recursal/Fanatic-Fandom huggingface dataset:
Lovely Heart Breaker

**Level:** Succubus 6

**Spell Resistance:** no

Taking aim at your enemy, you channel your lust and charm into a single
heart shaped energy burst that explodes in a line towards your foes. As a
standard action, enemies within a 80 foot line must make a will saving throw
DC: 16+ Charisma modifier. Creatures in this line take normal damage as well as
an additional 1d6 damage per level (Max 15d6). They are also effected by a
murderous command spell. Creatures that succeed in their saving throw take 1/2
damage.
Metamagic Item

**Transmutation**

**Level:** Merchant 3

**Components:** V, S

**Casting Time:** 1 round

**Range:** Touch

**Target:** Spell trigger magic item touched

**Duration:** 1 round/level (Or until Discharged)

**Saving Throw:** Will negates (harmless, object)

**Spell Resistance:** Yes (harmless, object)

You temporarily apply a metamagic feat you know to a single spell
contained within a spell trigger item. For the duration of this
infusion, anyone who casts that spell from the item can choose to gain
the benefit of that metamagic feat. For example, you could imbue a wand
of fireballs with the Empower Spell feat or apply the Maximize Spell
feat to the cone of cold spell in a staff of frost. You gain 1 metamagic
 charge during the duration of this spell, +1 for every 6 levels you
possess.
Kitsune Spells by Level

**1st-Level Kitsune Spells**—arcane mark, Burning Hands, Snapdragon Fireworks, bleed, dancing lights, daze, detect magic, detect poison, guidance, light, mending, message, putrefy food and drink, read magic, resistance, spark, stabilize, touch of fatigue, Silent Image, Crafter's Fortune, Divine Favor, Star, Fire

**2nd-Level Kitsune Spells**— Aid, Burning Gaze, Flaming Sphere, Scorching Ray, Spontaneous Immolation, Boiling Blood, Pyrotechnics, beguiling gift, cause fear, charm person, command, Command Undead, dancing lantern\*, death knell, detect secret doors, hypnotism, identify, ill omen, mage armor, mask dweomer, Detect Thoughts, Suggestion, Unnatural lust, Invisibility, Blessings of Luck and Resolve

**3rd-Level Kitsune Spells**—Flame Arrow, Flash Fire, daze monster, enthrall, false life, glitterdust, hidden speech, hold person, perceive cues, scare, see invisibility, status, touch of idiocy, zone of truth*,* Charm Monster, Vampiric Touch, Major Image, Beacon of Luck, Prayer, Mega Fire, Mega Star

**4th-Level Kitsune Spells**— Fire Shield, Wall of Fire, Firefall, animate dead, arcane sight, bestow curse, clairaudience/clairvoyance, dispel magic, glyph of warding, locate object, nature's exile, remove blindness/deafness, remove curse, remove disease, screech, seek thoughts, share senses, speak with dead, suggestion, tongues, twilight knife, Plague carrier, Greater Invisibility

**5th-Level Kitsune Spells**— Fire Snake, arcane eye, black tentacles, charm monster, crushing despair, dimension door, discern lies, divination, fear, geas (lesser), locate creature, minor creation, moonstruck, neutralize poison, phantasmal killer, scrying, secure shelter, sleepwalk, solid fog, Giga Fire, Giga Star

**6th-Level Kitsune Spells**—Contagious Flame, break enchantment, contact other plane, dominate person, feeblemind, hold monster, major creation, prying eyes, telepathic bond, teleport, waves of fatigue, Mislead, Blessings of Luck and Resolve Mass

**7th-Level Kitsune Spells**— Delayed Blast Fireball, Arcane Cannon, Firebrand, Destruction, analyze dweomer, dispel magic (greater), geas/quest, guards and wards, legend lore, suggestion (mass), symbol of fear, symbol of persuasion, transformation, true seeing, unwilling shield, Ethereal Jaunt, Greater Teleport, Omega Star

**8th-Level Kitsune Spells**— Incendiary Cloud, arcane sight (greater), hold person (mass), plane shift, power word blind, regenerate, scrying (greater), teleport object, vision, waves of exhaustion, Tera Star

**9th-Level Kitsune Spells**— Meteor Swarm, Fiery Body, antipathy, charm monster (mass), demand, discern location, irresistible dance, mind blank, prying eyes (greater), trap the soul, astral projection, dominate monster, hold monster (mass), soul bind, Miracle, Peta Star
Keeper of Abyss

**Level:** Shinigami 9

**Spell Resistance:** yes

The enemies before you are dragged into the realm of dead souls where
necromancers gain their power. You are a master of this realm and you
show your enemies by crushing them. Your huge visage flings them deep
into oblivion, only to bring them back grinding on your twirling blade
before you release them back into their world. As a full attack action,
You make a single attack against every creature in a 30 foot cone. You
gain an additional 4d12 to damage as well as an additional 1d6 damage
per level (Max 20d6). A successful fortitude saving throw DC:
19+Charisma modifier halves the damage. Creatures who fail this saving
throw are also shaken and sickened until the end of the encounter.
Creatures whom were already shaken or sickened before being struck by
this technique take 1d4+2 damage to either their Intelligence, Charisma,
 or Wisdom scores.
Kitty Rampage

**Level:** Nekomata 2

**Spell Resistance:** no

With a ferocious lunge forward, you land two blows on your enemy before
finishing them off with a fierce uppercut. As a full attack action, make a full
attack against a single enemy (to a maximum of 3 attacks). Every hit that you
land deals normal damage as well as an additional 2d4. The final attack can be
a vital strike. Instead of 2d4 you deal an additional 3d6 damage. Creatures
struck by all attacks must make a fortitude saving throw DC: 12+ Strength
modifier or be stunned for 1 round.
Megagun Launcher

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

**Spell Resistance:** yes

launching a beam of light into the sky, it summons a gigantic mechanical
 version of your own gun individually onto it and fly recklessly at your
 opponent before firing a massive burst of energy utterly disintegrating
 them. As a standard action, Creatures within a 60 foot cone must make a
 successful Reflex saving throw DC:17+Dexterity modifier or take normal
damage as well as 1d8 force damage per level (Max 15d8). Creatures that
succeed their saving throw take 1/2 damage.

*Empower:* By expending another technique per day, you can double this technique's range.
Merchant Infusions by Level

**= 1st Level =**

Animate Rope

Arcane Mark

Bless Water

Break

Curse Water

Detect Poison (objects only)

Energy Alteration

Enhance Item, Lesser

Erase

Expeditious Excavation

Feather Fall

Grease

Hold Portal

Inflict Light Damage

Light

Magic Aura

Magic Mouth

Magic Stone

Magic Vestment

Magic Weapon

Make Whole

Purify Food and Drink

Repair Light Damage

Resistance

Shield of Faith

shocking-grasp (Constructs and objects only)

Skill Enhancement

Undetectable Alignment

**= 2nd Level =**

Align Weapon

Arcane Lock

Bear's Endurance

Bull's Strength

Cat's Grace

Chill Metal

Continual Flame

Darkness

Flame Arrow

Eagle's Splendor

Fox's Cunning

Heat Metal

Inflict Moderate Damage

Invisibility

Knock

Levitate

Misdirection

Owl's Wisdom

Repair Moderate Damage

Rope Trick

Shatter

Toughen Construct

**= 3rd Level =**

Absorbing Touch

Construct Energy Ward

Daylight

Deeper Darkness

Explosive Runes

Fire Trap

Glyph of Warding (objects only)

Illusory Script

Inflict Serious Damage

Magic Weapon, Greater

Power Surge

Repair Serious Damage

Secret Page

Sepia Snake Sigil

Stone Construct

Stone Shape

Suppress Requirement

**= 4th Level =**

Construct Energy Ward, Greater

Disrupting Weapon

Enhance Item

Globe of Invulnerability, Lesser

Invisibility, Greater

Inflict Critical Damage

Iron Construct

Item Alteration

Metamagic Item

Minor Creation

Neutralize Poison (Objects only)

Obscure Object

Remove Curse (Objects only)

Rusting Grasp

Secret Chest

Shield of Faith, Legion's

Repair CriticalDamage

Repel Wood

**= 5th Level =**

Destroy Construct

Fabricate

Major Creation

Nondetection

Permanency (Objects only)

Reconstruct

Repel Metal or Stone

Sequester

**= 6th Level =**

Animate Objects

Antipathy (objects only)

Call Construct

Enhance Item, Greater

Globe of Invulnerability

Glyph of Warding, Greater (objects only)

Hardening

Move Earth

Refuge

Sympathetic Vibration

Sympathy
Monk Reincarnation

# **MONK**

**AC Bonus:** A Monk gains the listed bonus from the armor class bonus again, however it does not gain it's wisdom modifier to armor class a second time.

**Flurry of Blows:**  The Flurry of blows gains a bonus to attack as the reincarnation bonus to attack rolls, it also resets just as a normal base attack bonus does.

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

**Monk Bonus Feats:** This works as the listed ability. A Monk must select feats it does not already possess.

**Stunning Fist:** A Monk gains an additional 2 uses of stunning fist per day, otherwise it works as the usual effect.

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

**Fast Movement:** This works as the listed ability. The monk's move speed increases by the listed amount.

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

**Still Mind:** The Monk's bonus to saving throws against enchantments increases by +2.

**Ki Pool:** The Monk gains an additional 3 ki points. Other than that it possesses no other effects.

**Slow Fall:** Add the number of feet gained from slow fall to the number of feet already possessed.

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

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

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

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

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

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

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

**Quivering Palm:** The Monk gains additional uses of this ability whenever it is listed that he would gain a use of it.

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

**Tongue of the Sun and Moon:** This works as the listed ability. It possesses no additional effects.

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

**Perfect Self:** This works as the listed ability. It possesses no additional effects.
Lantern Cannon

**Level: Spirit of Halloween 6**

**Spell Resistance:** yes

Holding out your hands in the form of finger guns, you fire a plethora of blasts of orange energy shaped like pumpkins that rip through your foes and explode.

This works as scorching ray, however you gain 1 attack per 2 levels, and each attack deals 4d6 fire damage, 4d6 unholy damage, and your normal attack damage.
Magnet Attack

**Level:**
Magnet 2

**Spell**
Resistance: no

magnetizing your enemy to the magnet, you lift them
up and slam them down face first. As a standard action, make a CMB attack
against a single creature within 60 feet. If it hits, it deals damage and the
creature is moved to your location and is treated as if it were grappled. Every
round that the creature remains grappled, you deal normal damage.
Merciful Healer

The merciful healer is a master of battlefield revivification, sustaining and restoring allies to keep them in the fight.

**Starting Evilty:**

**Base Hospital** Allies within 30 feet of the Merciful Healer heal 2 hit points at the end of every round

**Willing Healer**

A merciful healer must choose the Healing domain. She does not gain a second domain. If the cleric worships a deity, that deity must be one that grants the Healing domain.

A merciful healer must channel positive energy.

**Channel Energy (Su)**

As the cleric ability, save that a merciful healer must channel positive energy, and when she does, she cannot choose to target undead. This ability is otherwise identical to the cleric ability of the same name.

**Combat Medic (Ex)**

A merciful healer does not provoke attacks of opportunity when using the Heal skill to stabilize another creature or casting healing spells.

**Merciful Healing (Su)**

At 3rd level, a merciful healer can channel positive energy to relieve one or more harmful conditions. The merciful healer chooses one of the following harmful conditions at 3rd level: fatigued, shaken, or sickened. When the merciful healer channels energy she can remove the chosen condition from one living creature that she heals within her channel energy burst. At 6th level, she can choose another condition. It can be one of those she didn’t choose at 3rd level, or one of the following conditions: dazed, diseased, or staggered. She can remove the selected condition or the one she chose at 3rd level from up to two creatures within her channel energy burst. She gains another condition at 9th level, and can choose an above condition or one of the following conditions: cursed, exhausted, frightened, nauseated, or poisoned. She can remove that condition, or a condition she previously chose, from one or two creatures within the burst. Finally, at 12th level, she can choose a lower-level condition or one of the following conditions: blinded, deafened, paralyzed, or stunned. She can remove that condition or one she previously chose from one, two, or three creatures within her channel energy burst. Feats and effects that affect a paladin’s mercy also affect this ability.

**True Healer (Su)**

At 8th level, when a merciful healer channels holy energy, she can choose to apply the benefits of merciful healing or to reroll any 1s when determining how much damage she heals with the holy energy. She must choose which benefit to take before she rolls to see how much damage she heals.

# **Reincarnation**

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

Merciful healer Reincarnation
Light Dance

**Level:** Death 7

**Spell Resistance:** yes

A scissoring beam of light tears through the sky and slices through your
opponents. As a standard action, Enemies within a 60 foot line that can
be placed anywhere within 100 feet of Death must succeed in a Reflex
saving throw DC: 17+ Charisma modifier or take the Death's normal damage
 as well as an additional 1d6 damage per level (Max 20d6). Creatures
that succeed in this saving throw take half damage, creatures that fail
take full damage and they take 1d4 dexterity damage as well.
Jump! Jump! Jump!

School Transmutation; Level Bard 3, Sea Angel 3

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

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

Area one creature

Duration 3 rounds

Saving Throw no; Spell Resistance no

DESCRIPTION

Doing a little dance and encouraging your ally, you grant them a +25 morale bonus to acrobatics.
Jackknife Jr.

**Level:** Lantern 4

**Spell Resistance:** no

Leaping into the air, you land, twirling your blade into your enemy's
skull. As a standard action, Make a single attack at your highest base
 attack bonus. If your attack hits you deal normal damage as well as an
additional 4d8+1 per level (Max 4d8+20), and the creature must make a
fortitude save DC: 14+ Strength modifier. If the creature fails the
saving throw they take bleed damage equal to your sneak attack damage
every round for 1d6+1 rounds.
Land Break

**Level:** Wood Giant 5

**Spell Resistance:** no

Charging energy into the Wood Giant's hands, you channel the ultimate
power of Gaia and rupture the ground in the name of the Earth. As a
standard action, creatures within a line 60 feet long extending from the
 Wood Giant must make a reflex saving throw DC: 15+Constitution modifier
 or take normal damage as well as 1d6 damage per level (Max 20d6).
Creatures that make this saving throw take half damage, Creatures that
fail are knocked prone.
Hyper Suction

**Level:** Devil bear 9

**Spell Resistance:**

You jump to the sky and summon a tree with a glowing honeycomb. After
consuming it, you gain ultimate golden power and turn almost inside out as you
suck the world into your chest, breaking down everything and splitting the
atoms to release everything back into the world as a nuclear beam fired from
your back. As a standard action, make a single attack against all creatures
within a 30 foot cone, if hit, the creature is moved to your square. Creatures
struck take normal damage as well as 1d6 disintegration damage per level (Max
25d6). The creature gains a fortitude saving throw for 1/2 damage, but is still
stuck in your stomach. Every round the creature takes normal damage as well as
1d6 force damage per level (Max 5d6). The creature must deal damage to your
stomach (12 hitpoints per level) with a light or natural weapon, or escape your
mouth with a successful grapple or escape artist check. You can eject the
creature as a standard action by hitting their grapple CMD while they are
inside of you. This deals double damage as well as 1d10 damage per level (Max
20d10) to all creatures in a 120 foot line emerging from behind you. Creatures
in this line must make a Reflex saving throw DC: 19+ Strength modifier for half
damage. Creatures inside the Bear also take this damage but must make a
fortitude saving throw instead, and they take 5d10+1 per level (Max 5d10+10) on
a successful save. Regardless the creatures are placed at the end of this line
and prone when the technique ends. This lasts for 1 round per level or until
the creatures are ejected.
Moon Spike

**Level: Flora Beast 9**

**Spell Resistance: yes**

Flinging the Alraune weapon into the heavens it slams into
the moon and imbeds it's self like a leafy doom pod and quickly grows from the
cosmic rays into a massive sentient planetoid beast that lashes out and picks
off your foes from the blackness of space. As a full round action, you create a
space 50 feet wide per level (Max 1,000 feet at 20th level). Once per round you
can take a swift action to make an attack against every creature in a 10 foot
area within this mass. The attack uses your highest base attack bonus and deals
normal damage +8d8. If the creature is struck it must make a reflex saving
throw DC:19+ Dexterity modifier or be knocked prone. When this attack strikes,
creatures whom can see it must make a will save of the same DC or be shaken for
1d6 rounds. Alternativly, you can take a standard action to make a single
attack on one enemy per 4 levels you possess that deals this damage. If you
take a full round action, you can attack 1 enemy per 2 levels with this attack.
This lasts for 1 round per 2 levels.
Merchant Reincarnation

# **MERCHANT**

**Infusions:** Beginning at 1st level, When you gain a new level as a Merchant, you gain 1 additional merchant infusion you use cast per day. In addition, when you gain another infusion level, you gain another infusion per day for that spell level and every infusion level before it to a maximum of 3 additional infusions per day for most infusion slots.

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

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

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

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

**Merchant Bonus Feats:** This works as the listed ability. It possesses no additional effects. If a character already possesses these feats they gain no benefit.

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

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

**Metamagic Spell Trigger:** This works as the listed ability. It possesses no additional effects.

**Additional Ring:** This ability works as the listed ability, granting the Merchant extra slots to place rings on his body.

**Heroic Charged Items:** This works as the listed ability. It possesses no additional effects.

**Metamagic Spell Completion:** This works as the listed ability. It possesses no additional effects.

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

**Hasten Infusion:** The Merchant gains 1 additional use per day of this ability, the Merchant gains additional uses of the Hasten Infusion ability as listed.

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

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

**Paragon Merchant:** This works as the listed ability. It possesses no additional effects.
Magic Comet Slash

**Level:**
Polearm/Spears 6

**Spell**
Resistance: Yes

Flying out to space, you create a wave of sealing
circles, pulling replicas of your deadly spear from alternate realities. They
fire downward, igniting and combining into one weapon that crashes into the
planet below and destroys waves of your enemies. As a standard action,
creatures within a 30 foot cone extending from you take normal damage as well
as 1d4+1 damage per 2 levels (Maximum 10d4+10). Half of this damage is fire
damage and half is divine damage. The missile strikes unerringly, even if the
target is in melee combat, so long as it has less than total cover or
total concealment.
Specific parts of a creature can't be singled out. Objects are not damaged by
the technique.
Monster Techniques

# **Monster Class Techniques**

Aqua Demon Techniques

Baciel Techniques

Bioroid Techniques (Mecha Devil Humanoid Class Archetype)

Desco Unit Techniques

Dark Knight Techniques

* Golem Techniques

Devil Bear Techniques

Dragon Techniques

* Holy Dragon Techniques

* Serpent Techniques
* Two Headed Dragon Techniques

Eryngii Techniques

Fairy Techniques

Flora Beast Techniques

GargoyleTechniques

* Leotaur Techniques

Hundred Knight Techniques

Marionette Techniques

Moth Man Techniques

* Imp Techniques
* Red Imp Techniques

Mystic Beast Techniques

Nekomata Techniques

Orc Techniques

Pincer Shell Techniques

Prinny Techniques

Rabbit Knight Techniques

Roc Techniques

* Evil Eye Techniques

Sea Angel Techniques

Shinigami Techniques

* Anubis Techniques
* Death Techniques

* Ghost Techniques

Slime Techniques

Slumber Cat Techniques

Succubus Techniques

* Kitsune Techniques
* Nosferatu Techniques

Super Robo Techniques (Mecha Devil Monster Class Archetype)

Treant Techniques

Zombie Techniques

# **Monster Prestige Class Techniques**

Dragonshroom Techniques

FaeryTechniques
Flame God Techniques

Galactic Demon Techniques

Great Wyrm Techniques

KillRider Techniques

Lantern Techniques

Manticore Techniques

Nether Noble Techniques

Pringer X Techniques

Skeletal Dragon Techniques

Wood Giant Techniques

# **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.

Monster Combination Techniques
Love and Destroy

**Level:** Succubus 2

**Spell Resistance:** yes

You leap into the air and do a pose so sexy that the universe it’s self
launches hearts from it’s deepest recesses. As a standard action, one
opponent within 15 feet must make a will save, DC: 12+ Charisma
modifier, you take damage equal to the succubus’s natural attack and you
 are also charmed as per the charm monster spell for 1 round per level.
Love Field Effect

**Level: Celestial Host 9**

**Spell Resistance: no**

Summoning a divine shield, it protects you from the damaging effects of
other enemies whom would try to bring you harm. As a full round action, you
gain a shield. This grants you 1d10 temporary hitpoints per level (Max 15d10).
These do not stack with temporary hitpoints gained already from this source.
While you have these temporary hitpoints, you also gain damage reduction 5/-
and energy resistance 5 to acid, fire, sonic, electricity, and frost. This shield
lasts for 1 minute per level

**Tag Team:** If another celestial
host uses this technique at the same time as you do, or if a human in the area prays
and gives you their strength, you gain +1 additional temporary hit points per
hit die.

***MYTHIC:***
By spending a use of mythic power, a Celestial host can use this
technique on another creature or object within sight. This also increases the
hit points granted to 1d12 per level and increases the DR and resistance by an
amount equal to 1/2 of your mythic tier. By spending two uses of mythic power,
the celestial host can effect up to 1 creature per mythic tier with this
technique, it requires additional creatures prayers for each creature however.
By spending 5 uses of mythic power, a celestial host can affect 100 creatures
per mythic tier with this effect but needs prayers for each creature that needs
the love field.
Judgment Rendesvous

**Level: Succubus 8**
(Magichange)

**Spell Resistance:**

Encasing your enemies in a cross of sacred symbols and dark
energy, you nail them to the sky as you and your ally weave through the enemy's
bodies through the sky in a graceful display of carnage. As a standard action,
select 1 creature per level within 40 feet of you. That creature must make a will
saving throw DC: 18+ Charisma modifier. if the creature fails it's saving throw
it takes normal damage as well as an additional 1d6 damage per level (Max
10d6). In addition, it is lifted 10 feet in the air per level and held there.
The creature cannot move for 1d4 rounds. It can still make attacks, it just
cannot move from it's location. If the creature is targeted by an enchantment
spell while they are held in the air like this, they take a -8 penalty to their
save against it.
Kitty Cat Hoop

**Level:** Slumber Cat 4

**Spell Resistance:** yes

Rolling into a hoop made of energy, you dash through your enemies like
an adorable little chariot. Make a full attack against a single enemy,
your attacks are considered touch attacks and you deal an additional 2d6
 damage on every strike. If all of your attacks hit you deal an
additional 4d6 damage.
Libra Piasso

**Level:** Close Monk/Double 7

**Spell Resistance:** no

Summoning an energy disk, you fling your opponent skyward before using
the energy as a sword, spear, nunchaku and tonfa to decimate the enemy.
Make a full attack against a single enemy with an additional attack at
your highest base attack bonus. Each attack deals an additional 2d6
damage and every attack is a touch attack.
Magnetic Blast

**Level:** Galactic Demon 6

**Spell Resistance:** yes

Charging the orb on it's stomach and Firing three arcing blasts of
electricity, the Galactic demon fries it's foes. Creatures within a 30
foot cone in front of the Galactic demon must succeed in a DC:
16+Strength modifier reflex saving throw or take normal damage as well
as 1d6 electricity damage per level (Max 20d6). Creatures that succeed
take half damage and creatures that fail take full damage and are
stunned for 1 round.
Kagenui

**Level Ninja** 5

**Spell Resistance:** no

Charging your weapon with electricity, you throw it at your enemy's
feet, stunning them for just long enough that you can take them down.
Make a ranged touch attack against an enemy within 30 feet. If this
attack hits, deal normal damage, and the enemy must make a fortitude
saving throw DC: 15+ Charisma modifier or be stunned for 1d4+1 rounds.
The enemy also takes 1d6 dexterity damage on a failed save.
Kitty Brain Blast

**Level:** Nekomata 4

**Spell Resistance:** no

In a flurry of roundhouse kicks you knock your enemies away from you. As
 a full attack action, Make an attack on all adjacent enemies at your
highest base attack bonus. If the attack hits you deal critical damage
(Multiplier increases by 1 on an actual critical hit), and the enemy is
knocked back a number of feet equal to twice the damage you dealt.
Falling damage is calculated normally. A successful fortitude saving
throw DC: 17+ Strength modifier is needed or the enemy is stunned for 1
round and staggered the following round.
Madness Burst

**Level: Chaotic/Evil/Neutral**
Alignment/Dark Amalgamation/Insane/Madness domain/Aberrant Bloodline 7

**Spell**
Resistance: yes

A pitch black burst of hellish energy erupts around
you, sapping your strength from you. This can only be used while Aura of Black
Madness is active. While active, you can use this as a full round action. The
aura expands to 60 feet and all creatures in the area must make a will saving
throw DC: 17+ Charisma modifier. Creatures that fail have all magic spells and
techniques dispelled. Creatures who failed their saving throw also take 1
negative level and normal damage from the user of this technique. On a
successful saving throw, the durations of all of your spell or technique
abilities are just cut in half.
Mothman Coaster

**Level:** Moth Man 9

**Spell Resistance:** no

Summoning a massive line of boosting energy rings, you dash through them
 forcing your enemy down this wormhole of demise through loops and water
 and finally slamming your enemy into the ground in a massive explosion.
 As a standard action, Make a single attack against every enemy in a 60
foot line. Creatures struck by this attack must make a fortitude saving
throw DC:19+Dexterity modifier or take normal damage as well as an additional 2d6 damage per level (max 40 d6).
 Creatures that succeed this saving throw take 10d6+1 per level (Max
+20). Creatures that succeed this save are also staggered for 1 round,
creatures that fail are prone, and stunned for 1d6 rounds, and they are effected by a dimension door spell. If the mothman would like, the Mothman can go with the creature to their dimension door destination. Regardless, the mothman chooses where the teleportation ends.
Lightning Flash

**Level:** Bow/Thrown 8

**Spell Resistance:** yes

You fire an arrow into the sky, allowing it to be knocked around by
mystic lightning, building speed and power before directing it into your
 enemy's skull. As a full round action, Make a full attack against an
enemy, every attack that hits deals critical damage, and it's damage type becomes lightning damage. If you hit with 3 attacks you deal an additional
 number of damage equal to your normal damage + 1 1/2 your dexterity
modifier.
Empower: By expending another technique per day, you can double this technique's range.
Killer Storm

**Level: Paladin 3**

**Spell**
Resistance: yes

When using Killer spin, you summon a blade of green, wind energy and use it
to create a tornado as your foe spins, grinding them faster into your blade. As
a full attack action, you make a single attack against a creature within your
reach. If it hits, you deal normal damage as well as an additional 1d8 per 2
levels (Max 10d8). This damage is half holy and half sonic damage. After
landing this attack, you can make a free bull rush attempt on the creature. You
do not need to move with this creature to push it back, and it is knocked back
5 feet for every 2 points that you beat the creature's CMD by. If the creature you target with this technique is the subject of your smite ability, this deals 1d8 per level (Max 20d8) instead.

***MYTHIC:***
*By spending a use of mythic power when using this technique, you deafen*
creatures struck for 1d6+2 rounds.
Mad Raptor Reincarnation

**Intolerant to Pain:**The Mad Raptor's hit die returns to a d10.

**Hunter's Instinct:**The Mad Raptor must select different creatures than it had in it's previous life.

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

**Tri Energy Smite:** A Paladin gains an extra use per day of this ability, and gains additional uses at every level that grants them.

**The Zone's Grace:** This works as the listed ability. It possesses no additional effects, nor does the ability stack with it's self.

**Lay on Hands:** This works as the base Paladin ability, however the number of d6 increased use your Paladin level -8. This does not include the maximized reincarnation hit dice. A Paladin also gains 2 additional uses per day of this ability.

**Aura of Courage:** The bonus to saves vs. fear increase by +4.

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

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

**Channel Positive Energy:** This works as the listed ability. It possesses no additional effects.

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

**Aura of Resolve:** The bonus to saves vs. charm increase by +4.

**Aura of Justice:** This works as the listed ability. It possesses no additional effects.

**Aura of Faith:** This works as the listed ability. It possesses no additional effects.

**Aura of Righteousness:** DR increases by 5/Evil, and saves vs Compulsion increase by +4.

**The Zone's Champion:** DR increases by 5/Chaos. Otherwise it works as the listed ability.
Kienzan

**Level:** Great Wyrm 4

**Spell Resistance:** yes

Spinning around and creating a ring of your powerful aura, you plant
your feet and let it tear through your enemies in a 30 foot line. This
technique adds, Fiery, Frigid, Raging, Astral, or Diabolic to it's name
depending on your discipline. It also adds a secondary effect. As a
standard action, Creatures within a 60 foot line in front of the Great
Wyrm must make a reflex saving throw or take normal damage along with
1d6 damage per level (Max 10d6 damage). The additional damage is Either
Fire, Normal, Frost, Force, or Disintegration damage depending on your
discipline. A successful reflex saving throw DC: 14+ Strength modifier
cuts the damage in half. If the enemy fails the save it also takes 1
constitution damage (Fiery), 1 Dexterity damage (Frigid), 1 point of
Intelligence damage (Rage), -10 feet to move speed for 1 round (Astral),
 1d6 damage to the creature's armor and weapon that bypasses hardness
(Diabolic).
Lapse Arrow

**Level:** Archer 4

**Spell Resistance:** no

Leaping in the sky, you summon a Red arrow that leaves your enemies
unable to perform techniques if it strikes them. Make a single touch
attack against an enemy within your bow's range as a standard action. If
 this hits your enemy must make a DC 14+Dexterity modifier fortitude
saving throw. If the enemy fails they take normal damage, and is
effected by the Forget status ailment for 1d4 rounds. If they make the
save they can still use their abilities, but still take normal damage.
Hydro Drake

**Level: Great Wyrm 6**

**Spell Resistance:  no**

Encasing your enemy in an erupting column of silver, you
then release a burst of energy from your mouth and destroy your helpless foe.
As a standard action, a single cylinder 30 feet wide and 60 feet tall is placed
anywhere within 50 feet of you. Creatures in that area gain a Reflex saving
throw DC:16+Strength modifier for half damage. This deals Fire, Weapon, Frost,
Force, or Disintegration damage depending on your discipline. This deals normal
damage as well as an additional 1d10 damage per level (Max 20d10). Creatures
who fail their saving throw are effected by an additional effect depending on
the Great Wyrm's discipline. They take 1d6 Strength damage (Fiery), They take
1d6 Dexterity damage (Fridgid), The enemy takes 1d6 Wisdom damage (Rage), The
enemy takes 1d6 Charisma Damage (Astral), The enemy takes 1d6 Constitution
damage (Diabolic).
Hyphae Infinity

**Level:** Eryngii 8

**Spell Resistance:** no

Releasing a triple barrage of endless mushrooms, they tear into your foes
and trail off like a game of snake, taking to the sky with your enemies in tow.
It pushes through the atmosphere and slams them into the moon with enough force
to blow the natural satellite into chunks. As a full attack action, make an
attack on up to 3 creatures within 30 feet. If the attack hits, they take
normal damage as well as an additional 1d6 per level (Max 20d6). They must then
make a fortitude saving throw DC: 18+ Constitution modifier or be knocked up
into the air a number of feet equal to the damage dealt and then be effected by
an interplanetary teleport spell, they take the falling damage as normal when
they arrive at their new destination. A successful saving throw halves the
damage and knocks the creature prone and 10 feet back.
Inescapable Grasp of God

**Level:** Golme 6

**Spell Resistance:** yes

As a standard action, Make a single grapple attempt against a creature.
If this creature has freedom of movement, follow the text below. If it
does not possess freedom of movement, you gain a +10 circumstance bonus
to this grapple attempt.

If the creature is under the effects of a freedom of movement spell, or
some other similar effect, make a normal grapple attempt against the
creature, You only gain half of the circumstance bonus granted from this
 technique to grapple the creature. The freedom of movement is negated
for 1 round on a successful grapple, and the creature is treated as if
dimensionally anchored for the round. The creature takes a -4 penalty on
 all attacks made while grappled like this and it's usual penalty to
reflex saving throws is doubled as well.
Meat Beater

**Level:** Meat 6 (Magichange)

**Spell Resistance:** no

The art of magichanging seeme nearly lost to you. Turning from a beast
into a man made weapon just seems absurd, and though you'll try, it may
not come out right. As a standard action, meat's head and arm emerge
from the weapon he has become and are somewhat usable. Every round that
you attack a creature with a magichanged meat, he can choose to make an
attack against that creature as well. If you make an attack of
opportunity, Meat also gains an attack of opportunity. he cannot make
any other actions other than to smack someone who is being attacked with
 his weapon form. In addition, any techniques effecting Meat currently,
beneficial or harmful, also effect the wielder of the weapon. This lasts
 1 round per level, and causes the magichange duration to last at least
until the technique is done.
Lucky Doll

The little birdlike creature hops out of the ground and looks around frantically before it takes off running.

**Lucky Doll**
**Lucky Doll Rogue 1**
**CR: 1/2; EXP: 200**
**CN Tiny Humanoid (Construct, Demon)**
**Init** + 5 **Senses** Perception + 5, [darvision, Tremorsense 60 feet]
**Defense**

**AC** 17, touch 15, flat-footed 12 (10 +5 Dex, +2 Size)
**hp** 6 (1d8-2)
**Fort** + 1 **Ref** + 10 **Will** + 4
**Defensive Abilities** Lucky Aura
**Offense**

**Speed** 40 ft /Burrow 30 ft

**Ranged** Shortbow +7 (1d3 x3)
**Special Attacks** Sneak Attack 1d6

**Statistics**

**Str** 2 **Dex** 21 **Con** 6 **Int** 18 **Wis** 13 **Cha** 16
**Base Atk** + 0; **CMB** -6; **CMD** 9
**Feats**
Superlucky
**Skills**
Escape Artist +17, Stealth +17, Disable Device +9, Perception +5, Sense Motive +5, Sleight of hand +9, Knowledge Dungeoneering +8, Acrobatics +9, Use Magic Device +9, Intimidate +7, Disguise +7
**Languages**
English or japanese
**Gear**
Shortbow, NPC Gear

**Evility: Thief Skills**

Can use the Thief hand to it's maximum potential.

**Super Lucky (Su)**

Lucky dolls grant a +2 bonus to the saving throws of themselves and allies within 30 feet.

**Sonic Phobia**

Any time a Lucky doll is within 30 feet of sonic damage, it must make a will save DC:10+sonic damage, or be panicked for 1d6 rounds.

Lucky dolls often live in secluded underground homes. They are terrified easily and sometimes other Lucky Dolls even terrify them. They were said to have been created by spell casters long ago but no one remembers how to do so.

# **Lucky Dolls as characters**

* -6 STR, -4 Con, +6 DEX, +4 INT, +4 CHA.
* Humanoid (Construct, Demon)
* Tiny As a Tiny creature you gain a +2 bonus to Armor Class, +2 bonus on attack rolls, +8 bonus on Stealth checks, -2 penalty on CMB and CMD.
* Lucky Doll base land speed is 40 feet
* Darkvision
* +8 racial bonus to escape artist checks.
* Automatic Languages: English and Japanese. Bonus Languages: Any (Unless specifically noted)
* Lucky Dolls have tremorsense out to 60 feet.
* Lucky Dolls can burrow into the ground at the speed of 30 feet per round, they instantly cover the opening they made.
* Allies within 30 feet of a lucky doll gains a +2 to all saving throws, including the lucky doll.
* Any time a Lucky doll is within 30 feet of sonic damage, it must make a will save DC:10+sonic damage, or be panicked for 1d6 rounds.
* Proficient with drum, Hammer, Balloon, and pie.
* Level Adjustment: +1
Innocent Lust

**Level:** Valerie 3

**Spell Resistance:** No

You are one of the cutest little girls, and you know it. Others can't
seem to say no to you, even those that aren't normally affected by you,
can't ignore your otherworldly pull. You leap up in the sky and start
blowing kisses towards your enemies' cheek. As a standard action, make a
 ranged touch attack against one enemy per 5 levels within 30ft. If the
target is normally attracted to you, they become dazed for 1d4+1 rounds.
 If they are not, they gain a will save DC:13+ your cha mod or become
attracted to you for 1d4+1 rounds. This effects any feats, abilities,
evilities, etc. that require them to be attracted to you.
Land Decimator

**Level: Sage/Omega Sentinel/ Gideon/ Divine Majin 9**

**Spell**
Resistance: no

Channeling all of your energy, you float into the air and create a massive
ball of pure, condensed destructive energy that rises above your head and explodes
in a rain of Armageddon energy that incinerates all that it touches, with a
final beam of crimson energy burning down and searing the battlefield. As a
standard action, every enemy on the battlefield takes double damage as well as
an additional 2d6 damage per level (Max 40d6). This technique does not have a
saving throw or attack roll, however all enemies have a 50% chance of this
missing them.
Magnet Force

**Level:**
Magnet 8

**Spell**
Resistance: no

Lifting up your magnet, it magnetizes your enemy. It
then begins attracting rocks and asteroids before a massive meteor collides
with it. Afterwards you smash your foe up through the meteor with great force. As
a standard action, a single creature within 500 feet must make a fortitude
saving throw DC: 18+Strength modifier. If the creature fails their saving
throw, they take normal damage and are moved to be adjacent to you, taking
falling damage normally. They then must make a reflex saving throw of the same
DC or be treated as if they were grappled by you. This deals normal damage
again as well as 10d6 damage and 1 con damage. The creature then has a 20 by 20
rock placed on top of them that keeps them pinned. The creature will take 4d6
damage and 1 con damage every round by the debris pinning them until they free
themselves. If they succeed in their saving throw, they take only normal damage
and are instead moved 20 feet closer to you, taking only 2d6 of falling damage.
Katsuo Atso's Death

Katsuo Atso died at age of 9 caused by magic, ball explosion, that caused huge change into Usagi's life.

It happened when Usagi first receive her mission partnered with Katsuo Atso, they were send to isolated laboratory of where illegal man-eater monsters were created for war. Their mission was to capture or destroy the data of the project to prevent anyone trying to retrieve it who may want to use it for themselves.

By the time, their mission was complete a monster came in from nowhere.

Katsuo became her shield and died there.
Medical Care

**Level: Professor 7**

**Spell**
Resistance: no

You give your ally a boost to strange fighting capabilities. As a standard
action, a single creature within touch range gains a +30 bonus to move speed.
All of it's spell range increases by 10 feet as well including touch and ranged
touch spells. While under this effect you also gain a +6 bonus to acrobatics,
+2 additional attacks of opportunity each round and your critical range is
increased by +1. These bonuses last for 1 round per level.
TSNSMAU HQ Wiki

## Welcome to the TSNSMAU HQ Wiki

T - True

S - Secret

N - National

S - Scientific

M - Magical

A - Agent

U - United

## Describe your topic

Write a description about your topic. Let your readers know what your topic is about and add some general information about it.

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Jet Fire(Prinny Jet Technique)

**Level: Prinny Jet 3**

**Spell Resistance: no**

By pulling back and hovering on your boosters, you turn them to look
like you're walking through the air, stepping on your enemy with your
burning booster. As a full attack action, Move in a straight line
through your enemy's squares, up to 120 feet. If successful you deal
damage equal to the base weapon of the Jet as well as 1d6 fire damage
per level (Max 10d6). Creatures in this line must make a reflex saving
throw DC: 13+pilot's dexterity modifier for 1/2 damage. Creatures gain
no attacks of opportunity against you as you move.
It's Morphin' TIme

**Level: Sarin 3**

**Spell Resistance: no**

Throwing your
hands out while you clutch on to your Unlosing Ranger emblem, you immediately
cut to a hero transformation that more quickly gets you into fighting shape. As
a standard action, you can go into your Great Power of your Unlosing mode. This grants you 1 evolution point as if you were an Unlosing Ranger and a +2 bonus to any one ability score. You gain 1 additional evolution point for every 4 levels you possess (Max 8). This lasts for 1 minute per level.
Light Armor

**Level: Angel 4**

**Spell Resistance: no**

Summoning the power of angels, you allow their holy grace to
guide your weapon to it's destiny. As a standard action, you gain a +4 bonus to
attack rolls and you gain a +2d6 bonus to your damage. This lasts for 1 round
per level.

If you can perform 6th level techniques, you can spend the
additional technique slots to have this technique last for 1 minute per level.
Ellis Maizono

Ellis is English-Japanese

Personality: Childish, cheeky, happy-go-lucky, airhead, cheeky, likeable, quite smart, easy going and sometime can be brave

## Appearance

blonde hair length and light blue eyes.

When she's on mission, she wear black cloak that have turtle neck above, her black long sleeves shirt. Black skirt

## Personal Info

Right/left handed: Right

Known languages: English, Japanese, French and Italian

Goal: Complete the legend

Fear:

Likes: Solving riddles, cute things, sunset, hacking technology, animals, shopping, romance movies, romance light novel, fashions, making cute plush

Dislikes: Mud, homework, horror movies, creepy places

Hobbies: Solving riddles

Talent: Hacking technology/solving mystery

## TSNSMAU Info

Special class (advance): Hacking

Skills/Power/Abilities

Main Weapon:

Main monster: Shui-Ju

Race: Bear

Ability: Able to slice any stuff (no matter how thick they are)

## History

### **TSNSMAU**

She joined TSNSMAU at age of 5 along with her two best friends Usagi and Athert.