recursal/Fanatic-Fandom huggingface dataset:
Invocation

**Level:** Wizard/Sorcerer 9

**Spell Resistance:** Yes (Harmless)

Invoking an ancient seal, you greatly increase your magic output at the cost of your own defenses, binding the destructive magic sigil to yourself, the golden energy emanates from you as if it were fighting to break free. Using this technique is a full round action. Upon it’s completion, your next spell or technique has all of it’s damage effects doubled and maximized, and if it has a saving throw DC it’s increased by an amount equal to your casting modifier. Until you cast this spell, you take double damage from all sources. This lasts for up to 1 minute per level until expended.
Lepidoptera

**Level:** Mothman 3

**Spell Resistance:** yes

Flapping around your foe swiftly, you rain down slow moving pollen from your
wings that causes issues for all who touch it. As a standard action, you create
an obscuring mist spell, however creatures within the area must make a DC: 13+
Dexterity modifier fortitude saving throw or be paralyzed for 1 round and take
normal damage as well as 1d4 dexterity damage. In addition you can activate your toxicraft ability to apply it's effects to the mist cloud. A successful saving throw halves
the damage and negates the paralysis and dexterity damage. Creatures must make
this saving throw every round they remain in the fog. This lasts for 1 round
per level.
Mad Raptor

A Hunter that uses it's crossbow to unleash magical attacks of the flame, fog, and mud elements. Though physically frail, it excels at dealing large amounts of damage from the rearguard.

***Intolerant to Pain (Ex):*** The Mad Raptor isn't as hearty as other kinds of Paladin, and as such it gains only 1d8 hit points at each level instead of 1d10.

***Hunter's Instinct (Ex):*** The Mad Raptor gains the Favored enemy ability of a ranger at levels 5, 10, 15, and 20.

***Rearguard Mastery (Ex):*** The Mad Raptor increases it's armor class by +2 if there is an ally between it and the enemy targeting it, or if the enemy is targeting it from 30 feet away or more.

This replaces the Paladin's Aura of Alignment.

***Tri Energy Smite (Su):*** Whenever the Mad Raptor selects a target for it's smite ability while wielding a Crossbow/firearm, The Mad Raptor gains a bonus to attack rolls against that enemy equal to her Charisma modifier and her Paladin level to all damage rolls. However the paladin must select what kind of smite they are utilizing. Fire, Mud, or Fog. This determines the damage type dealt for the additional damage as well as another effect. The Mad Raptor selects The element each time it smites.

*Mud: Acid damage, Enemy takes a -5 penalty to their move speed for every 2 levels the Mad Raptor possesses (To a minimum of 5 feet).*

*Fog:* Cold Damage, The Enemy is treated as if effected by an obscuring mist spell, for the duration of the smite, however it only effects the enemy and the fog will not clear from a gust of wind.

*Fire:* Fire Damage, The enemy is caught on fire when struck by your attacks. The fire damage dealt lasts for 3 rounds or until they put the fire out. The fire deals 1d6 damage per 3 levels (Max 6d6 fire damage).

This replaces the Paladin's Smite ability.

***Harness Energy (Su):*** At 5th level, As a standard action, the Mad Raptor can choose to harness the power of Flame, Fog, or Mud in their Crossbow/Firearm. This grants the Mad Raptor +1d4 damage of either Fire, Cold, or Acid, determined when she activates the ability. This damage increases by +1d4 for every 3 levels she possesses (Max +7d4). This lasts for 2 rounds per level. These rounds need not all be used consecutively.

This replaces the Paladin's Bond of the Zone.

***Alternate Spell List:*** The Mad Raptor adds the following spells to the list of spells she can cast.

**Level 1:** Fog Miasma

**Level 2:** Mud Fling I, Flame Dance I,Lamp Fog I

**Level 3:** Mud Fling II, Flame Dance II, Lamp Fog II, Flame Weakening, Mud Weakening, Fog Weakening, Fire Shield, Vitriolic Shield

**Level 4:** Mud Fling III, Flame Dance III, Lamp Fog III, Mud Counter, Fog Counter, Flame Counter

This adds to the usual spell list.
Min Min Min

**Level Ninja** 3

**Spell Resistance:** no

Summoning a soothing whirlwind of cherry blossoms, you gently put your
foe to sleep. One creature for every 4 levels you possess, all within 20
 feet of the ninja must make a DC: 13+Charisma modifier will saving
throw or fall asleep for 1 round per level. On a successful save the
creature still takes a -2 to it's next D20 roll due to grogginess, but
has no other adverse effects.
Magical Weapon attachments

**Magic Power Meter (Weapon Attachment)**

**Price** 38,400 hl; **Capacity** 10; **Usage** 1 charge/rnd.; **Special** touch; **Weight** 2 lbs.

**CONSTRUCTION**

**Craft** DC 19; **Cost** 19,200 hl; Craft Technological Arms and Armor, military lab

A magic Power meter is a technological device that can do several things. It can be used as it's own device, or can be attached to the end of a staff, club, or firearm. The Magic Power Meter requires a battery to operate and can utilize several abilities by spending charges from it. If attached to a weapon that is in turn attached to an alchemical generator backpack, it can use charges from the backpack instead.

·         1 Charge: Cast detect magic

·         2 Charges: Greater detect magic

·         3 Charges: Cast Status

When using detect magic, you can choose to continue expending charges at the end of detect magic's duration to continue it's duration without spending an action to do so. All of the spells are cast as if by a 12th level caster.
Merciful healer Reincarnation

Many of the Merciful Healer's abilities are described in the Cleric Section, however abilities unique to them are listed here.

**Willing Healer:** A Merciful healer who already possesses the healing domain can select any other domain of her choice.

**Channel Energy:** This works as the cleric's
reincarnation bonus, however otherwise it still follows the same
restrictions as the Merciful Healer's class ability.

**Combat Medic:** This does not change.

**Merciful Healing:** At every level when the merciful
healer gains a new effect that can be healed, she gains an additional
effect from the list. In addition it increases the number of people
effected as listed in the description.

**True Healer:** This grants no additional effects.
Magical Rain

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

**Spell Resistance:** yes

Letting loose a barrage of strange blue bullets, they dance and weave
through the air, exploding on contact with your enemies. As a standard
action, you fire one ray per 4 levels you possess (Max 5). Each ray is a
 ranged touch attack and has a range of 60 feet. If the ray hits the
enemy it deals normal damage as well as an additional 1d6 damage per 4
levels.

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

**Level:** Baciel 3

**Spell Resistance:** yes

The wielder of the Baciel rears back and launches the laser cannon off
like a powerful rocket, it channels the Baciel’s great strength and
lifts it into the air before driving it back into the ground. Make a
ranged attack at your highest BAB As a standard action, and adding your
strength modifier in instead of your dexterity mod. If this attack
connects, roll damage normally including the Baciel’s strength modifier
into the damage, The opponent is launched that many feet into the air.,
immediately after they fall to the ground and take the appropriate
falling damage. A successful fortitude saving throw DC: 13+ Strength
modifier halves the damage.
Malicious Aura

**Level: Rage class feature 6**

**Spell**
Resistance: yes

A bubbling and seething hatred rises out from deep
within you and becomes a palpable and violent aura felt for miles around. As a
standard action while raging, you can activate this technique, This aura goes
out to 30 feet. Creatures within this area must make a will saving throw DC:
14+ Constitution modifier or be shaken for 1d6 minutes. While this aura is
active, you can select a single creature that is shaken within the aura and
cast a suggestion spell on them as a move action. This spell has the same save
DC as the technique's save. Alternatively, you can select a single creature
within the aura that is shaken and as a swift action deal 2d6 damage to that
creature. This bypasses damage reduction. the user of this technique as well as
allies within this aura that have a rage ability get a +1 bonus to attack rolls
and damage reduction. This lasts for 1 round per level.

***MYTHIC:***
***By***
spending a use of mythic power, you can choose to allow a dark pulse of energy
to flow from you. This increases the aura to a range of 3,000 feet temporarily
and all creatures in that area must make the saving throw+ Mythic tier, or be
shaken for 1d6 minutes. By spending two uses of mythic power, when you do this,
you can keep the aura's size at 3,000 feet for a number of rounds equal to 1/2
of your mythic tier +1 (Rounded down (Minimum 2).
Meteor Shower

**Level:** Polearm/Spear 8

**Spell Resistance:** no

This technique can be activated in multiple ways depending on the selection picked from the following options upon activating the technique.

*Meteor Shower:* Leaping into the sky, you twirl your spear around, gathering in space debris, before flinging your enormous space spear at your foes. It shatters and crumbles into streaking pieces of rock in the atmosphere and rains down on your enemies before the spear strikes and causes a flaming tornado. As a standard action, Enemies within a cylinder 30 feet wide and 60 feet tall must make a reflex saving throw DC:18+Strength modifier or take critical damage as well as an additional 1d6 damage per level (Max 10d6) This damage is fire damage. Creatures that fail this saving throw take full damage and are also launched a number of feet into the air equal to 10 per level.

*Meteor Cannon:* Raising your weapon into the sky, energy orbs manifest around you and transform into rays of light that rain down on your foes and blow apart the landscape in a massive eruption. As a standard action, you create 1 meteor spear per 3 levels (Max 7). These follow you around and grant you a +1 deflection bonus to armor class for each on around you. As a swift action you can send any number of them to fly at an opponent with a ranged attack and a range of 60 feet. If it hits it deals your normal spear damage as well as 1d6 fire damage and 1d6 force damage. These last for 1 round per level. You can only have one instance of this technique active at once.

*Empower:* By spending an additional technique per day, you can move your base land speed as a free action as soon as the technique ends taking no attacks of opportunity. When using Meteor Cannon, you can only gain this extra movement speed on the turn you activate it.
Imperial Fox Witch

**Level:** Kitsune Magichange 9

**Spell Resistance:** yes

Summoning the Kitsune from the weapon in a flash of fire, She transforms
into a burning blue and black beast of divine fire, condensing all of her
energy into a single orb of fire which ruptures and launches at your foes. The
burst circles the enemy before erupting in a land destroying explosion. As a
standard action, you create a fireball 30 feet wide anywhere within 300 feet.
Creatures in the area must make a reflex saving throw DC: 19+ Charisma modifier
or take normal damage as well as an additional 1d6 fire damage per level (Max
15d6). This damage is fire damage. Creatures whom succeed take 1/2 damage,
creatures that fail their saving throw are knocked prone and dazzled for 1
round. After it deals this damage it shrinks down to be 10 feet wide, any
creature that touches it must make the save or take the damage again. As a
standard action, you can cause the orb to explode back to 30 feet, and force
the creatures to take the damage again. It then reappears in another location
within 300 feet and explodes again. This lasts for 1 round per level.
Mega Wind

**School Evocation** [Wind][Sonic][Electricity]; Level Sorcerer/Wizard 3, Paladin 2, WIND 3

**CASTING**

**Casting Time** 1 standard action

**Components** V, S

**EFFECT**

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

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

**Duration** instantaneous

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

**DESCRIPTION**

Raising your hands in the air, you call out an incantation to the Lords
of Wind before a massive burst of wind explodes around your foes. This
attack deals 1d4 of Sonic or electricity Damage (Selected upon casting the spell) Damage per level up to a maximum of 20d4. 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 knocked back 10 feet.

\*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)
Lantern Section

**Level:** Fairy 5

**Spell Resistance:** yes

Sucking your foes into your lantern, you burn them before punching them back
out, still shrunk down to a miniscule size. As a standard action, enemies
within a 30 foot cone emanating from you must make a reflex saving throw DC:
15+ Charisma modifier or take your or your flame guardian's normal damage as
well as an additional 1d6 fire damage per level (Max 20d6). Creatures who fail
their saving throw are reduced in size by 1 category and take a -6 penalty to
strength and constitution as well as to natural armor. This does not change the
size of your weapons, making them large and unwieldy to your new size. You are also
set on fire taking 2d6 fire damage every round for 1d4+2 rounds. If you
successfully make your reflex saving throw, you are only caught on fire for 1
round and are not shrunk. The shrinking lasts for 1 round per level.
Micro Bomber

**Level:** Ghost 5

**Spell Resistance:** No

Transforming into a little orb and opening, you release a cluster of
mini versions of yourself that lash out and grapple enemies, detonating
in a fiery burst. As a standard action, you create two Spirit Clones as
well as an additional spirit clone for every 5 levels you possess. Each
spirit orb can be placed up to 30 feet away from you. As a swift action
you can move all of the orbs up to 30 feet in any direction. If the orb
moves into the same square as another creature you make a touch attack
against the enemy, that enemy takes normal damage as well as an
additional 4d6 fire damage. That creature must also make a will saving
throw DC: 15+ Charisma modifier or take 1 negative level. These orbs
last for 1 round per 2 levels and each clone disappears once it's
successfully touched an enemy.
Karakorum's Ferocity

**Level:** Meat 6

**Spell Resistance:** no

Allowing the ancient ferocity of long dead warriors boil within your
blood, your mind brushes across a different time. A time when your body
and minds were whole, and your power was nearly unmatched. Your body
uses it's muscle memory to fight like back then despite the physical
distress it puts you through. As a full round action that does not
provoke attacks of opportunity, you gain a +4 profane bonus to strength
and constitution. Your damage reduction increases by 5 points and your
land and fly speeds increase by 10. While in this form, you also
remember a past time when your powers over the forces of life and death
were nearly unmatched. While in this form, you can forgo your fast
healing for 1d4 rounds, to gain a bonus to damage equal to your fast
healing on your first attack in the following round. Once you have used
that effect, you must wait until the 1d4 rounds are over before using it
 again.

When you have reached 50% of your hit points, you gain a further +4
bonus to your strength score. If your hit points are healed beyond that
point, this bonus goes away. Once this technique ends, you become
fatigued. This fatigue cannot be removed through any means other than
resting for 8 hours. This lasts for 1 round per 2 levels. By spending an
 appropriate number of technique slots, and a standard action, you can
refresh this technique instead of spending the normal amount of time to
perform it.
Interweaving Arcane Divinity

Interweaving Arcane Divinity

Level Lord Edamame 9th

Spell Resistance See Text

Utilizing the powers he possessed as the God of the Cult of Vegetarianism, he can infuse spell power together. This technique is a full round action to activate and lasts for 1 round per 2 levels. When this is active, Techniques and spells you perform increase their casting time (immediate becomes Swift, Swift becomes move, Move becomes Standard, standard becomes full round, full round becomes 1 minute...) When casting this spell or performing a technique, you can expend a spell slot to apply any spell word you know of an equal slot to the technique or spell in question, but only if the base spell or ability can be effected by such a thing. You can choose to cut the techniques duration in half to instead make your spell casting time be the usual casting time, and in doing this you can choose to take the longer times to cast and apply a second spell word to the spell. Spacial Devil Render and Erupting Overgrowth are treated a spell words for the purpose of this technique. This can be cast as a spell, but requires 4 spell slots to cast it as a spell.
Morphing Blow

**Level:** Wood Giant 7

**Spell Resistance:** no

Your arm transforms into that of the Wood Giant, and you spin it around
before upper cutting them through a distant mountain. As a standard
action, Make a single attack at your highest base attack bonus. If this
attack hits you deal critical damage as well as 5d10 damage. Creatures
struck must make a fortitude saving throw DC: 17+Constitution modifier
or be thrown a number of feet equal to the damage dealt, falling damage
is calculated normally.
Infinite Fang

**Level: Sarin 9**

**Spell Resistance: no**

With a great
burst of speed, you let your heroic power shine as you leap at warp speed and
slam into your opponent with a devastating strike, only to vanish again and
appear at another foe, slamming them to the ground. Again and again you flicker
throughout the battlefield, appearing instantaneously and vanishing just as
fast as you appeared, striking your foes with a swift, final blow before
vanishing again like a plague of death sweeping across the field until every
enemy has fallen victim to the lightning fast strikes of the Infinite fang. As
a full attack action, you can make a single attack on every enemy within 100
feet per level (Max 2,800 feet). This attack is a single attack roll that you
apply to everyone's armor class in the area. If this is a critical hit, this
critical hit applies to a number of creatures equal to 1/2 level, the remaining
creatures are treated as if they were struck by a normal hit. This attack deals
normal damage as well as an additional 1d6 per level (Max +15d6). You cannot
make attacks against enemies that you cannot see within this range, however
whenever you make your attack, you gain a perception check against any enemies
that may be hiding in the area and if you successfully spot any hiding enemies
you can include them in this attack. If you activate any abilities that trigger
on an attack such as an Exodus emblem's smite ability or something similar, it
applies to one creature for every 3 levels you possess (Max of 8).

Finally, you
can choose to instead, target a single enemy with this technique. Doing so, you
make a single attack on that enemy. If this hits, you deal critical damage as
well as 2d6 per level (Max 60d6). The enemy must make a fortitude saving throw
DC: 19+Charisma modifier to instead take normal damage as well as an additional
5d6+1 per level (Max 5d6+20). Regardless of their saving throw, the enemy is
staggered from this attack. If you have Sword and Shield active when you use
this version of the technique, you can use this attack as the attack you make
from expending it to gain it's bonus to attack and damage.
Hurricane X

**Level: Makai Book 6**

**Spell Resistance:** Yes

Summoning two rotating blades of wind and leaves, you collide them into
your enemy, grinding them in two different directions and flaying their
flesh. A single creature within 100 feet must make a reflex saving throw
 DC: 16+ Intelligence modifier. Creatures that fail their saving throw
take normal damage +1d6 sonic damage per level (Max 20d6). You also gain
 a free attack against the creature's Disarm CMD. If successful the
creature's weapon is knocked 15 feet away. Creatures that succeed on
their saving throw take 1/2 damage.
Moth Man Shot

**Level:** Moth Man 3
 **Spell Resistance:** no

Summoning the moth man, you string them backward in the bow before
firing them out at the foe for a tremendous head butt. As a standard
action, Make a single attack against your opponent at your highest base
attack bonus. If this attack hits you deal normal damage, as well as
sneak attack damage even if the creature is normally immune to sneak
attack damage.
Innovative Psionics

**Level:** Foxus 9

**Spell Resistance:** yes

You know how to use your mind in ways that were previously unheard of,
disabling and confounding your foes with your wit and perplexing
behavior. As a full round action you gain an Innovative Psionics Pool
that lasts for 1 hour per level. You gain 1 point per level, as well as
an additional number of points equal to your intelligence modifier. At
any time when using an ability that causes a creature to make a saving
throw, you can spend points to alter the kind of saving throw that is
required. For spells and techniques, you expend a number of points equal
 to 1/2 of the spell or technique's level rounded up. For class
abilities, you spend 1 point if the class ability is usable more than
once per day, and 2 points if the ability is usable once a day. In
addition, when making a saving throw you can choose to spend the same
number of points to alter your saving throw as well. (For example, you
could alter a fortitude saving throw to a will saving throw if you'd
like). When altering abilities in this way, abilities such as mettle or
evasion do not apply. Finally, when using a technique or spell, you can
spend up to 10 points to increase the save DC by that amount, or lessen
an enemy's save DC by that amount. This can only be used if an effect is
 effecting you, however if it effects multiple targets including you,
the save DC becomes lower for all allies. If the duration of this
technique is about to end or you run out of points, you can spend a
swift action and more technique slots to activate this technique again,
points do not carry over, you simply gain a new/replenished pool of
Innovative Psionics points.
Mafuujin

**Level Ninja** 3

**Spell Resistance:** no

using your Sealing Jutsu, you prevent your enemies from using techniques
 to harm you. As an instant action, when a creature targets you with a
technique or spell, Make a caster level check against that enemy, using
your Ninja level as your caster level. If successful, the enemy's
technique doesn't activate and the enemy's actions are lost. This does
not work on a technique or spell that is immune to the effects of Dispel
 Magic or Greater Dispel Magic.
Konoha Gakure

**Level Ninja** 5

**Spell Resistance:** no

Concealing you and your enemy in smoke, you tear them to shreds unseen.
As a standard action, you create a cloud of smoke, 20 feet wide and 20
feet tall. It is incredibly hard to breathe within the smoke and imparts
 a -4 penalty on all perception and concentration checks to those in the
 area, in addition creatures within the cloud have 50% concealment
against ranged attacks. The Ninja is uneffected by the smoke. Creatures
with Blindsense are effected by this smoke as if they possessed
eyesight. Creatures unaware of the Ninja's presence within the cloud are
 subject to it's sneak attack damage when struck.

This cloud lasts 1 round per level and can be moved or blown away by moderate winds.

The Ninja can choose to activate this technique as a full round action
instead of as a standard action, the Ninja can move 1/2 of it's move
speed and make a single attack as he throws the smoke bomb.
Inferno

**Level:** Crossbows/Firearms Light and Heavy 9

**Spell Resistance:** yes

A powerful technique that generates legendary "Inferno" bullet shells. This technique can be used in multiple ways.

*Quad-Holocaust:* Splitting into 4, you unload your gun's clip
before uppercuting your enemy into the sky and firing 4 super charged
"INFERNO" rounds into them for a massive explosion. Make a full attack
against any enemy within range. You deal normal damage as well as an
additional 5d6 damage, half is fire and half is force. If at least 2 of
your attacks hit the enemy must make a fortitude saving throw
DC:19+Dexterity modifier or be badly burned by the explosions and take
1d6 dexterity damage from burnt muscles.

*Raging Armageddon:* You launch yourself into the sky and fire a
single super charged inferno bullet that strikes with the force of a
megaton bomb. As a full attack action, every creature within a 30 foot
burst placed anywhere within your range must make a fortitude saving
throw DC: 19+Dexterity modifier for 10d6+1 damage per level (Max+20).
Creatures that fail their save take normal damage as well as 2d6damage
per level (Max 40d6). Half of this damage is fire and half is force.
Creatures that fail the save are also knocked prone.

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

* **+4 Strength, +2 Constitution, -2 Charisma, -2 Wisdom:** Lion demons have pretty rad bods, but are dumb as cats.
* Lion demons are monstrous humanoids with the (demon, outsider) subtypes.  These subtypes do not grant the lion demon any racial traits, but he is affected by spells and effects as though he were a demon and an outsider in addition to a monstrous humanoid.
* **Large:** Lion demons are Large creatures.  This imposes a -1 size penalty on their AC and attack rolls, a -4 size penalty to their Stealth checks, and grants a +1 size bonus to their CMB checks and CMD.
* **Slow Speed:** Lion demons are slow for their size, with a base speed of only 20 feet.
* **Bite:** The lion demon gains a bite attack.  This primary natural attack inflicts 1d6 damage.
* **Cat-Tastic:** A lion demon gains a +4 racial bonus on Perception and Intimidate checks.
* **Long-Haired Feline:** All that fur of a lion demon catches attacks nicely and wraps around wrists, hafts, and shafts. Lion demons gain a +1 natural armor bonus to AC.  It's also a bit of an allergen, so watch out!
* \* **Low-Light Vision:** Lion demons can see twice as far as humans in conditions of poor illumination, such as starlight, moonlight and torchlight.  They retain the ability to distinguish color and detail under these conditions.
* **Can't Fire the Feline:** A lion demon gains fire resistance 10.
* **Slam:** A lion demon has a single slam attack.  This primary natural attack deals 1d8 damage.  He may use this slam attack as though it were a monk weapon for all monk feature, when applicable, even if those features normally preclude the use of natural weapons.
* **Automatic Languages:** Lion demons speak Common and either Abyssal or Infernal depending on which is the standard language of their native netherworld.  They also speak their choice of either English or Japanese.  Lion demons with high Intelligence scores may also select any bonus language, except for secret languages (such as druidic).
* **Level Adjustment:** A Lion Demon has a level adjustment of +1.

Finally, All demons possess the following capability.

* **Reformed Demon:**  A demon so holy and valiant that he finds himself out of place within the Netherworld may opt to become an Angel Trainee, either willlingly or by exile from the Netherworld's Overlord. Either way, they must be trained in Celestia over the course of two weeks to become a Reformed Demon. and must be accepted by a Seraph Angel to be nominated as an Angel Trainee. If the Demon succeeeds his training, he loses all of his Demon abilities and gains Angel abilities instead. Though they essentially become angels, Reformed Demons maintain their frightening demonic appearance, the only difference being a shift of eye color from blood red to a light blue or golden color, as a sign of their reformed nature.
Molecular Explosion

**Level: Demon 9**

**Spell Resistance: yes**

As a standard action, you point to a single enemy and snap your fingers,
sending impossible dark energies into their body and causing them to violently
explode after bloating for a moment. As a standard action, a single creature
within 60 feet of you must make a fortitude saving throw DC: 19+ Charisma
modifier or take critical damage as well as an additional 12 damage per level
(Max 240). If the creature succeeds in it's saving throw it instead takes
normal damage as well as an additional 5d6+1 per level (Max 5d6+20). If the
creature fails it's saving throw it is also staggered for 1 round per level. If
this technique kills a creature, the creature cannot be brought back without
the use of a wish or a miracle.
Karmic Punishment

**Level:**
Monk 3

**Spell**
Resistance: no

You focus your fists and enter a state of pure zen allowing you to use your
enemy's momentum on them when you land a blow on them. As a standard action,
you enter this stance. This lasts for one round per level or until discharged.
You can discharge this technique at any point when making an attack of
opportunity against a creature that has attacked you within the last round.
When making the attack, you gain a bonus to the attack roll equal to the level
of the enemy you're attacking and a bonus to damage equal to their normal
attack damage.
Marionette Reincarnation

**Soul Focus:** The Marionette gains an additional Soul Focus.

**Sneak Attack:** The Marionette's Sneak attack increases as usual, adding the extra dice to their sneak attack damage pool, however they are treated as a Marionette of their level -8. This does not count the maximized hit dice that are gained at 1st level of reincarnation.

**Puppet Tricks:** The Marionette selects new puppet tricks.

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

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

**Fake Body:** The Marionette's size is treated as two sizes smaller for the purpose of squeezing through things.

**Hell's Crown:** This ability can be used an additional time per day.
Level Dependant Evilities

**CHARACTER LEVEL DEPENDANT EVILITIES**

The following evilities can only be purchased once you have reached a certain level.

*Character level 5 (Vassal Status):* You must have at least reached 5th level as a character, or you must possess the status of Vassal. This status is either granted by a DM, or gained from a demon of Demon Lord Status or stronger by them stating that you are their vassal.

*Character Level 10 (Demon Lord Status):* You must have at least reached 10th level as a character, or you must possess the status of Demon Lord. This status is either granted by a DM, or gained from the Gideon/Divine Majin/Omega Sentinel/Vampire Tyrant/Werewolf Lord/ Or any form of Demon General prestige class.

*First Reincarnation (Overlord Status):* You must have reincarnated at least once (See Reincarnation rules), or must possess Overlord status. The Overlord status must be granted by a DM or gained from the Overlord of War/Overlord of Magic class.

*Second Reincarnation (Super Overlord Status):* You must have reincarnated twice to purchase any of these evilities, or posses the Super Overlord Status. This status must be given by a DM.
Manual Barrel

**Level:** Baciel 9

**Spell Resistance:** yes

A technique in which the Baciel and the wielder channel their strengths
to create a devastating blast from a elongated cannon. The wielder frees
 the Baciel and channels some of their own power into the beast. As a
standard action, The wielder must then make a successful balance check
DC: 10+baciel’s level, or be subject to the damage as well. This attack
deals critical damage as well as an additional 1d6 damage per level (max
 +20d6). A successful reflex save DC: 19+The Baciel’s strength modifier
will halve the damage.
Master Palm

**Level:** Close Monk/Double 8

**Spell Resistance:** no

Slamming into the ground you send a shower of boulders into the air. You
 then skip from rock to rock before pummeling one into the shape of a
hand and sending it flying into your enemy, smashing it against another
boulder. Make a single bull rush attack against any enemy within 60
feet, this attack gains a +2 bonus. If the attack hits, you shove the
enemy 10 feet for every point in your wisdom modifier and you do not go
with them. In addition the enemy takes critical damage and an additional
 1d6 damage per level (Max 10d6). The enemy also takes falling damage as
 normal. Finally if the enemy collides with a wall or solid object, you
gain a free attack against their grapple CMD regardless of how far away
they are. If successful they are considered grappled by you but you do
not have any grappling conditions.
Knuckle Jet

**Level:** Mecha Devil 2

**Spell Resistance:** No

Taking aim with your fist, it explodes and launches itself like a rocket, barreling toward your foe. It lands a deadly uppercut and drags the foe into the sky, tearing through It’s chest and bursting out to the other side. As a standard action, make a single ranged attack against an opponent within 60 feet. If the attack hits, the enemy takes normal damage and must make a fortitude saving throw DC: 12+ Intelligence modifier or take 1 constitution damage. If this attack was a critical hit it deals 1d4 constitution damage instead.
Kyoko Titles

**Desired Eternal Servitude**

You had lived a rough life, and no other being cared whether you lived or died. You were riddled with Disease and cast to thieves and murderers, never to be seen again. And on the 11th hour you were visited by a savior. Small yet defiant and caring, she freed you from your fate and granted you another chance at life. You took this chance and took her hand and vowed to live that life improving her's. You support her when she falls, but also support one another and she grants her eternal love to both of you. You may not have your own destinies yet, but through your endless efforts you have allowed her to reach her own. She has achieved the greatness you have always wished for her, and you did it together.

While this title is equipped, once per day you can choose to benefit from the romantic relationship title that Raspberyl grants for 1 minute per level as if you were the Overlord. If this Another creature with the Desired Eternal Servitude title is currently equipped with the title as well and activates this ability, you can treat them as Raspberyl for all purposes, as can Raspberyl herself. Once activated, these minutes must all be used consecutively. Until this title has been expended in this way, You gain the use of the Got your back and Exceptional aid teamwork feats, and are treated as adjacent to anyone else with this title so long as they are within 30 feet of you.
Lightning Spear

**Level:** Polearm/Spear 3

**Spell Resistance:** no

When activating this technique, you can choose one of the following options.

*Lightning Spear:* Stabbing the enemy a plethora of times, you twirl your spear and dash through for one final strike. Make a full attack action against your enemy, for each attack that hits you deal normal damage as well as 1d6 electricity damage per 4 levels (Max 7d6).

*Lightning Quick:* Repeatedly stabbing the creature with a spear, you land 1,000 deadly blows before dashing past as they explode in a vortex of electricity. Make a full attack against a single enemy, for every hit that lands you deal +1d6 electricity damage. If at least 2 attacks hit, the enemy must make a fortitude saving throw DC: 13+ Strength modifier or take an extra 1d6 electricity damage per level (Max 10d6). A successful saving throw halves this damage. In addition you can move forward in a straight line up to 60 feet without provoking an attack of opportunity.

*Empower:* By spending an additional technique per day when activating either of these options, you can move your base land speed as a free action as soon as the technique ends taking no attacks of opportunity.
Miracle Shot

**Level** Hammer/Axe/Flail 3

**Spell Resistance:** no

Leaping in the air and flipping around, you drop kick the head of your
weapon which launches off like a bottle rocket at your foe, impacting
them and passing by with great force. As a standard action, make a
ranged touch attack against an enemy within 30 feet. If this hits it
deals normal damage as well as an additional 1d6 damage per level (Max
10d6). Creatures struck by this must make a reflex saving throw DC: 13+
Strength modifier or be knocked prone.
Monster Weapons

Monster weapons are very unique items that only monster class creatures can utilize. These emblems meld with the monster's natural attacks to bring them great strength. They are all unique as all monster weapons work similarly to "Specific magic weapons" however, they are all considered to be magic, they only contain the properties listed in the weapon description.

Physical Monster weapons always come with at a +1 enchantment bonus, Magic Monster Weapons however are considered Masterwork weapons and must be enchanted normally to grant them additional bonuses or abilities. These weapons can all be enchanted just as other weapons can, but Monster weapons cannot be crafted normally as the art to crafting monster weapons is said to have been lost long ago.

Monster weapons all come with a latent ability, and as such they can be much more powerful than the manufactured weapons that humanoids wield. Monster weapons are treated as natural attacks for the purpose of feats and items, however due to their nature, monster class creatures can make additional attacks with them from high base attack bonuses just as if they were manufactured weapons. Monsters cannot naturally two weapon fight with monster weapons, however there are some ways to be able to accomplish the task. If you gain an ability that increases damage based on size category, your monster weapon's base damage does not increase, only the base damage of your natural attack, however if your original damage becomes higher than the damage of your monster weapon, you use the largest bonus of the two.

Monster weapons often grant spells or techniques to the creature. When this is the case it only grants the spells/techniques so long as your are wielding the weapon in question. In addition the creature can only perform or cast the spell or technique if it can normally do so with a spell/technique of that level.

* Magic Monster Weapons

* Physical Monster Weapons
Illusion

**Level:** Marionette 9

**Spell Resistance:** yes

You surround your foe as you force your foes to hallucinate there are
more of you. The duplicates attack with reckless abandon as you twirl
through them. One target creature must make a will save DC:19+Dexterity
modifier. You gain a full attack on the creature, with an extra attack
at your highest base attack bonus, and you deal critical damage on every
 hit. Creatures that succeed are still susceptible to the full attack,
but take only normal damage. Creatures hit by at least 3 attacks must
make a fortitude save of the same DC or be effected by a poison spell.
Millennium Eye(Evil Eye's Arm Technique)

**Level: Evil Eye's Arm 6**

**Spell Resistance: yes**

Summoning a swarm of huge eyes that open out of reality, they bleed
black blood and kill your opponent from the trauma. You must strike a
creature with a touch attack in melee combat. The creature gains a will
saving throw DC:16+ Charisma modifier for half damage. Creatures that
fail take normal gauntlet damage, as well as 1d8 damage per level (Max
10d8). The creature is staggered on the first round and then sickened
and shaken for 2d6+4 rounds after.
Lightning Slash

**Level:** Dark Knight 5

**Spell Resistance:** yes

Flinging your opponent into the air, you summon the power of lightning
down into your enemy before slicing through them. As a standard action,
Make a single attack on your opponent. If this attack it deals normal
damage, the enemy must then make a reflex saving throw DC: 15+Strength
modifier or take 1d6 lightning damage per level (Max 10d6). A successful
 save halves the damage and ends the technique, if a failure, the enemy
is stunned for 1 round and you gain an extra attack at a -5 penalty. If
this attack hits, the damage is maximized.
Jackpot 4 U

**Level:** Lantern 8

**Spell Resistance:** Yes

Summoning up a barrel of gasoline, you toss it in the air and dash
through your enemy. You cut through them from every direction,
flickering and reappearing in different locations before sliding along
the ground while your enemy is stunned. The barrel lands on the enemy
and spills along the trench you made from sliding, and you ignite the
flame to burn away the enemy. As a full attack action you create a
single 60 foot line for every 4 levels you possess. Each line must be
connected to the other, tip to tip, but do not have to be going in the
same direction. They can intersect, however they cannot overlap one
right ontop of the other. Enemies in this line of fire must make a
fortitude saving throw DC: 18+Strength modifier or take double damage as
 well as an additional 1d6 damage per level (Max 25d6). Half of this
damage is divine and half is fire and as such fire resistance or
immunity doesn't apply to the divine damage. The area effected works as a
 Wall of Fire spell for 1 round per 4 levels after this technique is
used.
Moon Slash

**Level:** Sword 4

**Spell Resistance:** no

You invoke the strength of the moon as you twirl your sword in a
circular motion, and upon slashing downward you send waves of force
towards your foes. As a full attack action, make a single attack against
 1 creature per 5 levels within 20 feet. This deals damage as your
weapon normally would +1d6 per level (Max 20d6). A successful reflex
save halves the damage. DC: 15 + STR MOD.
Ignition

Level: Baciel 1

Spell Resistance: no

The Baciel grapples hold of the enemy with a laser grappling beam and pulls them in, swinging them around over it's head before slamming it into the ground and pumping it with energy. As a standard action, Make a touch attack at your highest base attack bonus. If this attack hits you deal double damage (X3 on an actual critical hit). A fortitude save DC: 11+ Strength modifier halves the damage. If the creature fails the save it is also sickened for 1 round.
Imp Reincarnation

# **IMP**

**Telepathy:** The Imp's telepathy range increases by the listed amount.

**Faux Life:** The Imp's Resistance increases by 5 at 5th level. At 10th level the DR increases by 5 and the Resistance increases by another 5.

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

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

**Swooping Attack:** This works as the ability, however the bonus to rolls while in the air is gained again.
Infinite Graves

**Level:** Sword 8

**Spell Resistance:** no

You throw your sword into the air and mystic powers multiply it into 13
swords which stick into the ground around you. Using a burst of ungodly
power you slash through your opponent repeatedly using every sword. Make
 a full attack against a single enemy with an additional 2 attacks at
your highest base attack bonus. Each attack that hits deals an
additional 5d6 damage. A successful fortitude saving throw halves the
total damage you deal at the end of this technique. If you hit with at
least 4 attacks, your enemy takes 1/2 of the total damage dealt with
this technique again in the next round. A successful fortitude saving
throw DC: 18+ Strength modifier negates this other damage.
Monster Combination Techniques

These techniques can only be performed by having specific creatures magichange together to gain a new result. The two monsters are listed in the technique's level description. Unlike with other monster techniques, so long as you can perform techniques of that level, you learn it automatically for fusing and then magichanging with the proper monster.

## **Level 3**

**Giant Carrot Swing (Magichange)**

**Flying Spore Shot (Magichange)**

**Poison Fox Dance (Magichange)**

**Corpse Bear Attack (Magichange)**

## **Level 4**

**Heart Pounder (Magichange)**

**Igniting Scissor (Magichange)**

**Demonic Howl (Magichange)**
Ice Princess

**Level:** Yuki 3

**Spell Resistance:** no

You are a powerful master of ice, frost and the unrelenting cold. Able
to control the very water molecules in the air and freeze them solid.
With this technique you create huge shards of ice that pierce your foe
and tear them to shreds in a frozen vengeance. As a standard action, You
 can target 1 creature per 2 levels , no 2 which can be more than 40
feet away from each other. These enemies must make a fortitude saving
throw DC: 13+ Your Intelligence modifier for 1/2 damage. This attack
deals 1d6 damage per level (Max 10d6) As well as an additional amount of
 damage equal to your Intelligence modifier. Half of the damage is
frost, half is piercing. Creatures that fail their saving throw are
considered to be grappled for 1 round and must succeed in a DC: 24
escape artist check to break free sooner.
Mechanician Reincarnation

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

**Arcane Bond:** You gain an additional arcane bond.

**Fortify Bond:** This grants no additional benefits.

**Arcane Pool:** The mechanician gains an additional 3 arcane points. Other than that it possesses no other effects.

**Spell Combat:** This grants no additional benefits.

**Master Smith:** This grants no additional benefits.

**Spellstrike:** This grants no additional benefits.

**Mechanician Arcana:** You gain new Arcana, however you must meet all prerequisites to select them, using your new level as your class level to select the Arcana. You cannot select an Arcana you already possess.

**Spell Recall:** This grants no additional benefits.

**Mechanician Bonus Feats:** You still gain Bonus feats, however only at levels 5 and 17.

**Planar Binding:** This increases the maximum hit dice that can be called with each planar binding spell by 1.

**Improved Spell Combat:** This grants no additional benefits.

**Fighter Training:** This grants no additional benefits.

**Reforge:** This grants no additional benefits.

**Bound Summons:** This grants no additional benefits.

**Greater Spell Combat:** This grants no additional benefits.

**Destructive Counterstrike:** This grants no additional benefits.

**Instantaneous Reconstruction:** This grants no additional benefits.

**True Mechanician:** The bonus granted increases by +2
Jumpin' Jack

**Level:** Lantern 9

**Spell Resistance:** No

Summoning you from your weapon and Leaping into the air, you pull out
your lantern and drop it on your enemy as the two of you slash through
it. The ground ignites in the shape of a massive X and explodes in a
nuclear explosion. Make a single attack against an enemy within reach.
If this attack hits you deal double damage, and apply any critical hit
feats to the attack that you can. The creature must make a fortitude
saving throw DC: 19+Strength modifier or take an additional 1d8 damage
per level (Max 20d8). Creatures who fail this saving throw are knocked
prone and gain a vulnerability to fire until the end of your next round.
 Creatures that succeed take 1/2 of the additional damage.
Lunatic Garm

**Level:** Mystic Beast 3

**Spell Resistance:** no

Flinging your foe into the sky, they are impaled by Mystic beasts from
all sides before you launch upward and uppercut them, tearing through an
 after image of the moon. Make a full attack against an enemy, If at
least 2 attacks hit, you gain another attack at your highest base attack
 bonus. This attack deals critical damage.