recursal/Fanatic-Fandom huggingface dataset:
Arcanist Reincarnation

**Spellcasting:** When you gain a new level as an Arcanist, you gain 1 additional Arcanist 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. You gain additional spells known based on the Arcanist chart as normal.

**Arcane Reservoir:** The Arcanist gains an additional 3 points to their pool. Other than that it possesses no other effects.

**Arcanist Exploits:** The Arcanist selects different Exploits than it had previously.

**Consume Spells:** This ability is not altered, Nothing new is gained.

**Greater Exploits:** The Arcanist selects different Exploits than it had previously.

**Magical Supremacy:** When this ability is utilized, the caster level and saving throw increases by a further +2.
Axe Driver

**Level** Hammer/Axe/Flail 6

**Spell Resistance:** no

Summoning up a fierce rage, you slam into them, somersaulting your
opponent on your axe. Make a full attack on the opponent. For every hit
you land, you add your strength modifier in twice to determine damage.
Furthermore, for every hit you land, you push your opponent back by 5
feet. If this would push an enemy into a wall or some sort of
obstruction, they take 1d6 damage every time they hit the object.
0040

Date Published
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## Transcript

### Panel 1

* Did you meet Sparrow yet? Better ask to be sure. You might not be remembering well since, you know, blood loss. Oh, and were they at lunch together? Was it a date?

Sparrow: No!!! We didn't meet! It's nice! Welcome to the group, Pie!!

### Panel 2

Sparrow: And I'll have you know, it **was** a date! And it was super romantic! Though not as romantic as it could have been, since Lioness couldn't make it.

### Panel 3

* Time stopped while Hyena was hitting you with the courage mojo, so see if you can feel or do some magic when Bear is healing you. Maybe ask if people are supposed to see freaky skulls when Hyena does their fear mojo?

Bear: Oh, looks like Lioness already put pressure on the wound- All neat and tidy. This'll only take a minute.

YOU TRY TO FOCUS ON BEAR'S MAGIC.

Lioness: Yeah. I kept it clean and gave Magpie some painkillers, too.

Bear: That's good.

BUT NOTHING HAPPENS.

### Panel 4

Hyena: Hey kid, whatcha doin'?

Ori: ... ...trying for magic? i think it activated when you were using magic on me, so...

Hyena: Hoh? Is that so? Trying to piggyback off Bear's healing? It's *clearly* not working...Bear, don't you guys have a thingy at the hospital to test people for magic?

### Panel 5

Bear: I guess... T-those tests are really only done with adults when it's about a **forcebreak,** though.

HMM?...

Ori (Internal): that's already out of the question, isn't it? forcebreaks happen to people who *have* gifts. they only happen if you have magic. i had to study magic theory in class, y'know, so i know a bit...

### Panel 6

Ori (Internal): a FORCEBREAK can happen when a person is put into a situation of extreme psychological stress; any kind of severe trauma will do - in a violent and desperate reflex, the brain does all it can do to survive. it will forcibly change a person's Gift into something new; something the panicked brain believes will save you at that specific time. the original gift is gone forever.

### Panel 7

Bear: It's unusual, but... I guess I could see if the room's free later, if you want.

Ori: also, does Hyena's gift usually make people see weird skullfaces

Lioness: You did **WHAT**!?

Sparrow: **NOW YOU FUCKED UP**

### Panel 8

Bear: Hyena's Fear won't usually induce any hallucinations or anything, because it's a "non-specific" kind of fear. You're just **scared**. That is, unless they go **all out.** ...If you saw the skull, then Hyena was not at all holding back. Hyena, that's **awful**. I knew you used magic on Magpie, but... that's just **mean**!

Hyena: H-hey, it's fine! I was just showing off a bit!

### Panel 9

* Think about Rigel's gift. Is there anyway that there could be a connections between what you did and her gift?

Ori (Internal): hmm... sis' gift is... she can **stop time**. i don't think what i did had anything to do with that.... it was more like... a new kind of vision? ...i don't know

### Caption

HM... WELL...

\*You have been healed.
Cat Wave Z

**Level: Nekomata 9**

**Spell Resistance:**

Charging all of your chakra into your paws, you remember
your ancestors, and your clan's hard training throughout generations. You focus
all of your being into this one shot and release a massive burst of energy that
tears through all obstacles. As a full round action, you create a 200 foot cone
extending from you. Creatures in the cone must make a Reflex saving throw DC:
19+ Strength modifier or take double damage as well as an additional +10 damage
per level (Max +200). Creatures that successfully make their saving throw take
double damage and an additional +10d6 instead. Creatures that fail their save
take full damage. If the creature is destroyed through this ability, they are
completely disintegrated. Abilities such as red scarf do not work to bring you
back if you've been destroyed by this technique.
Catapult

**Level: Baciel 5**

**Spell Resistance: yes**

Absorbing your foe into the gem on your stomach, you
transfer them into energy and fire them from your cannon into the ground. As a
standard action, select a single creature within 60 feet. That creature must
make a will saving throw DC:15+ Strength modifier or be moved adjacent to you.
The creature also takes normal damage as well as 1d6 force damage per level
(Max 20d6). A successful saving throw halves the damage and you are not moved.
If the creature fails it's saving throw, make a single attack against any
creature within 60 feet, this cannot be the same creature as the initial
attack. If the attack hits, deal double damage to the target and move the
initial target to that creature's square. It takes 1/2 of the damage you just
dealt to the secondary target. Both targets gain a reflex saving throw DC: 15+
Strength modifier or be knocked prone.
Aura of Golden Glory

**Level: Good Alignment 6**

**Spell**
Resistance: yes

A golden aura that feels warm and fuzzy rises up
around you, engulfing everyone around you with a beautiful warmth. As a
standard action, evil creatures within 60 feet must make a will saving throw
DC: 16+ Charisma modifier or be shaken for 1d6+2 rounds. The aura then shrinks
down to be 30 feet. All good aligned creatures within this aura gain a +4 bonus
to saving throws against fear effects and saves against techniques and spells
from evil creatures. Good aligned creatures in this aura deal an additional 1d4
holy damage on all attacks. All non good creatures in this aura have 1 negative
level while in the aura. Evil aligned creatures take 2 negative levels instead.
Even creatures that are usually immune or resistant to negative levels take
these negative levels if they are neutral or evil. Once per activation of this
technique, you can make an opposed charisma check if a neutral or evil creature
attempts to make you their smite, judgment, or challenge target to negate the
effect. This aura lasts 1 round per level.

***MYTHIC:***
***You***
can expend a use of mythic power when activating this technique, to increase
the fear effect to 1d6+2 minutes instead. In addition the bonus to saving
throws increases by +2 and the damage becomes 2d6 holy damage instead. Finally,
neutral and evil creatures that step into the aura take 1 additional negative
level for every 3 mythic tiers you possess.
Changed Bazooka

**Level:** Super Robo 9

**Spell Resistance:** No

Throwing the Super Robo into the air, it’s parts disconnect and transform , combining back together into a massive UFO energy buster. Catching back on to it, you charge up a massive purple energy blast and fire the enormous graviton  ball at your enemies. It explodes when it reaches them, crushing everything in it’s path. As a full round action, you place a 40 foot burst anywhere within 500 feet. Enemies within this area must make a fortitude saving throw DC: 19+ Intelligence modifier or take normal damage as well as 1d6 per level (Max 20d6). This can be a vital strike. Creatures that fail their saving throw are staggered, have their movement speed cut in half, their armor class lowered by -1 per 3 levels (Max -9), and they cannot make acrobatics checks. This lasts for 1 round per level. Creatures that succeed in their saving throw are staggered for 1 round and take ½ damage.
Armageddon Engine Stage 2

Level: DES-Armageddon 6

Spell Resistance: No

You have gotten close to your maximum potential, pushing more power into your core. With this, you are closer to your goals, and even closer to vengeance. As a standard action, this makes available a floating "pool" of bonus points that the caster can use as desired to improve his or her odds of success at various tasks. This bonus pool consists of 1 point per level, which the caster can divide as desired among various abilities. These points can go into the following:

\*Gain a 5ft. speed increase to all modes of movement costing 1 point (max +25ft.)

\*Increase DR by 2 costing 1 point (max +10). At max it is overcome by Law and Good.

\*Increase Elemental Resistance by 3 costing 1 point (max +15) This can apply to a Strange Resistance and increase it by 3 costing 2 points (max +15)

\*You can lower the time for an Usatako Adaption ability by one step costing 2 points.

The caster must declare any bonus-point usage before the appropriate rolls are made. Used points disappear from the pool, and any points remaining when the spell ends are wasted. These points count as luck bonuses for purposes of stacking. This technique lasts for 1 minute per level.
Bee

The Bees are a race of adorable humanoid insects that live within the forests of various worlds. They buzz about through their forest domains, gathering flowers and pollen like normal bees and they listen to the words of their powerful and well armed Queen. Bees come in various types, the Seers, whom work as spell casters and also as advisers among the colonies. The soldiers whom do most of the hard work, and are the most often encountered. And the Queens whom rule their kingdoms and command the lesser Bees.

# **Queen Bee**

[1]

The Queen Bee uses the stats of the Thriae Queen, except it has the following Changes.

Knowledge Arcana and Knowledge Religion are both lowered by 10 points and she gains Martial Knowledge (Axes) with a +28 bonus. This grants her a +2 bonus on attack rolls and her own Save DC's while using the weapon and a +2 to armor class, and Saving throws against a weapon of the same kind.

17 techniques readied

1st: Skull Crush DC: 22
2nd:Head Splitter
3rd: Big Swing Slicer DC: 24
5th:Colossal Fissure DC: 26
RIP DC:26
6th: Catastrophe DC: 27
7th: Graviton Bomb DC: 28
8th: Demon Annihilation DC: 29
9th: God Scraper DC:30

In addition she possesses the Dark Tamer Evility of the Beast master and 5 times a day as a standard action increase adjacent ally Bees hit points by 20, grant them a +2 to attack and damage for 25 rounds. She also possesses the Synchronize evility however it only works for bees as well. It grants a +2 to attack and damage when flanking with another bee.

# **Bee Seer**

[2]

The Bee Seer uses the stats of the Thriae Seer, except it has the following Changes.

Use Magic Device is lowered by 10 points and she gains Martial Knowledge (Double) with a +14 bonus. This grants her a +1 bonus on attack rolls and her own Save DC's while using the weapon and a +1 to armor class, and Saving throws against a weapon of the same kind.

5 techniques readied

1st: Triple Strike DC: 19
5th:Lion's Roar DC: 23
7th: Libra Piasso

# **Bee Soldier**

[3]

The Bee Soldier uses the stats of the Thriae Soldier.
Ball Cast

**Level:** Ghost 2

**Spell Resistance:** yes

The Ghost opens and you fling it on a chain at the foe, then swinging it
 around and tossing it off in the distance. Make an attack against your
opponent's Grapple CMD at a +2 Circumstance bonus. If this attack hits
the enemy takes normal damage. You then fling the enemy a number of feet
 in a direction of your choice, throwing them a number of feet equal to
your strength modifier x10. The creature takes falling damage normally.
Bright Canopus

**Level:** Bow/Thrown 7

**Spell Resistance:** Yes

Releasing a blast of arrows at your enemy, they pierce through and dance
 around the battlefield, tearing through the foe multiple times, from
different angles in the form of yellow rays of light. As a full attack
action, you can create 1 Bright Arrow Sentinel per 4 levels you possess
(Max 5 at 20th level). These Sentinels can be placed anywhere within 30
feet of you, and immediately gain a move action. The Sentinel moves 60
feet in a straight line, and can turn once per round, but not directly
back the way it just came from. Any creature in the line of a sentinel
must make a reflex saving throw DC: 17+ Dexterity modifier or take
normal bow damage+1d6 damage per 4 levels (Max +5d6). These arrows last
for 1 round per 3 levels and must make a move action each round, if
their movement would cause them to strike a wall, the arrow sentinel is
destroyed. Only one instance of this technique can be active by a person
 at a time.
Beni Shidare

**Level:** Samurai 9

**Spell Resistance:** no

bringing forth a black blade from the furthest reaches of the Bushi
Road, your eyes glow with a soul seeing light. With a flicker you appear
 behind your foe and slash, disappearing and reappearing repeatedly to
slash your foe before severing their soul and tearing through it with
great force. As a full attack action, make a full attack against one
enemy within melee range. Every attack that you successfully land deals
an additional 2d6 damage. For every 2 attacks that you land you ignore 5
 damage reduction to your overall damage total during this attack
(Maximum 15). If an enemy is slain with this technique they must make a
will save DC: 19+Strength modifier or be effected by a trap the soul
spell.
Amazing Throw

**School Transmutation;** Level Bard 2, Sea Angel 2

**CASTING**
 **Casting Time** 1 standard action

Components V, S

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

**Area** one creature

**Duration** 1 round per level

**Saving Throw** no; Spell Resistance no

**DESCRIPTION**

Doing a little dance and encouraging your ally, you grant them a +10
foot bonus to their range when they use the throw combat maneuver.
Avatar of Artemis

**Level:** Ashley 6

**Spell Resistance:** no

Utilizing your great skills in foraging, hunting, scouting, and becoming one
with nature it's self, you have learned to use those skills on the field of
battle. You are the huntress, and your foes your prey, and nothing will escape
from your sight.

As a standard action, you enter a mode of heightened awareness which allows
you to better defeat your foes. In this form you gain a +2 bonus to
Constitution, and a +2 bonus to attack and damage rolls. In addition, you gain
an extra attack at your highest base attack bonus when you make a full attack.
Finally, you can make a survival check when using this technique, the result of
the survival check grants you additional abilities depending on the DC. You gain
all of the bonuses beneath the DC result you rolled.

  **15**
  **16-20**
  **21-25**
  **26-30**
  **31-40**
  **41-50**
  **51-60**
  **61-70**
  **71-80**
 missile using your caster level as a swift action, half of the damage dealt
 with it is piercing damage and half is force. You apply any modifiers you
 would normally apply with your bow as if each missile was an arrow.

By choosing to use this technique as a full round action instead, it can be
granted to one of your animal companions as well. This technique lasts for 1
round per level.
Cannonball

**Level:** Gargoyle 5

**Spell Resistance:** yes

Supercharging yourself with immense energies, you lurch forward,
launching a blast of fire that erupts into a nuclear wave of
destruction. As a standard action, This creates A 30 foot burst placed
anywhere within 60 feet. Creatures caught in the blast must succeed in a
 DC: 15+Strength modifier reflex saving throw or take normal damage as
well as 1d6 fire damage per level (Max 20d6). Creatures that succeed in
their save take 1/2 damage. Creatures that fail their save take full
damage and must make another save at the same DC or take 1d6+Strength
modifier fire damage in the following round.
Chaos Plasma

**Level:** Nosferatu 9

**Spell Resistance:** yes

Lifting your foes in the air, you summon a burst of chaotic lightning
that gravitates and magnetizes your foes as it peels them apart at their
 very core. As a standard action, Creatures within a 40 foot burst
centered on the Nosferatu must succeed in a Reflex saving throw
DC:19+Charisma modifier Or suffer critical damage as well as 1d6
electricity damage per level (Max 20d6). Creatures that succeed take
half damage and creatures that fail take full damage. In addition an
metal objects they possess are expelled from their person, being knocked
 10 feet away from them in a random direction.
Ball Retriever

**Level:** Slumber Cat 9

**Spell Resistance:** no

Transporting you and your foe to an inter galactic baseball game, The
Slumber Cat tosses the yarn ball at your enemy as you swing your mighty
fish, slamming into your enemy and landing a home run. As a standard
action, Make a single ranged touch attack against your enemy, if this
attack hits you deal critical damage as well as an additional 1d6 damage
 per level (Max 20d6). Creatures gain a fortitude saving throw DC:19+
Dexterity modifier to take 10d6+1 per level (Max +20). Creatures that
fail their saving throw are knocked back a number of feet equal to the
damage dealt x3, falling damage is calculated normally.
Abyssal Plunge

**Level:** Psychic/Psion 9

**Spell Resistance:** No

Calling upon your full psychic prowess, you tear the planet asunder at a faultline, dropping your enemies into the newly made canyon that falls into a magma sea. Afterward you slam the canyon shut and release a gout of magma into the sky, leaving your foes for dead in the burning prison. As a full round action, place a line 30 feet wide and 120 feet long anywhere within 100 feet of you. Creatures must make a reflex saving throw DC: 19+ Relevant casting modifier or be sucked into the fissure. Flying creatures 30 feet and lower must make the saving throw with a +4 bonus, but creatures flying higher are immune. Creatures that fail their saving throw take critical damage and an additional 1d12 damage per level (Max 25d12). 1/2 of this damage is fire and ½ is crushing. This works similarly to the Labyrinth spell, and creatures that fail their saving throw must make a DC 10+Relevant caster modifier strength check to escape from the entombment by spending a full round action, however this technique has no duration and they are permanently stuck within if they cannot escape. Every round that they fail to escape, they take 8d6 crushing damage. On escaping or leaving the fault, the subject reappears where it had been when the technique was performed. If this location is filled with a solid object, the subject appears in the nearest open space. Spells and abilities that move a creature within a plane, such as teleport and dimension door, do not help a creature escape this technique, although a plane shift spell allows it to exit to whatever plane is designated in that spell. By spending 3 points from your phrenic pool or 3 uses of precognition, you can increase the range it effects flying creatures to 100 feet up.
Bomb Magic

**Level:** Ghost 3

**Spell Resistance:** yes

Shifting yourself into a sphere of imbalanced spirit energy, you burst
in a blast of glory, reforming seconds later. Creatures within 5 feet of
 you must succeed in a DC: 13+Charisma modifier reflex saving throw or
take normal damage as well as 1d6 fire damage per level (Max 10d6).
Creatures that succeed in the saving throw take half damage.
Chaos Swarm

**Level:** Nosferatu 5

**Spell Resistance:** yes

The vampire swirls around, flinging it's foes skyward as it transforms
into a flurry of bats and decimates his foe with his tiny gnawing fangs.
 As a standard action, Creatures adjacent to the Nosferatu must succeed
in a Fortitude saving throw DC: 15+ Charisma modifier, or be knocked 10
feet into the air for every level the Nosferatu possesses (Maximum 200
feet). Creatures that succeed in this saving throw take no damage,
however creatures that fail take the Nosferatu's normal damage as well
as an additional 5d6. The creature then takes falling damage as usual.
Attack Punisher

**Level:** Bow/Thrown 3

**Spell Resistance:** no

Firing an arrow high into the air, it sticks into your foe's neck and
you use the magical tether to lift them in the air. The old west music
plays for a second before you yank, snapping their necks and dropping
them to the ground. As a standard action, make an attack against any
enemy within your bow's range. This attack is on your opponent's Grapple
 CMD. If this attack hits, you deal critical damage. Your enemy must
make a fortitude saving throw DC:13+Dexterity modifier or be lifted a
number of feet in the air equal to 10 feet for every point in your
dexterity modifier. They are then dropped and take falling damage,
however the falling damage is increased to d8 instead of d6.

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

Bears are large and fuzzy animals of the woods. Though they appear to be cute and cuddly they can tear you to shreds quickly and with great skill.

Bears all possess the Evility Madness, and as such It's Strength score is increased by a number equal to your hit dice when your hit points are below 25%.

**Bear Cross (Su):** The epitome of Bear techniques. As a full attack action, any bear can make a single attack. If the attack hits the bear deals critical damage.

# **Big Bear**

The most common type of forest bear, Big Bears can be kind and gentle, however whenever they get angry they can fly into a murderous frenzy.

[1]

Big Bears use the statistics of the Grizzly bear above except they have the technique Triple Strike usable once per day and the save DC is 12.

# **Forest Lord**

Guardians of the forest, Forest Lords are the largest and most powerful kinds of bears there are. Forest Lords are said to possess magical strengths that allow them to take down their foes in battle.

[2]

Forest lords use the above statistics, except they also possess the evility Last Fortress, which means when your health is below 25% the Bear gains Spell Resistance 28 and DR 5/-. The Bear's Swim Skill is lowered by 15 points and it instead gains those points in Martial knowledge (Close/Monk).

In addition, twice per day each, the bear can perform Lion's Roar with a DC: of 18 and King of Beasts with a DC:19 save. It gains a +2 bonus to attacks and damage with these techniques and a +2 bonus to saves and armor class against close/monk techniques.

**Lord's Roar (Su):** Once per day the Bear can let loose a horrible roar that stuns every creature within 30 feet for 1 round. It is a standard action to roar and the fortitude save is DC:23.

# **White Devil**

Powerful and white, these bears have been known to sneak through the snow and tear people to shreds when in a bad mood.

[3]

White devils also possess the evility Cool Body giving it Ice resistance 5.

White Devils use the statistics of the Polar bear above except they have the technique Triple Strike usable once per day and the save DC is 14.
Blade Frenzy

## **Blade Frenzy**

**Level:** Dark Knight 9

**Spell Resistance:** no

Slashing through your foe in a blitz of blades, you lift them off of the
 ground and bring them hurtling back down. Make a full attack on a
single enemy, every blow you land deals normal damage as well as an
additional 5d8 damage. If at least 3 of the attacks hit you deal damage
as if you struck a final time. If the creature is currently the subject
of your Challenge, you deal an additional number of damage equal to your
 Charisma modifier for every attack.
Cat Punch Rush

**Level: Nekomata 6**

**Spell Resistance:**

Uppercutting them into the sky, you dash past 100 times at
warp speed tearing through them with your claws and slamming them into the
ground. Make a full attack against any creature within reach. You gain an
additional attack at your highest base attack bonus. Each attack that you land
deals normal damage as well as an additional +4d6 damage. If the enemy is hit
at least 4 times, the enemy must make a fortitude saving throw DC: 16+Strength
modifier or be knocked back a number of feet equal to 2x the damage dealt. The
enemy takes falling damage as normal and is knocked prone. On a successful
saving throw they land on their feet, but they are staggered.
Brunhilda

**Level:** Polearm/Spear 9

**Spell Resistance:** no

Releasing a wave of spears like mechanical spider limbs, you impale and
retract your foes before slamming them into the ground and releasing a
blast of extreme energy that dissolves them where they stand. Make an
attack on the Grapple CMD of every enemy within 10 feet of yourself.
Creatures you hit successfully take normal damage and must make a
fortitude saving throw DC:19+ Strength modifier or take an additional
1d6 fire damage per level (Max 206). Creatures that fail this saving
throw are also thrown backwards 5 feet per level, and creatures that
succeed, take half damage.

*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.
Absorb Scar

**Level:** Cleric 4

**Spell Resistance:** yes

Converting your own pain into violent energy, you lift it into the air
and slam it into your foe. They absorb your pain and suffering before
exploding violently. As a standard action, make a ranged touch attack
against any creature within 60 feet. If the attack hits they must make a
 fortitude saving throw DC: 14+ Wisdom modifier. This deals normal
damage as well as 1d6 damage per level (Max 20d6). If you are below 75%
of your hit points this increases to d8's, 50% makes it d10's, and 25%
makes it d12's. A successful saving throw means you only take normal
damage.
Bastard Black

**Level: Baciel 4**

**Spell Resistance: no**

Summoning a massive black cannon, you channel your energy
into the barrel of your newly formed gun and fire a horrible blast of force
into your enemies. As a full round action, make single attack against an enemy
within range. If the attack hits, roll your weapon damage dice a number of
times equal to your number of available attacks and add them together before
applying any other bonuses from strength, enchantments or other abilities. (for
example, if damage is 2d10, if you have 5 attacks available, your damage
becomes 12d10). This technique can utilize critical hit feats as well as vital
strike feats. If using vital strike, roll your base weapon damage again for
each vital strike feat you possess. (For Example, if damage is 2d10, you have 5
attacks available, and you have Vital strike and Improved Vital Strike, you
deal 16d10) If the Baciel is raging when it uses this technique, It increases
it's damage dice by 1 step (d4-d6-d8-d10-d12-d12+1).
Cat Tale

**Level:** Makai Book 8

**Spell Resistance:** no

Summoning the incarnation of Puss in Boots, he slashes a Z shape through
 your enemies, and the swiftness of his movements tear time and space,
causing reality to explode around your enemies. As a standard action you
 summon Puss in Boots as listed below. Puss follows your commands and
fights to the death. Puss in Boots gains an additional 5 hit points and a
 +1 to attack rolls, armor class, and save DC for every 4 levels you
possess (Max +25 Hitpoints, +5 attack and ac and technique save DC's).
This creature remains for 1 round per level. Only one instance of this
technique can be active at a time by any one person. Abilities that
effect summoned creatures effect this creature.

**Puss in Boots CR 12**

**XP 19200**

NG Small outsider

**Init** +12; **Senses** low-light vision, scent; Perception +21

**DEFENSE**

**AC** 35, **touch** 24, **flat-footed** 23 (+3 armor, +1 deflection, +11 Dex, +1 dodge, +8 natural, +1 size)

**hp** 159 (10d10+100)

**Fort** +16, **Ref** +19, **Will** +11;

**Defensive Abilities** evasion; **DR** 10/silver;

**OFFENSE**

**Speed** 30 ft., climb 20 ft. leap

**Melee** bite +18 (1d4+7 plus grab), 2 claws +18 (1d2+7), or +3 Vicious Rapier +25/+20 (1d6+15+2d6 (1d6 to puss) (18-20))

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

**Special Attacks** favored enemy (outsiders (Demon) +6, Humans +2, undead +2), pounce, rake (2 claws +15, 1d3+5)

**Spell-Like Abilities** (CL 10th; concentration +12) At Will-charm animal (cats only, DC 15)

**STATISTICS**

**Str** 24, **Dex** 34, Con 28, **Int** 20, **Wis** 26, **Cha** 22;

**Base Atk** 10; **CMB** 18; **CMD** 41

**Feats**
 Agile Maneuvers, Weapon Finesse, Monstrous Finesse, Weapon Focus,
Toughness, Improved Toughness, hearty stock, Vital Strike, Improved
critical, Destroyer's Finesse

**Skills** Acrobatics
+23, Climb +28, Handle Animal +19, Knowledge (nature) +18, Perception
+21, Sense Motive +18, Stealth +30, Survival +21; **Racial Modifiers** +5 Acrobatics when jumping, +4 Stealth in undergrowth

**Languages** Common, Sylvan; speak with animals (cats only)

**SQ** favored terrain (jungle +4, plains +2), hunter's bond (leopard), swift tracker, track +5, wild empathy +12, woodland stride

**Sneak attack:** +3d6

**Illusion Hunt:** 2/day DC: 26

**Aero Striker:** 2/day

**EVILITIES: Chivalry:** When you are the only creature targeting an enemy, you can use the dueling parry ability.

**Duelist:** Always deal 2X Dexterity modifier on damage to the first attack against the first creature in combat.
Absolute Combo

**Level:** Monk 9

**Spell Resistance:** no

Your fists are charged with energy and you slam into a foe lifting them
in the air, again and again you hit, and on the third strike you steal
their essence and it becomes your own before you launch them into
oblivion. As a full round action, make a full attack against a single
enemy, each hit deals an additional 3d6 force damage, if you defeat or
kill your enemy with this attack, you can take a full round's worth of
actions immediately. This can only be used once per round.
Alchemical Guardsman Reincarnation

**Studied Insight (Ex):**

This ability does not stack with it's self and does not
apply any additional bonuses.

**Alchemical Field**
Medic (Ex):

This ability does not stack with it's self and does not
apply any additional bonuses other than it being based on your new level.

**Combat Medic (Ex)**

This ability is not altered in any way.

**Knowledgeable Defense Against Disease and Poison (Ex)**

This ability does not stack with it's self and does not
apply any additional bonuses other than it being based on your new level.

**Detect Poison and Disease (Sp)**

This ability is not altered in any way.

**Field Surgery (Ex)**

Alchemical Guardsman's Field surgery increases as if you were an Alchemical
Guardsman of your own level -8. This does not count the maximized hit dice that
are gained at 1st level of reincarnation. You also gain an additional 3 uses
per day of it.

**Lesser Spell Bane (Su):**

This ability is not altered in any way.

**Alchemical Smite (Ex):**

Alchemical Guardsman's Alchemical Smite ability increases as if you were an
Alchemical Guardsman of your own level -8. This does not count the maximized
hit dice that are gained at 1st level of reincarnation. You also gain an
additional 3 uses per day of it.

**Improved Alchemical Smite (Ex)**

This ability is not altered in any way.

**Witch Smite (Su)**

This ability is not altered in any way.

**Greater Alchemical Smite (Ex)**

This ability is not altered in any way.

**Paragon Alchemical Smite (Ex)**

This ability is not altered in any way.

**True Alchemical Smite (Ex)**

This ability is not altered in any way.
Chainspike Batting

**Level:** Axes/Hammers/Flails
3

**Spell Resistance:** no

You toss a Kusarigama,
Flail, Bear trap, or spiked chain in the air and hit it like a baseball at your
foe. You must be wielding an axe, hammer, or flail, And have a flail or
beartrap flail on your person other than the one you're attacking with. As a
full attack action, you make a single attack with your hammer within your reach
+50 feet. This attack can be a vital strike. If your attack hits, you deal
normal damage, as well as the damage you would have dealt if you also struck
with the other flail, applying any effects you had applied to the first so long
as they aren't abilities with limited uses. (For example if you use a vital
strike and power attack, they apply to the second set of damage, however if you
used the exodus smite it doesn't apply to the 2nd attack). If this attack is a
critical hit, both are. Creatures struck by this must make a reflex saving
throw DC: 13+Strength modifier or be knocked prone.
Cat Strike

**Level: Nekomata 1**

**Spell Resistance:** no

With a punch, kick, combo and a powerful uppercut, you send your
opponent’s jaw to the moon. Make a full attack on one opponent. If you
hit with at least 2 attacks you deal an additional number of damage
equal to +1 for every level you possess (Max +20). The opponent must
make a fortitude save DC: 11+ Strength modifier or be stunned for one
round.
Chaos Fire

**Level:** Nosferatu 3

**Spell Resistance:** yes

Rising into the air, the Vampire channels the destructive flame magics
within his hands before releasing a barrage of horrid fire blasts. As a
standard action, Any One creature, as well as an additional creature for
 every 2 levels you possess (None of which can be more than 30 feet
apart). Within 60 feet of you is targeted by these flaming orbs. Each
creature targeted must succeed in a Fortitude saving throw DC:
13+Charisma modifier or take the Nosferatu's normal damage. A successful
 save cuts the damage in half. Regardless of the saving throw, it has
these secondary effects. The Orbs strike one creature initially, then
spring to other targets. Each orb deals 1d4+1 points of fire damage. One
 orb strikes the primary target per two caster levels, to a maximum of
ten orbs (dealing 10d4+10 points of damage). After the orbs strike, they
 ricochet to a number of targets up to the number of orbs created by the
 spell. Each secondary target takes 1d4+1 points of damage, as if struck
 by a single magic orb. You choose secondary targets as you like, but
they must all be within 30 feet of the primary target, and no secondary
target can be struck more than once. You can choose to affect fewer
secondary targets than the maximum (to avoid allies in the area, for
example). The orbs strike unerringly, even if the targets are in melee
or have anything less then total cover or concealment. You cannot single
 out specific parts of a creature to strike.
Around the Moon

**Level:** Polearm/Spear 8

**Spell Resistance:** no

Slamming your spear into your enemy's chest, you fling it with deific
strength, riding it with your foe through the atmosphere and past the
moon, dragging their face on it's rocky surface before circling around
and slamming back into the planet with a devastating blast. Make a
single attack against an enemy. If this attack hits you deal critical
damage as well as an additional 10 damage per level (Max 200 damage),
Unless the character succeeds in a successful fortitude saving throw
DC:18+Strength modifier for 10d6+1 damage per level (Max+20). Creatures
struck by this technique that fail their saving throw can be moved to
any one space within 30 feet of the attacker.

**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.
Biting Ice Blade X

**Level: Paladin 4**

**Spell**
Resistance: yes

When using Vacuum slice X, you summon the sword of ice and freeze your foe
over in a massive spiked cluster of jagged ice that is crushed ontop of them
with the final explosion of energy. As a full attack action, make a single
ranged touch attack against a single enemy within 30 feet. If this attack hits,
you deal normal damage and the enemy must make a fortitude saving throw DC: 14+
Strength or Charisma modifier. If they fail they take 1d10+2 damage to their
Dexterity score and are stunned for 1 round. If they succeed in their saving
throw they are instead staggered for 1 round.

***MYTHIC:***
***By expending a use of mythic power when using this technique, you can***
increase the damage dealt by 1d6 for every mythic tier you possess.
Ailment Barrier

**Level: Cleric 4**

**Spell**
Resistance: yes

A Blue energy box surrounds your ally, keeping them from being affected by
the negative effects of many enemies. As a standard action, select one creature
per 3 levels within 30 feet of you. That enemy becomes resistant to 1 status
ailment per 2 levels (Max 5).This grants a +1 bonus per 2 levels (Max +10) to
saves against that ailment. These ailments can be blinded,
confused,
dazed,
dazzled,
deafened,
diseased,
exhausted,
fatigued,
feebleminded*,*
insanity, nauseated,
poisoned,
sickened,
stunned,
negative
levels, and Depraved. This does not cure the ailments, it just makes
creatures resistant to said ailments. This lasts for 4 rounds.
Animate Dead, Lesser

**School** Necromancy; **Level** Cleric 3, Necromancer 3, Sorcerer/Wizard 3

**CASTING**

Casting Time 1 standard action

Components V, S

**EFFECT**

**Range** touch

**Area** one humanoid corpse touched

**Duration** permanent

**Saving Throw** none; Spell Resistance no

**DESCRIPTION**

Placing your hand on a corpse you instill it with death energy, raising
it as a creature of undeath. The creature is raised as a zombie monster
under your control. The Zombie has only two hit dice, and possesses the
same ability scores of the original creature. The Zombie however has no
intelligence score and therefore loses all feats and skill points, but
still retains it's zombie special attacks.
Boxer Kitty

**Level:** Nekomata 9
 **Spell Resistance:** no

You release a blinding barrage of explosive fists that pepper the enemy
and strike every vital point, Seconds later their cell structure
collapses and they explode in a blast of fury. Make a full attack on the
 enemy with an extra attack at your highest base attack bonus. You deal
normal damage with each attack as well as an additional 10 damage. If
you hit at least 3 attacks, the enemy must make a fortitude saving throw
 DC: 19+ Strength modifier, or take 10 damage per level (+200 max). If
the enemy succeeds they take 5d6+1 per level (Max +20). Enemies whom are
 slain by this technique are disintegrated and a Fireball spell, cast at
 the Nekomatta's caster level is instantly cast centered on the enemy's
position.
Armor Enchantments

**Wakey**

**Cost: +1**

**Creation:** Craft Magic Arms and
Armor, Sleep, Cost +1

Made of
little syringes filled with caffeine. 3 times a day when you would be effected
by an ability that would put you to sleep, you can instead choose to resist the
effect and instead be sickened for 1 round.

**Miracle**

**Cost: +2**

**Creation:** Craft Magic Arms and
Armor, Shield of faith, Cost +2

It's a
miracle you survived that one. Once per day when you are struck by a critical
hit or a sneak attack, you can make it a normal hit instead.

**Guts**

**Cost: +2**

**Creation:** Craft Magic Arms and
Armor, Bear's endurance, Cost +2

You're full
of vigor and fighting spirit! WHAT DO YOU HAVE? GUTS! You gain a bonus to
fortitude saving throws equal to your enhancement modifier, and you gain +1
hitpoints per hit dice while this is equipped.

**Super Guts**

**Cost: +3 (And Guts Enchantment)**

**Creation:** Craft Magic Arms and Armor, Bear's endurance, False Life, Cost +4

You're full of even more vigor and fighting spirit than before! You gain a number of hit points per hit dice equal to your enchantment modifier. Once per day, when an effect would force you to make a reflex saving throw, you can instead make a fortitude saving throw.

**Hi-Tech**

**Cost:** +3

**Creation:** Craft Magic Arms and
Armor, Fox's Cunning, Cost +3

Your armor
is high tech and has all of the niftiest gadgets. This can only be applied to
armor. You use your intelligence modifier instead of your dexterity modifier to
determine your armor class. This still counts things like Maximum Dexterity bonus,
you just use your intelligence for your armor class instead of dexterity.

**Hero**

**Cost: +2**

**Creation:** Craft Magic Arms and
Armor, Heroic fortune, Cost +2

You have
Hero armor. The perfect armor for a heroic person! When you are attacked by an
evil creature, you can make an attack of opportunity against that creature as
an immediate action so long as the creature is within the range of your weapon.
This can be used 3 times/day. In addition, you gain a +1 bonus to any use of a
hero point while this armor is equipped.
Booming Meow Kick

**Level:** Slumber Cat Magichange 7

**Spell Resistance:** yes

Flinging the yarn ball, the cat
leaps and catches it, kicking it faster and faster until it is engulfed in
flames and collapses into a star. You then punch it at the enemy, and it
swerves to the sky, taking the enemy off into the wild blue and explodes, lighting
up the sky for miles. As a standard action, Creatures within a 30 foot burst
located anywhere within 60 feet must make a reflex saving throw DC:
17+Dexterity modifier or take normal damage as well as an additional 2d4 damage
per level (Max 20d4). Creatures that fail their saving throw take normal damage
and are blinded for 1 round per level. Creatures that succeed take 1/2 damage
and are blinded for 1 round. The blinding effect still hits the creatures if
they have evasion. This technique also creates the effect of a daylight spell
after it goes off, but it's bright light is in a 200 foot radius and only lasts
1 round per level.
Axes, Flails, and Hammers

The category of weapons is actually a collection of many different weapons. These weapons are Kinds of Axe such as the battleaxe, dwarven waraxe, greataxe, handaxe, heavy pick, light pick, orc double axe, and throwing axe.

Also listed are Hammers and Flails, These include dire flail, flail, heavy flail, morningstar, nunchaku, spiked chain, whip, club, greatclub, heavy mace, light hammer, light mace, and warhammer.

All of these weapons qualify to utilize "Axe" Techniques.

# **LEVEL 1**

Hammer Strike (Morning Star Synergy)

Skull Crush (Greataxe Synergy)

# **LEVEL 2**

Hammer Attack (Warhammer Synergy)

Boulder Crush

Head Splitter

# **LEVEL 3**

Miracle Shot (Morning Star Synergy)

Skull Splitter

Spiky☆Punch

Spin Break (Great Axe Synergy)

☆Sandwich

Big Swing Slicer

Seesaw Axe

Ball Swing (Morning Star Synergy)

Wild Crescent

Chainspike Batting (Flail Synergy)

# **LEVEL 4**

Hammer Dance (Warhammer Synergy)

Deadly Rave (Morning Star Synergy)

Boomerang Axe

Lightning Hammer (Warhammer synergy)

Super Back Spin

Rapturous Leaping Hammerfall (Warhammer synergy)

# **LEVEL 5**

Hell Crush (Great Axe Synergy)

Flying Hammer (Warhammer Synergy)

Colossal Fissure

RIP

Shadow Scythe

Axe Wheel WMD

Silver Slugger

# **LEVEL 6**

Axe Driver (Great Axe Synergy)

Whacka Mole (Warhammer Synergy)

Violent Storm

World Rounder

Catastrophe

Dynamic Moon

Yo Yo Trick

# **LEVEL 7**

Le Rock (Great Axe Synergy)

Gaia Dance (Morning Star Synergy)

Hammer Impact (Warhammer Synergy)

Graviton Bomb

Twin Tomahawks

Plasma Sky

# **LEVEL 8**

Gelato Slicer (Great Axe Synergy)

Cross Slash (Great Axe Synergy)

Gravitation Flare

Graviton Flare

Demon Annihilation

ElDiablo

Cross Slash

# **LEVEL 9**

Meteor Axe (Great Axe Synergy)

Calamity Drive

Illusive Quake

God Scraper

Destroyer

Honest Woodsman
Cat Scratch

**Level:** Nekomata 2

**Spell Resistance:** no

You summon the kitty girl and she scrapes her claws along the blade
destroying your opponent’s ears and sending them to lala land before you
 beat the everloving crap out of them. The opponent must make a
fortitude save, DC: 12+dexterity modifier, or take 1d4 sonic damage per
level (Max 10d4). After this, make a full attack on your opponent. If
the opponent failed the saving throw, he is put to sleep for 1d4 rounds
afterward.
Bite Catcher

**Level:** Ghost 2

**Spell Resistance:** yes

Summoning a large orb of ectoplasm, you engulf your enemy and lift them
high into the air before detonating the bomb within. Make an attack
against your opponent's Grapple CMD at a +2 Circumstance bonus. If this
attack hits the enemy takes normal damage, as well as 1d6+1 fire damage
per level (Max 1d6+20).
Blade Bash

**Level:**
Polearm/Spears 2

**Spell**
Resistance: no

Stabbing through several foes, you lift them all
into the air and slam them all into the ground. As a standard action, make a
single attack on every creature in a 15 foot line. If it hits, you deal normal
damage as well as an additional 2d6+1 per level (Max 2d6+20). Creatures struck
must make a reflex saving throw DC: 12+ Strength modifier or be knocked prone.
Aqua Demon Spells by Level

**1st-Level**

Ice

Acid Splash

Detect Magic

Detect Poison

Read Magic

Ray of Frost

Jolt

Shock Shield

Corrosive Touch

Grease

Icicle Dagger

Obscuring Mist

Shocking Grasp

Ray of Enfeeblement

Ray of Sickening

**2nd-Level**

Resist Energy

Fog Cloud

Touch of Idiocy

Defensive Shock

Elemental Touch

Frigid Touch

Frost Fall

Bear's Endurance

Bull's Strength

Snow shape

**3rd-Level**

Mega Ice

Protection from Energy

Resist Energy Communal

Sleet Storm

Lightning Bolt

Displacement

Slow

water breathing

versatile weapon

**4th-Level**

Ice Storm

Wall of Ice

Lesser Globe of invulnerability

Protection from Energy Communal

Confusion

Ball Lightning

Call Lightning

**5th-Level**

Giga Ice

Geyser

Cone of Cold

Icy Prison

Lightning Arc

Transmute Rock to Mud

Transmute Mud to Rock

**6th-Level**

Ice Crystal Teleport

Cold Ice Strike

Chain Lightning

Freezing Sphere

Control Water

Call Lightning Storm

**7th-Level**

Omega Ice

Ice Body

Vortex

waves of exhaustion

**8th-Level**

Seamantle

Polar Ray

Stormbolts

**9th-Level**

Tsunami

Mass Icy Prison

Ride the lightning
Aqua Demon Reincarnation

**Spells:** When you gain a new level as an Aqua Demon, you gain 1 additional Aqua Demon 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.

**Domains:** You gain two additional domains from that list as well as their powers.

**Blindness:** The bonuses increase the listed amount.

**Defense Field:** Select the other kind of defense field to have active.

**Dagon:** This ability can be used twice per day.
Cat Kick Teaser

Level: Slumber Cat 2

Spell Resistance: no

When activating this technique, you can do so in one of the following ways.

*Cat Kick Teaser:* Tossing your foe in the air, you bat them around like a yarn ball before you let them slam into the ground. As a standard action, Make a single attack on your opponent at your highest base attack bonus. if this attack hits you deal normal damage as well as 1d6+1 damage per level (Max +20). A successful fortitude saving throw DC: 12+ Dexterity modifier halves the damage.

*Rolling Hairball:* Knocking your enemy into the air, you catch them on your yarn ball, kicking and turning the ball as it slowly begins to light on fire. You then kick your enemy and the ball into the air and let it fall to the ground with a thud. As a standard action, Make a single attack on your opponent at your highest base attack bonus, This attack can be a vital strike. If this attack hits you deal normal damage as well as 1d6+1 damage per level (Max +10). This damage is fire damage. A successful fortitude saving throw DC: 12+ Dexterity modifier halves the damage.