recursal/Fanatic-Fandom huggingface dataset:
Blade Rush

Level: Sword 1

Spell Resistance: no

When using this technique, select one of the following ways it is performed.

*Blade Rush:* In this technique, the user dashes forward with his sword ready, As a standard action, you can make an attack roll against everyone within the 15 foot line, and moving past them without provoking attacks of opportunity. In the end they flip backwards and land in the space they began in.

*Dimension Slash Jr.:* Rearing back with a masterful stance, you lash towards your enemies, slamming them with a brilliant blast of energy in a line. As a standard action, all creatures within a 20 foot line must make a reflex saving throw DC:11+ Strength modifier or take normal weapon damage. This damage is disintegration damage. A successful saving throw halves the damage.

***MYTHIC:*** By expending a use of Mythic Power when using this technique, you can double it's range.
Arrow Trap

**Level:** Bow/Thrown 4

**Spell Resistance:** no

You fire a series of arrows above and around your enemies which destroys
 the ground below them and causes them to fall into the newly formed
hole. Creatures within a 20 foot burst placed anywhere within the range
of your bow must make a reflex saving throw DC: 14+Dexterity modifier
reflex saving throw or be dropped into a pit 10 feet deep per level.
Falling damage is calculated normally, and the enemy also takes an
additional amount of damage equal to your normal attack.

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

**Level:** Patches 6

**Spell Resistance:** No

Like the theoretical angel and demon on your shoulders, you possess a
conscience that thrives for good and the defense of others, while
following a Dictator that thirsts for power and violence. You use this
not as a balance, but as a way to ricochet from one extreme to another.
As a full round action you gain one of the two abilities.

*LORD OF CARNAGE*

\*Your Strength and Dexterity scores switch, and you gain a +4
enhancement bonus to your new strength score, and to your constitution
score.
\*Gain DR 5/- this stacks with other forms of DR.
\*You are treated as being adjacent to the Overlord for the purpose of his Friendship Titles.
\*Enemies that strike you in melee combat take 1d6 damage that bypasses DR.
\*Enemies within 30 feet of you are at a -2 penalty to attack you.
\*While
 this technique is active, you are treated as both your alignment, and
Chaotic evil for any effect for the purpose of abilities affecting you.

*UNLOSING DEFENDER*

\*Your Dexterity and Charisma scores switch, and you gain a +4
enhancement bonus to your new Charisma Score, and to your constitution
score.
\*You are treated as being adjacent to Sarin for the purpose of his friendship titles. (Work in progress)
\*Any armor you wear is considered full plate (+8) for the purpose of determining the armor bonus it grants you.
\*You add your Charisma modifier to your armor class as a deflection modifier.
\*Gain a +6 bonus on all Will saving throws.
\*While
 this technique is active, you are treated as both your alignment, and
Chaotic good for the purpose of abilities affecting you.

When you select an ability, you cannot change it until you activate the
technique again. You cannot stack the effects of this technique, even if
 you select the alternative effect. You can spend the same number of
technique slots while the technique is active, to switch to the other
ability as a move action, or to refresh the ability.

This lasts 1 round for every 3 levels you possess.
Bedrock's End

**Level: Polearms/Spears 4**

**Spell Resistance: no**

Slamming your weapon into the ground, you chip away a perfect box
beneath the enemy and fling it into the air and into your foe. To finish
 off your enemy you fling your weapon at them, piercing through the rock
 and straight through their heart. As a full attack action, Make an
attack against one enemy within your reach for every 5 levels you
possess. If this attack hits, you deal normal damage as well as an
additional 1d4 damage per level (Max 10d4). The enemy can make a
fortitude saving throw DC: 14+ Strength modifier for 1/2 damage. If you
succeed on the save the technique ends, but if you fail you are also
knocked prone and moved 5 feet backwards. The squares that the enemies
had once stood on are considered rough terrain for the next 3 rounds.
Broken Ajax

**Level: Demon 9**

**Spell Resistance: No**

Firing a condensed burst of dark energy, you tear through
your foes with incredible force. As a standard action, make a single touch
attack against every creature within a 120 foot line. If the attack hits it
deals double damage as well as an additional 1d8 damage per level (Max 15d8).
Creatures struck must make a fortitude saving throw DC: 19+ Charisma modifier
or lose 1 technique slot or one of it's highest spell slots and be shaken for
1d6 rounds. Creatures who succeed in their saving throw take no additional
effects, but still take full damage. Damage dealt with this technique is
unholy/profane damage.
Ashes to Ashes

**Level:** Sammi 6

**Spell Resistance:** no

Summoning up the spirits of justice and recently fallen allies, they
imbue the dirt and dust in the area and become a robot like machine body
 with a powerful, celestial turret for a head. As a standard action,
while your turret is summoned on the battlefield, it is treated as large
 sized, and gains an additional 2 hit points per level. The turret gains
 a 30 foot move speed and a natural slam attack. This attack deals 2d10+
 1 and 1/2 the turret's strength modifier in damage and uses the
cannon's base attack bonus to hit. The Turret gains a Dexterity of 10,
and a Strength of 30. The Turret's natural armor increases by +3.
Alternatively this technique can be used to summon a turret that has
already been destroyed in combat. This lasts 1 round per 2 levels, and
using it is treated as a summon monster spell for the purpose of feats
and abilities.
Avalanche

**Level:** Polearm/Spear 5

**Spell Resistance:** no

In a flurry of deadly attacks, you stab and kick your foe before
launching them skyward and intercepting them by catching them on the
point of your spear before tossing them back to the ground. Make a full
attack against a single enemy. If at least 3 attacks hit, you deal an
additional 1d4 damage per level (Max 20d6) and the enemy is knocked
prone. A successful fortitude saving throw DC:15+Strength modifier
halves the damage and negates falling prone.
Braveheart

**School Transmutation;** Level Sorcerer/Wizard 4, Cleric 4

**CASTING**

**Casting Time** 1 standard action

Components V, S

**EFFECT**

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

**Area** one creature for every 5 levels

**Duration** one minute per level

**Saving Throw** no; Spell Resistance yes (Harmless)

**DESCRIPTION**

Lifting your arms high, you incant the words of true battle and grant
your allies extra strength. The creature selected gains a +1 bonus to
attack and damage rolls. This increases by +1 for every 4 levels you
possess. Though this bonus is not typed, it cannot be stacked with it's
self.
Bat Company

**Level: Vampire 4**

**Spell Resistance: No**

Bats swarm out at your enemy, sucking their blood dry. Creatures in a 30
 foot line must make a DC: 14+Dexterity modifier fortitude saving throw
or take damage from one of your held weapons as well as 1 con damage per
 4 levels the wearer possesses (To a max of 5 con damage at 20th level).
 Creatures that make their save take the normal damage but not the
constitution damage. You heal back a number of hit points equal to 1+1
per 4 levels multiplied by 4.
Cat Snatch

**Level:** Rogue 4

**Spell Resistance:** No

Zipping back and fourth, you lunge forward and nab an important thing from the foe. As a full round action you can move up to twice your movement speed and ignore all attacks of opportunity. At any one point during this movement you can attempt a sleight of hand, disarm, or steal combat maneuver against an enemy you pass by. If you possess a thief hand or UFO you have the option of using it as well. The enemy must make a perception check against whatever roll you make or they are unable to spot you until you are running past.
Black Hole

**Level:**
**Powered Suit**/**Omega Sentinel/ Gideon/ Divine Majin 9**

**Spell**
Resistance: Yes

Leaping skyward, you generate a black hole from within your suit before
flinging it at your foe and pulling them into the darkness for eternity. As a
full attack action, make a ranged touch attack against a single enemy within 60
feet. This enemy cannot be adjacent to another creature or similarly sized
object or the technique doesn't work. If this attack hits, you deal critical
damage as well as an additional 15 damage per level (Max +300). The creature
must make a fortitude saving throw DC: 19+ Con modifier to instead take
critical damage as well as an additional 10d6+1 per level (Max 10d6+20). if you
fail your saving throw, you are also teleported to a random plane of existence
as per the option in the spell prismatic spray. If this attack kills the creature
there is nothing left of them.
Burning Fever

**Level:** Flame God 5

**Spell Resistance:** yes

You release a flurry of blows before the flame erupts into a fire ball
consuming the enemy. Make a full attack on your enemy. if at least 3
attacks hit the foe, you deal an additional 1d6 fire damage per level
(Max 10d6). Creatures within 5 feet of the creature must succeed in a
DC:15+ Strength modifier reflex save for half damage, or take damage
equal to 1/2 of the damage just dealt.
Anti-Element

**School Evocation; Level Paladin 1**

**CASTING**

**Casting Time** 1 standard action

Components V, S

**EFFECT**

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

**Area** one creature

**Duration** one round per level

**Saving Throw** will negates; Spell Resistance yes

**DESCRIPTION**

Invoking the powers of the zone, you force your foe's magic energies to
dwindle. The enemy must make a will saving throw or have it's caster
level for one sort of elemental damage spell be lowered by -6.This applies to technique and spell damage of any elemental type. In addition, the creature effected loses 5 points of all energy resistances for the duration as well. This does not affect any immunities the creature may possess.
Accuracy

**Level:** Foxus 3

**Spell Resistance:** no

You have honed your abilities and you are unmatched in improvising for
any situation. 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 2
points per level, which the caster can divide as desired among skill
checks. 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, or until the points are used up.
Bullet Breaker

**Level:** Samurai 4

**Spell Resistance:** no

You sense the presence of a deadly assassin and a Gunslinger leaps out
and attacks you. Knocking him skyward, he turns and fires a bullet at
you, which you skillfully parry and split the bullet to damage the
enemies behind you. As a standard action, make a single attack roll
against any 2 creatures within 20 feet. If the attacks hit you deal
normal damage as well as 1d8 damage +1 per level (Max 1d8+ 20). This
damage is considered both piercing and slashing for overcoming DR.
Creatures who fail a perception check against the attack roll against
them are also caught flat footed and take precision based damage such as
 sneak attack.
Bard Reincarnation

**Bardic Knowledge:** If you possess Bardic Knowledge from your previous reincarnation you gain no additional bonuses.

**Cantrips:** Bards gain cantrips from the spells known table as usual.

**Spells:** When you gain a new level as a bard, you gain 1 additional bard 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.

**Spells Known:** Bards gain the spells known as per normal on the table.

**Bardic Performance:** When a Bard gains Bardic Performance again, it gains 4 additional rounds of performance, after which you gain the normal amount every level.

**Counter Song:**  If the bard already possesses Counter song it gains no extra effects.

**Distraction:** If the bard already possesses Distraction it gains no extra effects.

**Fascinate:** If the bard already possesses Fascinate it gains no extra effects.

**Versatile Performance:** Versatile performance works the same, allowing you to select other abilities you had not selected previously.

**Well Versed:** The bonus increases by +2.

**Inspire Competence:** If the bard already possesses Inspire Competence it gains no extra effects.

**Lore Master:** The Bard gains additional uses per day from leveling up as noted. These stack with previous abilities to use it from previous reincarnations.

**Suggestion:** If the bard already possesses Suggestion it gains no extra effects.

**Dirge of Doom:** If the bard already possesses Dirge of Doom it gains no extra effects.

**Inspire Greatness:** This increases the number of creatures you can inspire by 1 every time you would be able to effect another creature. (Every 3 levels beyond 9th).

**Jack of All Trades:** If the bard already possesses Jack of all trades it gains no extra effects.

**Soothing Performance:** If the bard already possesses Soothing Performance it gains no extra effects.

**Frightening Tune:** If the bard already possesses Frightening Tune it gains no extra effects.

**Inspire Heroics:** You can effect more enemies with this, gaining an additional number of enemies effected equal to the bonus normally gained.

**Mass Suggestion:** If the bard already possesses Mass Suggestion it gains no extra effects.

**Deadly Performance:** If the bard already possesses Deadly Performance it gains no extra effects.
Centaur

This creature has the slippery green upper body of a horned frog and the lower body of a sleek warhorse.

**Centaur     CR 3**

**XP 800**

**N Large monstrous humanoid (Aquatic)**

**Init** +6; **Senses** darkvision 60 ft.; **Perception** +7

**DEFENSE**

**AC** 20, **touch** 11, **flat-footed** 18 (+6 armor, +2 Dex, +1 natural, +2 shield, –1 size)

**hp** 30 (4d10+8)

**Fort** +3, **Ref** +6, **Will** +6

**OFFENSE**

**Speed** 50 ft.; 35 ft. in armor; Swim: 30 ft. 15 ft in armor

**Melee** longsword +5 (1d8+2/19–20), 2 hooves +0 (1d6+1)

**Ranged** spear +5 (1d8+2/×3)

**Space** 10 ft., Reach 5 ft.

**Evility**

Paralyze Vaccine

You gain a +4 bonus against any Paralyzation effects.

**Martial Techniques Prepared**

(3) Blade Rush

**STATISTICS**

**Str** 15, **Dex** 14, **Con** 15, **Int** 11, **Wis** 14, **Cha** 12

**Base Atk** +4; **CMB** +7; **CMD** 19 (23 vs. trip)

**Feats** Improved Initiative, Run

**Skills** Diplomacy +4, Intimidate +5, Knowledge (nature) +4, Perception +6, Survival +9, Martial knowledge (Heavy blades) +4

**Languages** English, Japanese,

**SQ** undersized weapons, Amphibious

**SPECIAL ABILITIES**

**Undersized Weapons (Ex)**

Although a centaur is Large, its upper torso is the same size as that of a Medium humanoid. As a result, they wield weapons as if they were one size category smaller than their actual size (Medium for most centaurs).

**Battlefisted (Ex)**

Centaurs can take a full round action to make their fist a large sized weapon and make a single attack with it. The fist then deals 1d6 +2 damage.

**Swamp Stride (Ex)**

A centaur can move through difficult terrain at its normal speed while within a swamp. Magically altered terrain affects a centaur normally.

**ECOLOGY**

**Environment** marshy forests and swamps

**Organization** solitary, pair, band (3–10), tribe (11–30 plus 3 hunters of 3rd level and 1 leader of 6th level)

**Treasure** standard (breastplate, heavy steel shield, longsword, spear, other treasure)

Legendary hunters and trappers, Centaurs are powerful half horse and half frog man creatures that dwell within forests and swamps. Centaurs tend to live only in areas of wilderness and most refuse to integrate into modern societies. They can be a bit feral and have been known to hunt and attack other intelligent creatures for food and sport, however most clans are much more civil and willing to trade and cooperate with people of other races and tribes.

Centaurs stand 8 feet high and have varying colored bodies, however typically their upper half is slick and brightly colored while the bottom half is hairy and darker shaded. Centaurs are powerful on Land or in the water as they are excellent swimmers.
Aura Techniques

Aura techniques are strange and powerful techniques usable by any creature and it grants them an aura. Each aura has stipulations for learning it just like other techniques, and some are very specific and strange, but most are alignment based. If you ever change the alignment that the aura requires, you lose the technique and must re-learn it after returning to your former alignment. Some require you to be a specific class or type of caster and you must simply possess levels in that sort of class to retain and use the aura. You can only have a single aura active at once, and you never benefit from the same aura's power if you are standing in multiple of the same aura.

## **Level 5**

Arcane Aura

Divine Aura

Aura of Black Madness

Elegant Shining Aura

## **Level 6**

Malicious Aura

Overflowing Fighting Spirit

Aura of Golden Glory
451 Degrees of Evil

**Level: Makai Book 4**

**Spell Resistance:** No

Summoning a mighty red dragon, it swoops down and blows through the
enemies like a burning phoenix. As a standard action you summon a Red
Dragon as listed below. This red dragon follows your commands and fights
 to the death. This Red Dragon 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 it's spell like ability
 and breath weapon save DC). 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.

**The Red Dragon CR 6**

**XP 2400**

CE Small dragon (fire)

**Init** +6; **Senses** dragon senses; Perception +10

**DEFENSE**

**AC** 19, **touch** 13, **flat-footed** 17 (+2 Dex, +6 natural, +1 size)

**hp** 59 (7d12+14)

**Fort** +7, **Ref** +7, **Will** +7;

**Immune** fire, paralysis, sleep;

**Weaknesses** Vulnerability to cold

**OFFENSE**

**Speed** 40 ft., fly 150 ft. (average)

**Melee** bite +11 (1d6+4), 2 claws +11 (1d4+3)

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

**Special Attacks** breath weapon (20-ft. cone, DC 15, 2d10 fire)

**STATISTICS**

**Str** 17, **Dex** 14, **Con** 15, **Int** 10, **Wis** 11, **Cha** 10;

**Base Atk** 7; **CMB** 9; **CMD** 21 (25 vs. trip)

**Feats** Improved Initiative, Iron Will, Power Attack, Vital Strike

**Skills** Bluff +10, Fly +14, Intimidate +10, Perception +10, Sense Motive +10, Stealth +16

**Languages** Draconic

**Spell Like ability:** Fire DC: 14 1/day (3 creatures)

**Evilities: Rising Dragon:** Gain +1 to attack and damage for every attack you receive in a round.

**Fire Charge:** Gain a +1 to Strength or Constitution whenever someone uses a fire spell or technique (Max +10).
Calamity Drive

**Level** Hammer/Axe/Flail 9

**Spell Resistance:** no

When using this technique, you can perform it in two separate ways. Select one of the following.

*Calamity Drive:* In an explosion of amazing power, you launch through your opponent repeatedly at a lightning pace before bringing them back to earth in a cataclysmic explosion. Make a full attack on your opponent, each hit deals normal damage as well as 5d6 electricity damage. If at least 3 of your attacks hit in this round, you also deal an additional 10d6 of Force damage and they are staggered for 1d4 round. Every hit you land also decreases their armor class by -1 for 1 round per level. A successful fortitude save DC: 19+ Strength modifier halves the damage but does not negate the staggering nor the penalty to armor class. If using this technique while under the effects of the rage ability, or if you have weapon training for Hammers/Axes/Flails, You impose a -2 penalty to armor class per hit instead of -1.

*Plasma Finisher:* A variant of Calamity Drive, you knock your foe into the air before moving like lightning to catch your foe, striking them repeatedly through the air before unleashing an atomic blast with the final smash of your weapon as you drive them into the ground. As a full attack action, you make a full attack against a single enemy within reach. Every attack that you land cumulatively adds half of your strength modifier again. If you land at least 3 attacks, you can make one additional attack against the enemy. This attack can be a vital strike. If the vital strike hits, it deals ½ electricity damage and ½ force damage and the enemy must make a fortitude saving throw DC: 19+ Strength modifier or be knocked prone and stunned for 1 round as well as taking a -2 penalty to armor class for 1d4 rounds. If using this technique while under the effects of the rage ability, or if you have weapon training for Hammers/Axes/Flails, You ignore 10 of the enemy’s damage reduction when making this sort of attack.

**EMPOWER:** By spending another technique slot when using this technique, you can impose a -2 penalty to armor class to an opponent who takes at least one hit from it. This lasts for 1d4 rounds.
Axe Wheel WMD

**Level** Hammer/Axe/Flail 5

**Spell Resistance:** no

Your axe multiplies into replicas of it's self, forming the shape of a
rocket powered hamster wheel, Which you use to rush forward and bowl
over your enemies with great style. As standard action, you encase
yourself in the wheel of axes. Every round as a move action you can
choose to move your land speed and run over creatures in the line.
Creatures within the line gain a reflex saving throw DC: 15+Strength
modifier or an attack of opportunity against you. A successful reflex
save negates the damage, failure means you take normal damage as well as
 an additional 2d6 damage. This lasts for 1 round per level and you are
treated as 2 size categories larger to determine if you can run the
enemy down, as you are unable to run over an enemy of a size larger than
 you are.
Drill Sonata

**Level:**
Drill 9

**Spell**
Resistance: no

Tossing your drill in the air, it rockets towards
you like a space shuttle. You toss your enemy at it and follow, spinning like
your weapon is. You pincer the foe between the two of you and drill straight
through their center. As a full attack action, make a single touch attack
against an enemy. If you hit, you deal double damage and an additional 1d4 per
level (Max 10d4), and the enemy must make a fortitude saving throw DC: 19+
Strength modifier or take bleed damage equal to your normal damage every round
for 5 rounds. If you failed the saving throw, you lose all regeneration and
fast healing you possess as well as any healing from evilities and class
abilities. All other healing that you receive is cut in half and doesn't
immediately cure the bleed damage unless you make a successful heal check with
a DC equal to the save DC for this technique. This lasts for 5 rounds.
Boss

The biggest of the Big or the Baddest of the Bad, a Boss reigns supreme on the battlefield. Standing at the end of every level to defeat the party, bosses are the pinnacle of enemy units.

Boss Creatures stay as whatever type they are, but gain the Boss Subtype

**Size:** Same as the base species.

**Speed:** A Boss's speed stays the same.

**Ability Scores:** A Boss gains a +4 bonus to all ability scores and an additional +2 bonus to one score of it's choice. The boss gains a +2 bonus to any ability score it chooses for every 4 hit dice it possesses.

**Hit Points:** An Boss's hit points are multiplied by 4.

**Armor:** A Boss Gains a +1 Boss bonus to Armor class for every 3 levels it possesses.

**Bonus to Hit:** A Boss gains a +1 Boss bonus to it's attack rolls for every 4 levels it possesses.

**Bonus to Saving throws:** A Boss gains a +1 Boss bonus to it's Saving throws for every 4 levels it possesses.

**Damage Reduction:** A Boss gains Damage reduction 5 overcome by good or evil (Whatever is opposite their alignment.) The Boss gains Energy resistance 5 to all energy types (Excluding force, disintegration, positive, negative ect.) This DR and energy resistance increases by 5 for every 4 levels the creature possesses. (If your party is exceptionally powerful the DR is overcome by nothing).

**Fast Healing:** A Boss gains Fast Healing 5, This increases by 5 for every 5 levels it possesses.

**Skills:** A Boss gaina a +2 boss bonus to all skills, in addition, one of it's martial knowledge skills has maximum ranks.

**Immunities:** A Boss is immune to Death effects, stunning, paralysis, staggering, and petrification.

**Resistances:** A Boss gains Fortification 25%. This increases by 25% at 10, and finally at level 15 it becomes 75%.

A Boss can choose to take an extra move action once per battle. If it has more than 10 HD it can take an extra standard action and an extra move action once per battle, and if it has 15 HD it can take an extra full round action in a battle.

**Challenge Rating:** +1 for every 5 hit dice the creature possesses.
Cat Paw

**Level:** Nekomata 6

**Spell Resistance:** no

Summoning the nekomatta you dance a sexy and beautiful dance before
thrusting out your arms and releasing a massive blast of Paw print
energy. Make a single melee attack on any creature within 60 feet as a
standard action. If that attack hits it deals damage equal to the
nekomatta’s natural attack +1d6 damage per level (Max 20d8) and you get a
 free bull rush attempt against the opponent.
Ars longa vita brevis

**Level:** Illuminati 4

**Spell Resistance:** No

This technique can be utilized in one of the following ways.

*Imbue Essence:* This technique is activated as part of the process of creating a painting. This costs 1,000 hl per hit dice you possess to create. This costs technique slots as if the technique were being activated every hour that the panting is worked on. Afterward you have a magical painting of yourself that can be used as the focus for the following techniques.

*Move through Art:* You can spend a standard action to use this technique and enter a painting as if it were a doorway. It is always a standard action to enter a painting and it can be done as part of the initial performing of this technique. The painting must be a magically prepared painting of yourself. You can choose to exit as a move action, or to take a move action and move to any other magic painting you created using this technique. The painting must be on the same plane of existence as you are, but can otherwise be up to any length away. This technique lasts for 10 minutes per level.

*Bind Spirit:* This works identically to the spell Trap the Soul, however the magically created painting is what is used to bind the creature. A painting with a soul trapped inside cannot be used to transport into unless the soul is removed, and it no longer depicts yourself, but the trapped creature.

*Painted Phylactery:* This works as the first option, however creating the object costs 120,000 hl regardless of hit dice and works as per the lich's rejuvination ability, making this work as a phylactery. Every time the creature tied to this phylactery is defeated, it can choose to immediately become part of the painting and rejuvinate. If it is actually killed, the maximum number of levels it can obtain are lowered by 1 and they reform still as part of the rejuvinate ability. If ever their number of levels that they can possess becomes 0, they die permanently.

capture creatures in paintings like trap the soul, or if you are killed you can bind yourself to a painting similarly to a lich's phylactery though you remain in a weaker state.
Anaconda Impact

**Level:**
Monk 9

**Spell**
Resistance: no

You take a stance and focus yourself, thrusting your fist forward into your
foe's chest and causing the air around them to explode and shatter organs and
bones. As a full attack action, make a single attack against an enemy within
reach, this attack can be a vital strike. If this attack hits, you deal normal
damage as well as an additional 1d6 per 2 levels (Max 10d6). This damage is
treated as weapon damage to determine vital strike damage. The enemy must make
a fortitude saving throw DC: 19+ Wisdom modifier, or also take 1d4 damage to
all ability scores. This attack can also be a quivering palm, if this attack
is, instead of the usual quivering palm effect, you can instead choose to deal
an additional 4d6 damage to every ability score if they fail their save Vs quivering
palm.
Cat Setaria

**Level:** Slumbercat 3

**Spell Resistance:** no

Smacking your enemy with a fish and tossing them in the air, you begin
rolling them at mach speed on your yarn ball, using the friction to
ignite their bodies and burn them away to nothingness. As a standard
action, you gain a +2 bonus to a single physical ability score and +1d6
fire damage on your attack damage. This lasts for 1 minute per level.
This can be used multiple times, however you must select a different
ability score each time. If used multiple times the 1d6 fire damage
increases to 1d8, and then to 1d10, however it does not increase past
that.
Baciel Reincarnation

# **BACIEL**

**Rage:** If you had Rage as a class feature previously, you gain an additional 4 rounds of rage on top of any rounds of rage you possessed from previous classes.

**Rage Power:** You gain new Rage powers you didn't previously possess.

**Cybertech Core:** You gain 3 additional points to this pool.

**Greater Cybertech Core:** This works as the listed ability. It possesses no additional effects.

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

**Greater Rage:** Your Strength and Constitution increase by +2 in rage and your will save Bonus increases by +1.

**Malchidael:** This ability can be used an additional time per day.
Accelerate(Accelerator Type II Technique)

**Level: Accelerator Type II 8**

**Spell Resistance: no**

crouching down and then lunging forward as if running for track, you
flicker out of existence and reappear halfway around the world. As a
standard action, you can move 250 feet per level (Max 5,000 feet at 20th
 level). This movement provokes no attacks of opportunity, and you
cannot take any actions while moving this quickly. This movement must be
 in a straight line. This ability can be utilized with the dimensional
dervish feats, however only once per encounter.
Beam Slash

**Level** Blades light/heavy 1

**Spell Resistance:** no

In a double slash of violent plasma, you lift your foe with your first
strike and knock them back to the ground with your second. As a full
attack action, make a single attack at your highest base attack bonus.
If this attack hits it deals normal damage, and you gain a second attack
 at a -5 penalty.
Booty Slam

**Level: Prinny 1**

**Spell Resistance: no**

After hopping into the air, you flip around and slam butt first onto your enemy. As a standard action that can be made as a part of a charge attack, you can make a single attack against an enemy within reach. if it hits it deals normal damage and the creature must make a will saving throw DC: 11+ Dexterity modifier or be dazed for 1 round.
Death Swing

**Level:** Slumber Cat 5

**Spell Resistance:** no

Your enemy trips and falls over your summoned yarn balls before you grab
 their ankles and fling them away. As a standard action, Make a single
attack against your enemy at your highest base attack bonus. If you hit,
 you deal normal damage and your enemy must make a reflex saving throw
or be knocked prone. If knocked prone you gain another attack at the
same bonus. If this attack hits you deal critical damage as well as 1d6
damage per level (Max 20d6). Creatures struck by this second attack are
staggered for one round. Fortitude DC: 15+ Dexterity prevents the
staggered effect.
Cold Rain

**Level:** Sea Angel magichange 2

**Spell Resistance:** no

The clouds part as a sea angel emerges with the world's largest hailstone
before slamming it down on the enemy. As a standard action, a single 10 foot
square within 60 feet must make a reflex saving throw DC:12+ Wisdom modifier or
take normal damage as well as an additional 6d6+1 per level (Max 4d6+20) Half
of this damage is bludgeoning damage and half is frost. A successful save
results in no damage. Creatures struck are knocked prone and are pinned under
the rock. Creatures must beat your CMD to be freed from beneath the hailstone.
Bunny Demon

* Bunny Demons Characters gain +4 to Dexterity, +2 Wisdom and a -2 penalty to Strength. Rabbit Demons are dexterous and often wise, however they are rarely physically powerful.

* Monstrous Humanoid with the Demon and Outsider Subtypes. These subtypes do not grant the Bunny demon any racial traits, but he is affected by spells and effects as though he were a demon and an outsider in addition to a monstrous humanoid.

* Medium: As Medium creatures, Rabbit Demons have no special bonuses or penalties due to their size.

* Rabbit Demon base land speed is 40 feet

* Darkvision 60 feet

* Rabbit Demons gain a +6 racial bonus to acrobatics checks.

* Automatic Languages: English or Japanese. Bonus Languages: Any (Unless specifically noted)

**Evasive Maneuvers (Ex):** Rabbit Demons are known for being able to evade sticky situations. As such they gain a +4 racial bonus to CMD and escape artist checks.

**Great Leapers (Ex):** Rabbit Demons are great jumpers. A Rabbit demon does not need to get a running start to jump. She can jump from a standing position and get just as much distance. In addition, once per day, you can make an acrobatics check to jump as a swift action and move a number of feet equal to the acrobatics check. This does not provoke attacks of opportunity.

Finally, All demons possess the following capability.

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

**Level:** Nether Noble Magichange 4

**Spell Resistance:** no

Allowing your weapon to breathe in
deeply, it lets loose a horrible howl that blows away and damages your
surrounding foes. As a standard action, all creatures within 30 feet of you
must succeed in a will saving throw DC: 14+ Strength modifier or take normal
damage as well as an additional 1d6 per level (Max 20d6). This damage is sonic
damage. Creatures that fail their saving throw are knocked to the edge of the
burst and shaken for 1d6+2 rounds. Creatures that succeed are knocked back 5
feet and take 1/2 damage.
Blast Finger

**Level:  Mao 3**

**Spell Resistance: yes**

Tossing your weapon skyward, you leap at the foe with a
glowing green eldritch light in your hand, lift them in the air, grip them by
their head and explode the energy at point blank. Make a charge attack against
a single creature within charge distance. This attack is a touch attack. If it
hits it deals normal damage as well as an additional 1d6+1 per level (Max +20).
This damage bypasses damage reduction. Creatures struck must make a fortitude
saving throw DC: 13+Strength modifier or be dazzled and deafened for 1 round
following. This is treated as both an arcane spell and a technique for the
purpose of feats and evilities.
City Dragger

**Level:** Roc 6

**Spell Resistance:** yes

Using the snake like creature as a grappling hook, you grab hold of the
opponent and begin to drag him around the battlefield for maximum
damage. As a standard action, Make a single melee attack, if it hits you
 get a free Drag attempt as a combat maneuver. If successful, you can
drag your opponent a number of feet equal to twice your base land speed,
 dealing 1d6 damage to the target for every 10 feet traveled. Every
round the Roc must make another attempt to hit the Combat defense of the
 target for 3 rounds in all. Attacks of opportunity from creatures other
 than the one being dragged are made as usual.
Double Shadow

**Level:** Monk/Close 2

**Spell Resistance:** no

Splitting into a shadowy double, you flank your foe and strike them from
 front and back, leaving him practically defenseless in your onslaught.
As a full attack action, make a full attack against a single enemy. This
 enemy is considered flanked for all purposes. In addition you deal an
additional +1d4 on each successful attack.
Curse Storm

**Level:** Witchdoctor 9

**Spell Resistance:** no

Summoning up grand curse power, you curse all of your foes across the
battlefield with misfortune. As a full round action, every enemy within
1,000 feet must make a will saving throw DC: 19+ Charisma modifier or be
 inflicted with one of the following. Nauseated, paralyzed, Depraved,
Forget, or effected by Bestow Curse. This lasts for 1d6+1 rounds. If you
 make the save for nauseated, you're sickened, if you make the save for
Paralyzed you're stunned (And if you are immune to stunned, you are
staggered instead). If you are immune to curses you are not immune to
this as it comes directly from Dolvalky himself. A Remove curse spell
can be cast on a creature to cut the time of the curse in half (Minimum 1
 round).
Death Sprout

**Level:** Flora Beast Magichange 7

**Spell Resistance:** no

Firing a seed into your foe, everything seems just fine, until it
spontaneously erupts into seed sprouts and thorns. As a standard action make a
single attack against an enemy within range. If this hits the enemy takes
normal damage and is sickened for 1 round. At any point within 10 minutes per
level, you can cause the attack to erupt from within them as a free action. The
creature must make a fortitude saving throw DC: 17+ Dexterity modifier or take
4d6 constitution damage (Charisma damage if you have no constitution), This
damage is dropped to 1d4 con damage on a successful save. Creatures within 20
feet of this creature must make a reflex saving throw or take normal damage as
well as an additional 1d6 damage per level (Max 20d6). A successful reflex save
halves the damage. Creatures that fail their saving throw are also effected by
an entangle spell that deals 2d6 damage every round you're stuck in it. This
damage bypasses DR. This entanglement lasts for 1 round per level.
Air Domain

A Dragon selecting this can also choose from the Air Domain and any of it's subdomains instead. If it does however the techniques it can learn down below stay the same, it just gains different domain powers.

If you're here looking for Cleric domains, go here Domains

**Granted Powers:**

You can manipulate thunder, mist, and wind, traffic with air creatures, and are resistant to sonic damage.

**Forceful Gale (Sp):**

As a standard action, you can unleash a blast of wind targeting any foe within 30 feet as a ranged touch attack. This blast of wind deals 1d6 points of sonic damage + 1 point for every two Dragon levels you possess. You can use this ability a number of times per day equal to 3 + your Strength modifier.

**Wind Resistance (Ex):**

At 6th level, you gain resist sonic 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to sonic.

**1st—**Wind, Message, alter winds, feather fall, shocking grasp

**2nd—** elemental speech, elemental touch, glide, gust of wind, levitate, resist energy, whispering wind, wind wall

**3rd—** cloak of winds, draconic reservoir, elemental aura, gaseous form, lightning bolt, protection from energy, Mega Wind

**4th—** ball lightning, detonate, dragon's breath (Electricity only), elemental body I, river of wind, shout, air walk

**5th—**Giga Wind, elemental body III, planar adaptation, planar binding, lesser, suffocation

**6th—** chain lightning, elemental body III, planar binding, sirocco

**7th—**Omega Wind, control weather, elemental body IV, fly, mass, planar adaptation, mass

**8th—**whirlwind, planar binding, greater, shout, greater, stormbolts

**9th—**Peta Wind, gate, suffocation, mass, winds of vengeance
Cat Dance

**Level: Nekomata 3**

**Spell Resistance: no**

In a continuous upward roundhouse kick you cartwheel your
enemy into the sky, juggling them with your feet before kicking them into the
ground. As a full attack action, make a full attack against any creature within
reach. You gain an additional attack at your highest base attack bonus when you
do this. Every hit you land deals normal damage as well as an additional 1d6.
If you land at least 2 hits, the enemy loses any uncanny dodge or improved
uncanny dodge benefits it has against any remaining attacks.
Dragon Slash

**Level: Monk/Close 4, Dragon 4**

**Spell Resistance:** no

Your claws extend into a blazing weapon of pure energy that you use to
tear apart your foes. As a swift action, you activate this technique. Your next melee attack is a touch attack, and deals +1d10 damage per 4 levels (Max +7d10). This bypasses 5 points of damage reduction and energy resistance of your energy affinity for every 5 levels you possess (Max 20). If the dragon has 50% more in it's hoard than the base requirement, the dragon applies this technique to all attacks made within the round. If the dragon possesses twice the amount in it's hoard than the base listed requirement for it's level, the additional damage dealt by this technique is multiplied on a vital strike.
Devour

**Level:** Manticore 8

**Spell Resistance:** no

Focusing your unbridled rage, you launch at your enemy and tear through
them with reckless abandon. Make a single attack against an enemy within
 60 feet as a full attack action. That creature must make a fortitude
saving throw DC: 18+Strength modifier or take critical damage as well as
 10 damage per level (Max 200). Creatures that make this save take half
damage. Creatures that fail take full damage and are staggered for 1d6
rounds.
Earth Shaker

**Level:** Nether Noble 8

**Spell Resistance:** no

When activating this technique, you perform it in one of the following ways.

*Earth Shaker:* You begin by Diving under ground, you tunnel your way through the earth to your foe and slam through them with your axe. As a standard action, Make an attack roll against your opponent's perception check, if your attack roll was higher than their perception check you deal critical damage as well as an additional 1d6 damage per level (Max 25d6) and the creature must make a fortitude saving throw DC: 18+ Strength modifier or be knocked prone. . If the creature succeeds, you deal normal damage. If you hit. If this technique kills a creature, you gain a free intimidate check against everyone within 60 feet.

*Sand Wyrm Impact:* You begin by diving underground, tunneling to your foe and uppercutting them skyward, on through the clouds and out of the atmosphere at escape velocity, picking up more and more speed until they slam into the moon and blow it apart with their force. As a standard action, Make an attack roll against your opponent's perception check, if your attack roll was higher than their perception check you catch them flat footed and if you hit you deal normal damage as well as an additional 1d8 damage per level (Max 20d8). The creature must then make a fortitude saving throw DC: 18+Strength modifier or be knocked back 40 feet and stunned for 1 round. If the creature succeeds it just takes the damage.
Cursed Rager Reincarnation

**Uncontrollable Rage:** If
you had Rage as a class feature previously,  you gain an additional 4 rounds of rage on top
of any rounds of rage you possessed from previous classes.

**Wild**
**Fighting:** If you possessed this already, you gain nothing.

**Claws:** If you possessed this already, you gain
nothing.

**Weakened**
Stitched flesh marauder: Your Stitched Flesh Marauder ability
increased by 2% every time you gain the ability instead of the usual bonus.

**Rage**
'*Speed: **'***The
bonuses are added again when you gain this ability.

**Rage**
**Conversion**:If you possessed this
already, you gain nothing.

**Demonic Dexterity:** If you
possessed this already, you gain nothing.

**Abyssal Rage:** If you
possessed this already, you gain nothing.

**Cursed Aura:** If you
possessed this already, you gain nothing.

**Cursed Impulse:**
If you possessed this already, you gain nothing.
Cover Attack (1 Person)

**Level:** Tag Team 5

**Spell Resistance:** No

Seeing that an ally has just successfully damaged an enemy, you throw
your all into it and make a lightning quick attack. This technique is
used like a normal technique, as such it is used solo, however it can
only be used with someone that would grant you a bonus to attacks due to
 their friendship level being high enough. When an ally makes an attack
against an enemy, so long as you are within range of that enemy you can
spend an instant action to make an attack against that same enemy. This
still applies all friendship bonuses to attack and damage rolls. On a
round where this is used you cannot make attacks of opportunity.
Charge Bullet

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

**Spell Resistance**: no

Focusing your
aim on a single target, you fire your gun and allow the bullet to pierce
through their body slowly and painfully before tearing out the other side in an
explosive finish. As a full round action, you can take aim at your enemy. This
gives you a +2 bonus to the attack roll and increases your range increment by
30 feet, this also reduces the enemy's damage reduction by 5 if it has any. You
can make an attack as a part of this full attack action or you can choose to
continue to charge this technique for another full action next round. Every
round that you hold it, it doubles the effects (To a maximum of +20 to hit,
+300 feet, negate 50 DR at 10 rounds of holding). The shot can be taken at any
point in that time. This shot can be a vital strike, but cannot be a technique.

***MYTHIC:*** By spending a
use of mythic power, you start at the 4th round of charging and every round
after is treated as 2 rounds to determine the length of charging.
D-Rule 3: EcoFriend

**Level: Raspberyl  9**

**Spell Resistance: yes**

Opening her massive book, a cloud of horrible noxious fumes releases on to the land and summons fourth the EcoFriend, a massive 5 headed cobra that breathes poison and decay. As a standard action, you summon the EcoFriend in any space within 40 feet. The EcoFriend gets to attack on the same round it was summoned. The Ecofriend is treated as a summon spell and as an evocation spell, and as such abilities that empower evocation spells or summoned creatures apply to the EcoFriend. The Ecofriend gains a +1 bonus to attack rolls, saving throws, and armor class for every 3 levels the summoner possesses. The Ecofriend uses the save DC of it's abilities, or the saving throw of it's summoner's 9th level techniques, depending on which is higher. Finally, The Ecofriend can be equipped with new titles, or items, and these items go with it when it is un summoned or killed. The Ecofriend remains for 1 round per level or until it's defeated.
Cyclone Claw

**Level:** Devil bear 2

**Spell Resistance:** no

Rearing back, a divine wind swirls around your paw before you swipe at your
enemy and slash through them with the spinning ring of cyclonic magic. As a
standard action, make a single attack against a creature within reach, this
attack can be a vital strike. If it hits, it deals an additional 1d6 weapon
damage and 1d4 sonic damage per level (Max 10d4). Creatures struck must make a
reflex saving throw DC:13+ Strength modifier or be knocked prone.