anywhere within 1,000 feet.
Creatures struck must make a fortitude saving throw DC:19+Strength modifier or
take normal damage as well as an additional 1d6 per level (Max 20d6). This
deals half Fire, Weapon, Frost, Force, or Disintegration damage depending on
your discipline and half divine damage. Creatures that succeed their saving
throw take 1/2 damage and are knocked prone. Creatures that fail their saving
throw take full damage, are knocked prone and take an additional effect
depending on the dragon's discipline. The squares beneath the creatures are
effected as if by transmute rock to lava (Fiery), The creature is effected by
flesh to stone (Frigid), The creature takes 1d4 damage to their Intelligence,
Wisdom, and Charisma (Rage), The creature is stunned for 1d6 rounds (Astral),
The creature is Dazed for 1d6 rounds (Diabolic).
Heroic Backbreaker

**Level: Wrestler 4**

**Spell**
Resistance: no

Leaping towards your foe, you grab them in your mighty arms and lift them
over your head, snapping them over your neck and shoulders with great force and
ease. As a standard action, make a grapple CMB attack against your enemy's CMD.
This can be a vital strike. If it hits, you deal normal damage as well as an
additional 1d6 damage per level (Max 10d6). The enemy is also grappled after
the damage is dealt and must make a DC: 14+ Wisdom modifier fortitude saving
throw or take 1d4 strength and dexterity damage.
Holy Maiden Reincarnation

**Strange Magic (Su)**

This ability works the same, nothing is altered.

**Hexensyndrome (Su)**

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

**Third Eye Casting (Su)**

The Holy Maiden can store an additional spell every day in this way.

**Weakened Dominion**

You must select another domain.

**Stainless (Su)**

This ability is unaltered.

**Corrupted Mind (Su)**

This ability is unaltered.

**Corrupted Hex (Su)**

This ability is unaltered.

**Divine Providence (Su)**

You gain 1 additional use of this ability.
Catfight

**Level:** Nekomata 8

**Spell Resistance:** no

Throwing at least 10 billion punches and a supreme uppercut, you launch
your opponent before ricocheting back and fourth around the area landing
 powerful blows on the now lifeless enemy. Make a full attack on your
opponent with an extra attack at your highest base attack bonus. Your
opponent is launched a number of feet in the air equal to the damage
dealt. You gain another attack at your highest bonus (at a -4 penalty)
and if it hits it deals X2 damage (X3 on a critical hit). Furthermore it
 sends the opponent down to the ground dealing falling damage as usual.
Finally make a final attack against your opponent at a -8 penalty, if
this attack hits you deal X2 damage (X3 on a critical hit) and deal all
of the falling damage you should take to the opponent instead. If you
miss this attack, you take falling damage as usual.
Greater Henge

**Level** Ninja 9

**Spell Resistance** Yes

You have mastered the art of Ninja transformation, and have learned to
take any form as well as curse your foes to be the lowest of the low.
This technique functions as Greater Polymorph, http://paizo.com/pathfinderRPG/prd/spells/polymorph.html#\_polymorph

Alternatively, you can have it function as Baleful Polymorph http://paizo.com/pathfinderRPG/prd/spells/balefulPolymorph.html#\_baleful-polymorph
 Save for the Save DC is 19+Charisma modifier and the creature must be
transformed into a frog and is given the following template. Froggy Cursed

Creatures effected in this way can only have the technique dispelled by
the ninja who placed it on them, or a ninja with equal skill. A wish
spell or a Miracle spell can also end the effect.
Heal

**School Conjuration** [Healing]; Level Cleric 1, HEALING 1

**CASTING**

**Casting Time** 1 standard action

**Components** V, S

**EFFECT**

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

**Area** One creature per 2 levels, no two of which can be more than 30 feet apart.

**Duration** instantaneous

**Saving Throw** None; Spell Resistance no

**DESCRIPTION**

Raising your hands in the air, you call out an incantation to the Lords
of Healing before a burst of reconstructive energy erupts from beneath
your enemy. This technique Heals 1d4 of Reconstructive Energy per level
up to a maximum of 5d4. This is pure reconstructive energy so living,
non living and undead are all restored through this magic.
Holy Flare

**Level:** Holy Dragon 7

**Spell Resistance:** yes

Releasing a burst of blue holy light, you create a massive holy energy
cross that erupts from the ground and destroys all beneath it. As a
standard action, A 30 foot line in front of you, as well as another 30
foot line that bisects the first line in the center. Creatures must make
 a fortitude saving throw DC: 17+Dexterity modifier or be too terrified
to move, This is a fear effect. If they succeed they gain an additional
reflex saving throw of the same DC, if they fail they are considered to
have failed the second save. This attack deals normal damage along with
an additional 1d6 holy damage per level (Max 20d6). Creatures that fail
 their save take full damage, creatures that succeed their save take 1/2
 damage.
Gaia Dance

**Level** Hammer/Axe/Flail 7

**Spell Resistance:** no

Slamming your weapon into the ground, the handle becomes gigantic and
you leap into the air, lifting a huge chunk of the planet off with you
as the head of your weapon, swinging it around and tossing it and your
foes into the sun. Creatures within a 30 foot burst centered on you must
 make a fortitude saving throw DC:17+ Strength modifier or take normal
damage as well as 1d6 damage per level (Max 20d6). Creatures that fail
their save take full damage and are knocked prone. Creatures that
succeed take half damage. Regardless of a creature's saving throw, the
ground below them becomes rough terrain.
Eryngii Techniques

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

## **Level 1**

Erynger Jab

Spores

## **Level 2**

Spore Dance

Eryngii Raid (Magichange)

Eryngii Dance

## **Level 4**

Classic Mushroom

Piston

Shroom Skyscraper (Magichange)

## **Level 5**

Piston Lancer (Magichange)

Surprise Virus

## **Level 6**

Erynger Roll

Shroommania

Mushroom Spin

Shroom Shot (Magichange)

## **Level 8**

Mushroom Harvest

Hyphae Infinity

## **Level 9**

Shroominator

Eryngi Panic (Magichange)
Flare Sphere

**Level: Makai Book 3**

**Spell Resistance:** Yes

Releasing a huge orb of flame, it surrounds your foe and twists in a
breakneck spiral, lifting them in the air and slamming them to the
ground. A single enemy within 60 feet must make a fortitude saving throw
 DC: 13+Intelligence modifier or take normal damage as well as an
additional 1d8 per level (Max 10d8). Creatures that fail this saving
throw are effected by severe burns on their body and take a -2 to attack
 rolls and reflex saving throws for 1d4 rounds. This bonus does not
stack with it's self.
Gunman Spirit

**Level:** Crossbows/Firearms Light and Heavy 3

**Spell Resistance:** no

After releasing a flurry of energy bullets into your foe, you finish
with a final charged energy shot. Make a full attack at any enemy within
 range, If at least 3 attacks hit, you deal an additional 1d6 damage per
 level (Max 10d6). The enemy gains a fortitude saving throw DC:
13+Dexterity modifier for 1/2 damage.

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

**Level:** Close Monk/Double 7

**Spell Resistance:** no

With a deadly triple uppercut, you launch your foe skyward before
grabbing hold of them and surfing them into the ground. As a full attack
 action, Make a single attack against an opponent within your reach. If
this attack hits you deal normal damage and the enemy must make a
fortitude saving throw DC:17+ Wisdom modifier or be knocked 10 feet in
the air for every level you possess. You then gain a single attack at
the enemy's flat footed armor class that deals critical damage. The
enemy cannot roll, use feather fall or slow fall to negate falling
damage from this technique. Falling damage is of course dealt normally.
Gel Gel Laser

**Level:** Slime 4

**Spell Resistance:** yes

Changing part of yourself into an energy form, you fire it from your mouth
as a destructive blast of acidic plasma. As a standard action, a 60 foot line
extends from you. Creatures in the line must make a reflex saving throw DC: 14+
Constitution modifier or take normal damage as well as 1d8 acid damage per
level (Max 15d8). Creatures that succeed in their saving throw take half
damage, creatures that fail are covered in acid and take 2d6 acid damage every
round for 1d8+2 rounds.
Fishing Cloud

**Level:** Slumber Cat 6

**Spell Resistance:** no

Firing out hundreds of fish that form a deadly school, they swim through
 the sky before pelting your enemies. Make a full attack, Enemies
targeted by this gain reflex saving throws with a save DC equal to the
attack roll made. Each hit deals normal damage as well as 1d6+1 damage
per level (Max +20). If a creature critically fails it's reflex saving
throw it is the same as a critical hit for you, Critical hits can still
be calculated normally.
Hell Hound

Hell hounds are powerful magical canines from the netherworld. Usually trained to fight by demons, these creatures come in all sorts of shapes and sizes.

# **Cerberus**

Cerberus are skeletal dogs of death used to track people down and keep them from escaping from places.

[1]

Cerberus use the statistics for the cerberi in the pathfinder bestiary with the following changes.

Cerberus have only 1 bite attack. This deals an additional 1d6 cold damage and 1d6 fire damage. In addition 4 times per day it can use Bestow curse as part of a bite DC:18.

Cerberus have the evility Assault charge meaning it deals an additional +2 damage on a charge attack.

Cerberus possess the technique Curse Breath DC:17 usable twice per day.

# **Hell Corgi**

Hell Corgi are kept as pets by some people and are known for their cuteness through the Netherworld.

[2]

Hell Corgi use the statistics of the Hell hound with the following changes.

Hell Corgi have the evility Assault charge meaning it deals an additional +2 damage on a charge attack.

Hell Corgi possess the technique Elemental Breath DC:14 usable once per day. It deals fire damage.

# **Hell Hound**

Hell Hounds are the most well known sort of Hell Hound and are flaming wolves. They breathe fire and can chase creatures for days. They have a cold counterpart known as a Fenrir.

[3]

Hell hounds use the statistics for the Nessian Hell hounds in the pathfinder bestiary with the following changes.

Hell hounds have the evility Assault charge meaning it deals an additional +6 damage on a charge attack. It also possesses the evility Dismal Omen, meaning creatures within 30 feet of you receive 1/2 benefits from healing spells and techniques.

Hell Hounds possess the techniques Hatred Bite DC:23 usable twice per day and Extinction Beam DC: 23 usable twice per day.

# **Fenrir**

a Fenrir uses the statistics of the Hell hound save for any extra fire damage it deals is instead frost and it is immune to cold damage and vulnerable to fire.
FEAT REVISIONS

**Vital Strike (Mythic)**

You can strike your foes with incredible force. Whenever you use Vital Strike, Improved Vital Strike, or Greater Vital Strike, you can expend a use of mythic power to multiply the Strength bonus, magic bonus, and other bonuses that would normally be multiplied on a critical hit by the number of weapon damage dice you roll for that feat.

Extra damage from sources that wouldn’t normally be multiplied on a critical hit aren't multiplied by this feat.
Flower Profusion

**Level:** Flora Beast 9

**Spell Resistance:** no

A burst of horrible vines and thorns erupt through the ground, piercing
through any creature or enemy in the area and eventually entangling your
 foes in a bloodbath of brambles. As a standard action, Make a single
attack at your highest base attack bonus on every creature within 30
feet, if this attack hits it deals normal damage and the creature must
succeed in a DC: 19+Dexterity modifier fortitude saving throw or take an
 additional 10 damage per level (Max 200 damage). A successful saving
throw cuts the damage to 10d6+1 per level (Max +20). Creatures effected
by the technique's full effect must succeed in another fortitude saving
throw of the same DC or take 2 points of Strength, Dexterity, and
Constitution damage. If this save is failed, one round later it takes
the ability damage again with no save.
Got Your Back

**Level:** Raxion 9

**Spell Resistance:** no

Channeling your power in a different way, you grant strength to those you have cloaked within yourself. As a standard action, you grant a single creature within reach your bonuses as if you had magichanged. The enchantments that are usually granted to the creature through your weapon now apply to one weapon the wielder designates, stacking with their own enchantments. That creature gains access to your 3rd and 6th level personal techniques while this is active, as well as the normal bonuses from being equipped with you and your magichange bonuses, gaining things such as magichange techniques and the like. In addition they gain the following. Their fast healing increases by 5. Though treated as if magichanged and therefore they can take no actions, the user of this technique still gains a standard action which can be used to perform the aid another action, or any skill check, or alternatively retrieve any item from the wielder's person without them needing to take an action to do so. If your wielder is blinded or deafened, the penalties are cut in half as you can still properly direct them. This technique lasts for one round per level.
Fire Slash

**Level** Blades Light/heavy 5

**Spell Resistance:** yes

Summoning up the spirits of fire, you lash out and a geyser of fire
erupts and tears through a line of foes, followed by a secondary attack
just like the first. As a standard action, Creatures within a 30 foot
cone extending from you must make a reflex saving throw DC: 15+ Strength
 modifier or take normal damage as well as 1d6 fire damage per level
(Max 15d6). A successful saving throw halves the damage. Creatures that
fail their save take full damage and an additional 2d6 fire damage every
 round for 5 rounds unless the fire is put out as a full round action.
Gangsta Bizznizz

**Level:** Peach Basket 3

**Spell Resistance:** yes

They say not to keep all of your peaches in one basket... err... eggs...
 bombs. Taking a picnic basket full of explosives you dance around with
it happily like you're going on a picnic, but you trip and drop it and
peg an enemy in the face with this bomb filled basket and it explodes.
As a standard action, make a ranged touch attack against an enemy. If
this hits it deals normal bomb damage as well as 1d4 damage per level
(Max 10 d4). Creatures struck by this are also stunned for one round. A
successful fortitude saving throw DC: 10+1/2 level+ Dexterity modifier
halves the damage and negates the stunning.
Head Splitter

**Level** Hammer/Axe/Flail 3

**Spell Resistance:** no

Leaping high into the air, your weapon is charged with energy. You fall
back down to the ground and release the full potential causing a
devastating slice. As a standard action, Make a single attack at your
highest Base attack bonus. If this attack hits you deal critical damage
(1 step higher if an actual critical hit).
Flora Beast Reincarnation

**Cultivate Magic Plants:** This does not change and gains no additional abilities.

**Internal Poison:** Gain 3 additional uses of this ability.

**Thorn Armor:** This ability is unchanged and gains no additional abilities.

**Pollen:** The Flora beast gains 3 additional uses of the pollen per day. The flora beast gains Pollens as usual, however you must meet all prerequisites to select them, using your new level as your class level to select the Pollens. You cannot select a Pollen you already possess. in addition you can have more active at the levels listed.

**Creeping Vines:** The Flora Beast gains additional uses of this ability.

**Parthenocissus:** This ability can be used an additional time per day.