recursal/Fanatic-Fandom huggingface dataset:
Curse Doll

= **Curse Doll                                                                      CR 6** =

**XP 2400**

**N Small Construct (Monster)**

**Init** +5; **Senses** Low-Light Vision, Darkvision 60ft; **Perception** +2

**DEFENSE**

**AC** 25, **touch** 16, **flat-footed** 20 (+1 size, +5 Dex, +9 natural)

**hp** 54 (8d10+10)

**Fort** +2, **Ref** +7, **Will** +4

**Immunities** Curse **Resist** Cold 10, Fire 30 **SR** 17

OFFENSE

**Speed** 30 ft fly (Perfect)

**Ranged** Black Matter Energy Burst +12/+7 (1d6+4+ Curse DC 15+Bad Trip DC 15)

**Spell-Like Abilities** (CL 8; concentration +10)

The save DC against a Curse Doll's spells is 12+ spell level.  A Curse Doll's spells use Wisdom as the primary casting attribute.

**3/day:** Bestow Curse

**1/day:** Major Curse

**Special Attacks** Curse (Su) contact Will save DC 15, frequency 1 day, effect 1d3 Str drain, 35% chance of 1 strength damage)

STATISTICS

**Str** 16, **Dex** 20, **Con** 0, **Int** 0, **Wis** 14, **Cha** 13

**Base Atk** +8; **CMB** +10; **CMD** 25

**Feats** -

**Skills:** -

**Languages** -

**SQ Construct Traits**

SPECIAL ABILITIES

**Curse (Su)**

A Curse Doll bestows a curse upon its enemies by touching them.  A Curse Doll's curse has a Will save DC of 15, a frequency of 1 day, and causes 1d3 str drain. Curses can be removed through remove curse and similar effects. The save DC is charisma-based.

**Channeling (Su)**

Twice per day, a Curse Doll can treat it's normal attack as a channeling weapon and use it along with it's bestow curse or major curse spell like ability.

**Evilities**

The following are the evilities a cursed doll possesses. All of their effects have already been included in the Curse Doll's description.

*Full of Miasma* Enemies take a -8 penalty to ability score damage saving throws.

*Bad Trip* When making a normal attack as a standard action, your enemy must make a DC: 15 fortitude saving throw or be stunned, blinded, deafened, or take 1d4 ability damage. All but the ability damage lasts for 1 round.

ECOLOGY

**Environment:** Any

**Organization:** Solo or Tribe (2-3 Curse Dolls)

**Treasure:** Ghost Glamour

Curse Dolls are strange constructs crafted by Witches and other spellcasters to curse creatures. Often placed as sentries within areas they want to keep warded from intruders, curse dolls are known for placing several kinds of dreadful curse on those unfortunate enough to come across them.

# **Construction**

The Curse Doll is a finely carved mask made of wood and sprinkled with rare powders and crushed herbs worth at least 300 hl.

**CL** 12th; **Price** 19,300 hl

**CONSTRUCTION REQUIREMENTS**

Craft Construct, alarm, animate objects, cat's grace, geas/quest, limited wish, creator must be caster level 12th; **Skill** Craft (carpentry) DC 17; **Cost** 8,800 hl
Electronic gamer

Level: Aqua Demon 9

Spell Resistance: yes

Curling into a ball, you slam into your opponents as if you were furiously mashing the buttons of a video game controller. This effects one creature for every 2 levels you possess, none of which can be more than 30 feet apart. As a standard action, You make an attack roll against each creature you target and if you land a successful blow you deal damage as if you landed a critical hit, along with an additional 10d6 electricity damage. A successful Fortitude save DC: 18+ con modifier is required if struck to negate being staggered for 1d4 rounds.
Dragon Missile

**Level:** Dragon 6

**Spell Resistance:** yes

This is a breath weapon technique. You release a ball of twisting energy that you launch at your opponents,
 only to merge with it and slam into the ground alongside your elemental
 might. Creatures within a 30 foot burst located anywhere within 60 feet
 of the dragon are effected. This does damage of the type of your
elemental affinity and deals Critical damage as well as 1d6 damage per
level (Max 20d6). Creatures that fail their reflex saving throw DC 16+
Strength modifier are either Stunned (Ice), on fire (1d6 damage every
round), or deafened (Air) for 6 rounds following and take full damage.
Creatures that succeed take no secondary effect and take 1/2 damage. If the dragon has 50% more in it's hoard than the base requirement, the critical damage of this has a 50% chance to effect creatures immune to critical hits and lowers enemy fortification by 50% for this attack. If the dragon possesses twice the amount in it's hoard than the base listed requirement for it's level, this attack bypasses all critical hit immunity.
Element Slash

**Level:** Dragon 3

**Spell Resistance:** no

Channeling your weapon with your dragon's element, you make a double
attack, destroying the opposition. Make an attack at your highest base
attack bonus. If this attack hits you deal an additional amount of
elemental damage determined by your affinity equal to your level
(Max+20). If this attack hits, you gain a second attack at the same
bonus with the same additional damage.
Comet Upper

**Level: Close/Monk 4**

**Spell Resistance: no**

Crouching down and building all of your energy in your legs, you leap
skyward with a mighty uppercut that launches your foes into the wild
blue yonder. As a full attack action, make a single attack on an enemy
within reach. If this attack hits you deal normal damage and gain a free
 bull rush attempt against the enemy. The enemy does not gain an attack
of opportunity. If this attack hits the enemy is knocked back as per a
normal bull rush, +5 feet per level (max 100 feet) and takes falling
damage accordingly.
DIEmension slash

**Level: Zombie 9**
(Magichange)

**Spell Resistance: Yes**

The wielder summons a graveyard and from each grave, a
hungry zombie corpse appears and surrounds the enemies. They all pile up into
the shape of a sword, and using their collective undead energies you parody a
great dimension slash technique. As a standard action, creatures within a 120
foot line must make a reflex save DC: 19+ Strength modifier for half damage.
Those who fail their saving throw take normal damage as well as 2d6 unholy
damage per level (Max 40d6). Creatures who fail their save must also make a fortitude
saving throw or be sickened for 1d6+4 rounds afterwards. Creatures killed with
this technique are resurrected as zombies under the wielder's control for 1
round per level.
Corpse Bear Attack

**Level:** Bear/Zombie Magichange 3

**Spell Resistance:** no

Opening your maw, you suck the enemy inside of yourself before ejecting them
in a swirling vortex of negative energy and unholy fury. As a standard action,
creatures within a 30 foot line extending from your fists must make a reflex
saving throw DC:13+ Chasirma modifier for 1/2 damage. Creatures that fail this
save take normal damage as well as 1d10 damage per level (Max 10d10) and are
knocked prone. Half of this damage is sonic and half is unholy.
Chicken Breath

**Level:** Roc 2

**Spell Resistance:** yes

Puffing out it’s terrible waddle, the Roc fills it’s throat with a
powerful gas that smells a bit like a Fried Chicken Restaurant. When it
exhales a thick cloud of gray gas pounds into the enemy, flaying their
flesh and stopping their hearts. As a standard action, Creatures within
the 30 foot cone take acid damage equal to the Roc’s natural attack +1
per level (Max +20). Creatures can attempt a reflex save DC: 12 +
constitution modifier for ½ damage. In addition creatures damaged must
make a fortitude save of the same DC or be paralyzed for 1 round.
Demonic Flame

**Level:** Flame God 3

**Spell Resistance:** yes

Condensing the immense heat of your soul into your hands, you grip hold
of your foe and lift them into the air as you burst them with great
fiery force. Make an attack on the Grapple CMD of an enemy at a +2
circumstance bonus. If this attack hits, you deal normal damage as well
as 1d6 fire damage per level (Max 10d6).
D-Rule 1: Morality

**Level: Raspberyl  3**

**Spell Resistance: yes**

Opening her book of arcane secrets, Raspberyl releases several orbs of light that list things such as "Volunteer" or "Morality" that engulf the enemy, condense down, and then explode with deadly force.

As a standard action, make a ranged touch attack against 1 creature for every 4 levels you possess (Max 3). If this attack hits, you deal your normal weapon damage as well as 1d6+2 per level (Max 1d6+40). Creatures struck must make a will save DC: 13+Intelligence modifier or be either stunned, dazed, sickened, shaken, or entangled for 1 round. You select which effect applies on each attack.
Death Package

**Level:** Slumber Cat 7

**Spell Resistance:** yes

Wrapping your foe into a mummy, you toss your foe into the air, piercing
 them with your eye lasers and draining them of their life force. As a
standard action, Creatures within a 15 foot line extending from the
Slumber Cat must make a reflex saving throw DC:17+Dexterity modifier. If
 they succeed this saving throw, they gain a further save for the
technique, if not they gain no further save. Creatures take critical
damage as well as 1d6 damage per level (Max 20d6) unless the creatures
Make a fortitude saving throw of the same DC as the reflex saving throw.
 A successful save cuts the damage in half. Slumber Cats gain 1/2 of the
 damage they deal with this attack back as hit points. They cannot gain
temporary hit points through this ability.
Dragib

Rare and powerful draconic creatures, Dragib are very dangerous. Known for swooping down into villages and destroying everything in search of food, they can be quite meddlesome. Dragib mate once in their lifetime and will fight to the death to protect their mate.

[1]

Use the stats for the Kongamato listed above with the following changes for the Dragib.

The Dragib possess the Evility Rising Dragon and as such they gain a +1 bonus to attack and damage for every attack you receive. This bonus resets after you make an attack, or at the end of the round.

Dragib also possess the technique Sand Storm usable twice per day. DC: 23
Dam Maker

**Level:** Sea Angel 9

**Spell Resistance:** yes

Summoning a titanic glass of water, you shatter it and flood the field
with freezing water. Surfing along a block of ice, you smash through
your foes as they try to stay afloat. As a full attack action, you
summon one 10 by 10 cube of water for every level you possess. This
water flows and moves like real water, but seems to move slightly
slower. This water all rushes out in one direction like a raging river
and creatures caught in the area of the flood must make a Reflex save
DC: 19+Wisdom modifier or be swept away in it's current and be moved 10
feet per level (Maximum 200 feet).

Creatures that succeed on their saving throw are considered staggered
for 1 round but are not moved from their place. Swim checks while within
 the water are at a DC equal to the save DC for the technique. The Sea
Angel has no problems swimming in this torrent and gains a +30 bonus to
it's move speed. In addition, any creature struck by the Sea Angel while
 in the water takes an additional 5d6 damage. This lasts 1 round per 2
levels after which the water seems to drain away suddenly.
Eagle

Eagles are powerful aerial creatures that swoop in and capture their prey with their powerful claws.

# **Eagle**

[1]

Eagles are exactly as presented within the Pathfinder Bestiary

# **Giant Eagle**

Giant Eagles are just as the name implies. They are powerful birds of prey that occasionally eat people as well as animals.

[2]

Giant Eagles are exactly as presented within the Pathfinder Bestiary save that they possess the technique Gold Feather and the Save DC is: 14. This is usable once per encounter.

# **Fire Birds**

Also known as the legendary Phoenix, Fire birds are very powerful and rare creatures said to possess great magic powers.

[3]

Fire Birds are exactly as the Phoenix presented in the Pathfinder Bestiary save for it's alignment is usually Neutral and it can use the technique Gold Feather. It deals fire damage and the save DC is 18. This is usable at will. It also has the techniques Holy Flare DC:24 and Nirvana DC: 25 usable each once per day.

In addition the Fire Bird possesses the evilities Heaven's Blessing and Mist Cloak, meaning it gains +1 bonus to attack, Damage, Armor class and reflex saving throws if it is 10 feet off of the ground and that it takes 10 less damage from spells.
13 Knights

**Level:** Killrider 9

**Spell Resistance:** no

Summoning 13 elemental Killriders,
they dash through your enemy with Fire, Frost, Wind, Lightning, and Force,
constantly knocking the enemy skyward, one attacking after the other, never
giving the creature a chance to recover. The enemy lands and you unleash a
javelin of pure white energy that washes over them and blows apart their
physical form. As a full attack action, a single enemy within 30 feet must make
a will saving throw DC: 19+ Charisma modifier. This creature takes double
damage as well as 1d6 fire damage, 1d6 electricity damage, 1d6 frost damage,
and 1d6 sonic damage. This damage increases by 1d6 for every 2 levels you
possess (Max 10d6 of each type.) A successful saving throw means you deal normal
damage and 1d6 per 4 levels of each energy type instead. If the creature fails
it's saving throw it also takes 4d6 holy or unholy damage every round for 4
rounds depending on your alignment. If you are mounted when you use this
technique, your mount deals it's base damage and if the enemy fails it's save
you also take 4d6 holy damage every round.
Energy Drain

**Level: Demon 4**

**Spell Resistance: yes**

You grip on to your foe and drain them of their sustenance.
As a standard action, make a touch attack on one creature within your reach. If
the attack hits, deal normal damage as well as an additional 1d6 per level (Max
15d6). You heal a number of hitpoints equal to the damage dealt (Up to the
creature's remaining hitpoints). The creature gains a will saving throw DC:
14+Charisma modifier for 1/2 damage. This attack deals d8's when used against
an angel.

If you can perform 6th level techniques, you can spend the
additional technique slots to have this technique also deal 1d4 constitution
damage if the creature fails it's saving throw, which becomes DC: 16+Charisma
Modifier. The D4 becomes a d6 when used against an angel.
Detect Vitals

**Level:** Gunslinger 4

**Spell Resistance:** no

Locking on to your foe, you inform your allies about where to strike for
 a critical blow. As a standard action, a single enemy for every 5
levels you possess (To a max of 4 enemies), within 60 feet must make a
will saving throw DC: 14+Dexterity modifier. If the enemy fails
creatures gain a +4 bonus to all critical hit confirmation checks
against them. In addition, That creature suffers from a -4 penalty to
armor class and reflex saving throws. This lasts for 1 round per level.
Destroyer

**Level: Axe/Hammer/Flail 9**

**Spell Resistance: no**

Slamming your axe into the ground and launching yourself skyward only to
 return and slam your weapon again, you split the planet in two and
launch your foes into oblivion. As a full attack action, Make a single
attack at your highest base attack bonus against up to any 4 creatures
within attack range. You deal critical damage as well as 1d8 damage per
level if you hit (Max 20d8). A successful fortitude saving throw DC: 19+
 Strength modifier halves this damage. Creatures that fail this saving
throw take a -4 penalty to their armor class for 1 round.
3 year Crush Kill

**Level:** Ninja 4

**Spell Resistance:** Yes

Summoning a lavish hot springs around yourself, your enemies try to peek
 in to the window to see you, only to be greeted by kunai to the face.
As a full round action, you create a 10 foot square of hot springs.
While you or an ally are within the hot springs you heal 1d8+1 every
round. If an enemy targets you, or if you are in an area effect from an
enemy that can see you, they must make a Will saving throw DC: 14+
Charisma modifier or take normal damage, and be staggered for 1 round.
If the enemy is of the opposite sex, or of the same sex and would still
be attracted to you, you are stunned and take 1 con damage. The first
time an enemy makes their save they no longer need to make the save.
This lasts 1 round per level.
Elemental Breath

**Level:** Dragon 3

**Spell Resistance:** yes

Rearing back, you puff out your throat as you prepare to release a burst
 of elemental fury through your foes. You blast a burst of energy in a
30 foot line at your enemy. This does damage of the type of your
elemental affinity and deals normal damage as well as 1d6 damage per
level (Max 10 d6). Creatures that fail their reflex saving throw DC 13+
Strength modifier are either Stunned (Ice), on fire (1d6 damage every
round), or deafened (Air) for 3 rounds and take full damage.
Creatures that succeed take no secondary effect and take 1/2 damage. If the dragon has 50% more in it's hoard than the base requirement, the damage cap becomes 15d6. If the dragon possesses twice the amount in it's hoard than the base listed requirement it's cap becomes 20d6.
Energy Potion

**Level:** Sorcerer 6

**Spell Resistance:** no

Drinking down a powerful potion, you grant yourself a better capability
to cast spells and recover those lost back for the day. As a full round
action, you can restore some of your own spells back. For 1 round per 4
 levels you possess, you can gain a 1 spell slot back. You can only
select a spell slot of level 1. For every 3 levels you possess the spell
 slot level that you can get back increases by 1 (Max level 7).
Devil Bear Reincarnation

**Track and Snack:** If
you already possess this ability, you gain no additional abilities.

**Favored Enemy:** The Devil Bear gains additional
favored enemies as per the usual class feature, and previous bonuses get
increased as normal.

**Knowledge of the Wild:**
If you already possess this ability, you gain no additional abilities.

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

**Grizzly Display:** You
gain +3 additional uses per day of this ability.

**Grizzly Defense:** If
you already possess this ability, you gain no additional abilities.

**Earth Walk:** If
you already possess this ability, you gain no additional abilities.

**Orangadang:** You
gain another use per day of this ability.
Divine Strike

**Level:** Polearm/Spear 7

**Spell Resistance:** no

Raising your arms high, your spear launches into space, only to return
through thunderous clouds as a massive weapon of utter destruction and
slam into your foe with a massive burst. As a standard action, Creatures
 within a 20 foot burst located anywhere within 40 feet must make a
reflex saving throw DC:17+Strength modifier for half damage. Creatures
in the area of effect take damage equal to a critical hit from your
weapon as if it were colossal sized. If your weapon is colossal sized
your critical hit multiplier increases by one. You also deal 1d6 damage
per level (Max 20d6). Half of this is divine damage and half is
electricity so even creatures immune to electricity still take some
damage. Creatures that fail their save are also paralyzed for 1 round.
Element Charge

**School Evocation**; Level Paladin 1

**CASTING**

**Casting Time** 1 standard action

**Components** V, S

**EFFECT**

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

**Area** self

**Duration** 1 round per level

**Saving Throw** no; Spell Resistance no

**DESCRIPTION**

Invoking the power of the zone, you grant yourself great elemental
strength. You deal an additional +1 damage per damage dice when using a
technique or a spell that does a specific energy damage (Sonic, Fire, Ice, Electricity, or Acid) chosen upon this spell's activation. This bonus increases by +1 for every 10 levels you possess.
Dragon Flash

**Level:** Dragon 4

**Spell Resistance:** yes

As you grab hold of the enemy, the dragon charges his ultimate technique
 so the two of you can defeat Raditz. The dragon fires the beam through
the enemy and you, somehow not killing you in the process. Make an
attack against a creature's grapple CMD within 30 feet. If successful,
that creature takes normal damage as well as 1d6 damage per level (Max
14d6). If unsuccessful, the creature gains a Reflex saving throw DC 14+
Strength modifier for 1/2 damage. Creatures that fail this save also
have their speed cut in half for 1 round.
Close Buster

**Level:** Baciel 2

**Spell Resistance:** yes

The Baciel leaps into the air and crams it's gun inside of you, pumping
you with energy until it's violently released through your skin. As a
standard action, The Baciel makes a single melee attack at his highest
Base attack bonus. If this attack hits the Baciel deals normal damage
adding in an additional number of damage equal to the Baciel's level
(Max +20). The target must make a fortitude save DC: 12 +STR mod, or be
sickened for 1d4 rounds.
Dominate

**School Transmutation**; Level Beast Master 3

**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** Fortitude negates (Harmless); Spell Resistance yes

**DESCRIPTION**

Raising your fist high, you release a call of Nature that empowers the
mighty beasts of the world. Creatures with the Monster subtype gain a +1
 bonus to attack, damage, and armor class, and they also gain a +4 bonus
 to saving throws vs. Fear and 12 temporary hit points. This bonus to hitpoints increases by +1d12 for every 4 caster levels you possess. This bonus to
attacks, damage, and armor class increase by +1 for every 3 levels you
possess in Beast Master (Max +8). This lasts for 1 minute per level.
Descending Phoenix

**Level:** Roc 9

**Spell Resistance:** yes

You lay an egg that hatches into a mighty Cock-a-Phoenix. You
temporarily merge together and slam into your enemies in a fiery burst.
As a standard action, Creatures within a 30 foot cone in front of you
must succeed in a Reflex saving throw DC: 19+Constitution modifier for
half damage. This technique deals critical damage as well as an
additional 2d6 damage per level (Max 40d6). Creatures who fail the save
take full damage, and must succeed in a reflex saving throw the
following round or take 1/2 of the damage sustained previously.
Demon Horn Rocket

**Level:** Leotaur 3

**Spell Resistance:** Yes

Your horns fire from your head with trails of fire and slam into your foe with a massive explosion. As a standard action, you can make two attacks with a range of 90 feet. These don’t need to be on the same target. Creatures struck take normal damage as well as an additional +1d6 damage per 2 levels (Max +10d6). Enemies struck must make a reflex saving throw DC: 13+ Strength modifier or be knocked prone. Creatures within 20 feet of the target must make the same reflex saving throw or take the same amount of damage. On a successful saving throw the damage is cut in half.
Divine Aura

**Level: Divine caster 5**

**Spell**
Resistance: yes

You are a conduit of holy energy that flows from
your holy prayers, crackling and flowing into the world around you. As a
standard action you activate your divine aura. This aura goes out to 20 feet.
Divine spells that you cast while this aura is active are treated as if you
were one level higher and their saving throw DC is raised by +2. This also
applies to abilities from divine classes such as a cleric's domain or channel
energy. These bonuses are applied to all allied creatures within the aura if
they have levels as a divine caster. In addition, the performer of this
technique gains a sacred bonus to saving throws against spells equal to the
highest level of divine spell you can cast. This aura lasts for 3 rounds  per level.

***MYTHIC:***
***By***
spending a use of mythic power, you can increase the aura's range by 20 feet,
it treats you as being 2 levels higher instead,
and it's bonus to saving throws applies to all saves, not just saves
against spells.
Dragon Claw

**Level:** Dragon 5

**Spell Resistance:** no

Also known as "Dragon Kung Fu" this works similar to Bloody Talons but
with more finesse and power. As a full attack action, Make a charge attack against any one creature within charge distance. If your attack hits you deal normal damage and gain an additional attack at your highest base attack bonus. This attack also gains the charge bonus. This second attack also deals normal damage. if this attack hits, the dragon can make a third attack with the same bonuses on the target and this attack also deals normal damage. If the dragon has 50% more in it's hoard than the base requirement, the first attack can be a vital strike. If the dragon possesses twice the amount in it's hoard than the base listed requirement for it's level, all three attacks can be vital strikes.
Dig

**Level:**
Novelty (Shovel) 2

**Spell**
Resistance: No

Scooping up a large boulder, you fling it at the
enemy, crushing them with it's weight. As a standard action, Make a ranged
touch attack against a single creature within 30 feet of you. If this attack
hits, it deals normal damage as well as 1d6+1 damage per level (Max 1d6+10).
Creatures struck must make a reflex saving throw DC: 12+Strength modifier or be
knocked prone.
Drill Break

**Level:**
Drill 6

**Spell**
Resistance: no

Slamming into your enemy's chest, you lift them in
the air and spin your drill, dizzying them as you spray their blood about
before slamming them into the ground. As a standard action, make a touch attack
against an enemy, if it hits, you deal normal damage as well as an additional
1d10 damage per level (Max 15d10). Creatures struck must make a fortitude
saving throw DC: 16+Strength modifier or be knocked in any direction 1d10X5
feet, knocked prone, and nauseated for 1 round. Falling damage is calculated
normally.
Death March

**Level: Shinigami 6 (Magichange)**

**Spell Resistance: yes**

Transforming into just a skull, it sprouts into antlers,
each one of them summoning the aid of a nearby Shinigami to donate their
powers. The purple flames of each Shinigami burn down the antlers like a fuse
and ignite it's mouth, firing a beam of all consuming bright light. As a
standard action, you can damage up to 1 creature per level, no two of which can
be further than 50 feet from one another. These creatures must make a will save
DC: 16+ Charisma modifier or take normal damage as well as 1d6 holy or unholy
damage per level (Max 15d6). Creatures that fail this saving throw are also
shaken for 1d4+2 rounds.
Alter Ego

**Level:** Illuminati 3

**Spell Resistance:** No

As you walk past another cloaked figure appears nearby, poised to take action.

As a standard action, you can create a single shadow clone as if using the Ninja multiplication technique. This shadow clone possesses a number of hitponts equal to your charisma modifier times 1/4 your caster level. Attempts made to scry upon you will detect either you or one of the clones with a 50% chance for each. This shadow clone cannot be discerned from yourself through magical means and must be discovered via a perception check made against the technique performer's caster level +10. Upon activating this technique the clone can be placed anywhere within 60 feet of yourself, and you can choose to immediately swap locations with the clone, allowing you to move to it's selected location and for it to appear where you were. Doing so also requires a perception check of the same DC to notice. When creating the clone or yourself, you effect both with a disguise self spell that cannot immediately be discerned through magic or true seeing just as the clone. This lasts for 1 round per level. Using this technique multiple times can grant you additional clones, and each time it activates you can teleport and swap places with one of your clones.
Concentrate

**Level:** Necromancer 2, Sorcerer 2, Wizard 2, Psychic 2, Psion 2

**Spell Resistance: No**

A Magic circle forms around you that follows you wherever you go and
increases your elemental strengths. This is a standard action, it lasts 1
 minute per level and grants a +1 damage per damage dice on all elemental damage (Fire, Frost, Electricity, Acid, Sonic, Disintegration, Holy, Unholy, Negative energy, Positive Energy, or Force). This increases by +1 damage per damage dice for every 6 levels you possess (Max +5).
Death Wing

**Level:** Slumber Cat 8

**Spell Resistance:** yes

summoning wings made of plasma, you dash through your foes at lightning
speed, tearing them to shreds. As a standard action, Creatures within a
100 foot line placed anywhere within 100 feet of the slumber cat.
Creatures in this line must make a reflex saving throw DC: 18+ Dexterity
 modifier for 1/2 damage. Creatures struck take critical damage as well
as 1d6 damage per level (Max 20d6). Creatures struck must make a
fortitude save of the same DC or be knocked prone and stunned for 1rd4
rounds.
Dracon

There seems to be a like between them and the Draches and some researchers believe they are the result of cross breeding between humans and monsters, such an act would almost certainly be branded as heresy.

+2 Charisma, +2 Constitution, -2 Dexterity,: Dracons are healthy and can easily persuade others, however they tend to be rather slow on their feet.

Humanoid (Reptilian)

**Medium-size:** As medium-size creatures, Dracons have no special bonuses or penalties due to their size. Dracon base land speed is 30 feet.

**Low-Light Vision:** A Dracon can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He or She retains the ability to distinguish color and detail under these conditions.
•    +2 racial bonus to Intimidate and Knowledge (Arcana) checks: Dracon are skilled at Reminding their foes of their draconic heritage and have some knowledge of magic literally integrated into their systems.
•       Dracon have a gore attack that deals 1d4 piercing damage.

**Dracon Fury (Ex):** When a Dracon takes damage that would put them at 50% hit points or less, they enter a rage that gives them a temporary +2 insight bonus to Strength until they are no longer bloodied or have not fought for at least 1 hour. Dracon cannot use skills or abilities that require patience or concentration (such as moving silently or casting a spell) while in this fury. The Dracon can choose to suppress this ability by making a DC:15 will save if he or she wishes.

**Dragon Affinity (Ex):** Dracon know how to face creatures of their type and as such gain a +2 bonus to armor class against Dragons or creatures with the dragon type. In addition if you cast a spell or technique that summons a Dragon, it lasts one round longer than usual.

**Energy Resistance:** Choose an energy type (Acid, Fire, Lightning, Sonic, or Frost). You gain resistance 5 to that element.

•    **Automatic Languages:** Common and Draconic.

Bonus Languages: any
•    **Level Adjustment:** +1
Dancing Knife

**Level:** Marionette 3

**Spell Resistance:** no

Lifting your foe into the air and juggling them along with your knives,
you stop and grab hold of the enemy as the knives lodge themselves into
him one by one. As a standard action, Make a single attack against your
enemy's grapple CMD. If you succeed, you can make a full attack on the
enemy's flat footed armor class.
Clinical Trial

**Level: Professor 4**

**Spell**
Resistance: no

You take a purple vial from your pocket and slam it down on a creature,
making them double in size. This works like the spell enlarge person, however
it stacks with enlarge person. In addition it grants a +4 alchemical bonus to
armor class and gives the creature poison immunity.
Enhance Item, Lesser

Transmutation

**Level:** Merchant 1

**Components:** S, M

**Casting Time:** 1 minute

**Range:** Touch

**Target:** Armor or shield touched

**Duration:** 10 min./level

**Saving Throw:** None (object)

**Spell Resistance:** No (object)

This infusion can be used in different ways depending on the item selected. When casting this select armor or weapon.

*Armor:*

The armor or shield you touch temporarily gains a special ability
commonly found on magic armor or shields. You can choose any special
ability whose market price is equivalent to a +1 bonus or up to 5,000
gp, such as light fortification or shadow. The armor or shield does not
need to have an existing enhancement bonus, nor does it gain one when
you imbue it with this infusion.

*Weapon:*

The weapon you touch temporarily gains a special ability commonly found
on magic weapons. You can choose any special ability whose market price
is equivalent to a +1 bonus or up to 10,000 gp, such as fl aming or
keen. The weapon does not have to have an existing enhancement bonus,
nor does it gain one when you imbue it with this infusion. One weapon or
 fifty projectiles, all of which must be in contact with each other at
the time of casting Alternatively, you can affect as many as fifty
arrows, bolts, or bullets. The projectiles must be of the same kind, and
 they have to be together (in the same quiver or other container).
Projectiles, but not thrown weapons, lose their transmutation when used.
 (Treat shuriken as projectiles rather than thrown weapons for the
purpose of this spell.)

**Material Component:** An ointment made from rare spices and minerals, costing 10 gp.
Destroy Construct

**Transmutation**

**Level:** Merchant 6

**Components:** V, S

**Casting Time:** 1 standard action

**Range:** Touch

**Target:** Construct touched

**Duration:** Instantaneous

**Saving Throw:** Will half; see text

**Spell Resistance:** Yes

Destroy construct transmutes the structure of a construct to deal 10 points of damage per caster level (to a maximum of 150 points at 15th level). If the construct successfully saves, disable construct deals half this amount, but it cannot reduce the target’s hit points to less than 1.
D-Rule 3: Imperial Cross

**Level:** Raspberyl Magichange 6

**Spell Resistance:** yes

Leaping into the air with Beryl in hand, you split into 4 others and
drop down on your foe in the shape of a cross. As a full attack action,
make a full attack against a single target within 30 feet. Each attack
that hits deals normal damage as well as an additional 2d6 damage. if
you hit with at least 2 attacks, you deal an additional 5d8 damage. This
 final damage ignores DR. A successful fortitude saving throw DC:
16+Intelligence modifier halves the overall damage dealt. This is treated as an arcane spell as well as a technique for the purpose of evilities or feats.
Deadly Prickle

**Level:** Flora Beast/Treant 3

**Spell Resistance:** no

Slamming the spear into your foe's side, you let the Flora beast's power
 emerge, filling the enemy with brambles and thorns. Make a single
attack at your highest base attack bonus as a standard action. If this
attack hits you deal normal damage and they must make a fortitude saving
 throw DC: 13+ Dexterity modifier or take an additional 1d6 damage per
level (Max 10d6). Creatures who succeed halve the damage and creatures
that fail take full damage and are staggered for 1 round.
Chronicles

**Level:**
Polearm/Spears 7

**Spell**
Resistance: Yes

leaping in the air, you aim down at the ground as
you materialize a colossal, shining bow. Firing your spear like an arrow it
strikes the ground as a column of blue light engulfs your enemies. As a
standard action, enemies within a cylinder 20 feet wide and 20 feet tall per
level, must choose to make a reflex saving throw or take normal damage as well
as an additional 1d6 damage per level (Max 25d6). The damage dealt is divine
damage.  Flying creatures that take
damage from this technique must make a fly check equal to the save DC of the
technique or fall out of the sky. Enemies whom fail their saving throw are also
blinded for 1d6+2 rounds. Enemies that take additional damage from sunlight or
whom have light sensitivity take 1d8 damage per level instead.
Demon Bullet

**Level** Red Imp magichange 5

**Spell Resistance** yes

Firing bullets at your foe, they turn into little dancing imps before you
command them to slam into your foe. As a full attack action, you summon one imp
for every attack you have with this weapon. This imp cannot be attacked, but
instead floats around at a speed of 60 feet every round. At any point in time
on your turn, you can have it fly towards an enemy as a ranged touch attack.
This attack deals normal damage as well as an additional 5d6 damage when it
hits. If multiple Imps strike the same creature, it only applies it's damage
reduction once against the total number of imps that strike it. These imps last
for 1 round per level or until they're used as an attack.
Combo Explosion Shot

**Level: Adell 6**

**Spell Resistance: yes**

Flipping back, you throw punches through the air that impact
your enemy with kinetic air force, pummeling them into a bloody pulp until  you dash forward and strike them with a final
blow that explodes into a beam of fire. Make a flurry of blows against a single
enemy within 60 feet. Each attack that hits deals an additional 2d6 fire damage
and 1d6 sonic damage. If you hit at least 4 attacks, the creature must make a
fortitude saving throw DC: 16+ Strength modifier or take double damage as well
as an additional 1d6 fire damage per level (Max 10d6). A successful saving
throw negates the damage. If you hit with at least 6 attacks the creature is
also stunned if it fails that saving throw. If you land every attack the
creature does not apply any resistances or immunities to fire for this technique.
Elemental Slash

School Conjuration [Teleportation, Fire, Air, Acid, Electricity, or Sonic];

**Level** Cleric 5, Oracle 5, Witch 5, Paladin 4, Magus 5, Wizard/Sorcerer 5

**Casting Time** 1 standard action

**Components** V, S

EFFECT

**Range** long (400 ft. + 40 ft./level)

**Target** you

**Duration** instantaneous

**Saving Throw** none

**Spell Resistance** no and yes (object)

DESCRIPTION

This spell works identically to the spell Dimension door, however upon your arrival, you can make a single melee attack against a creature within your reach. If this attack hits it deals normal damage as well as an additional 1d6 damage per 4 levels (Max +5d6) This damage is either Fire, Frost, Acid, Electricity, or Sonic.

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

·         My spending 8 more mana you can choose to do either force or disintegration damage with this spell instead of it's usual damage.

·         Extra Damage: You can increase the damage dealt by +1d6 for every 8 mana you spend.
Daniel Jacks

**Level:** Lantern 7

**Spell Resistance:** No

Hopping in place, you kick your enemy upward and then cut through them,
vanishing and moving around fast enough that no one can see your
movement. You then appear at the last moment to catch the enemy with a
knife through the torso. Make a full attack against an enemy in reach
with an extra attack at your highest base attack bonus. Each attack that
 hits deals an additional 2d6 damage. Feats such as Vital strike, or
evilities that allow you to make a specific standard action to make an
attack can be utilized on this technique, but only for the first attack.
 Enemies must make a fortitude saving throw DC: 17+ Strength modifier
after being struck by at least 3 attacks from this technique or be
shaken for 1d10+5 rounds.
D-Rule: Recycle

**Level: Raspberyl  3**

**Spell Resistance: yes**

Opening her book of arcane secrets, Beryl shows her foes the
pleasures of recycling by sucking them into her tome and transmogrifying their
bodies into explosive barrels, which then explode and reject them back out.

As a standard action, make a ranged touch attack against 1
creature for every 4 levels you possess (Max 3). If this attack hits, you deal
your normal weapon damage as well as 3d6 damage. Creatures struck must make a
will save DC: 13+Intelligence modifier or be stunned for 1 round. If you are
struck while stunned, you must make a fortitude saving throw of the same DC or
take normal damage again +1d6 damage per level (Max 20d6)and be stunned again
for 1 round.
Cosmic

The Magical Cutie wields the power of the cosmos. Harnessing the might of the stars and the force of the universe it’s self, she calls down galactic ruin upon her foes from distant stars.

*1st level:* A Cosmic Cutie’s Magical cutie wand deals +1d4 force damage on all damage rolls.

A Cosmic Cutie’s Magical Cutie transformation grants the bonus to Intelligence based d20 rolls, and to any saving throw DC based on Intelligence, and the Magical Cutie’s force resistance increases by 10. While in this form, the magical cutie can cast the spell magic missile at will. When the magic missile hits it deals an additional amount of damage equal to ½ of the caster’s levels in the magical cutie class rounded down (Minimum +1).

*4th level:* A Cosmic Cutie’s Magical cutie wand deals +2d4 force damage on all damage rolls.

A Cosmic Cutie’s Magical Cutie transformation increases her force resistance to 20. In addition any spell with the force descriptor that the magical cutie casts also Stun the enemy for 1 round. If the spell had no saving throw, it now has a fortitude saving throw to avoid that additional effect. The Magical cutie also gains a fly speed of 30 feet with perfect maneuverability.

*7th level:* A Cosmic Cutie’s Magical cutie wand deals +3d4 force damage. This damage is now multiplied on a critical hit.

A Cosmic Cutie’s Magical Cutie transformation increases her force resistance to energy immunity. The Cosmic Cutie is effected by the spell call the void whenever she enters her magic cutie transformation and it lasts for the duration of the transformation. The damage that is dealt from this spell is increased by the damage from their magical cutie wand.
Crane Dance

**Level: Asuka 3**

**Spell Resistance: no**

Rearing
back, you thrust through a line of foes and tear them to shreds with your gale
force as a burst of paper cranes explodes from them. As a standard
action, make a single attack on every creature in a 30 foot line extending from
you. If this attack hits it deals +2d6 additional damage for every creature you
struck (+12d6 if you hit 6 creatures in the line). Creatures struck must make a
fortitude saving throw DC:13+Strength modifier or be staggered for 1 round
following the attack. If the creature effected is a challenge, smite, or
judgment target of the user, the technique deals d8's instead. Move yourself to
the end of this line when the attack is over, this provokes no attacks of
opportunity.
Corpse Costume

**Level:** Skeletal Dragon 8

**Spell Resistance:** no

Transforming into a powerful suit of armor, you grant great defensive
capabilities and a tornado like flurry that can be launched from the
spear. As a standard action, The creature wielding you gains a +4 bonus
to Charisma as well as to Strength, and gains 1/2 of the Skeletal
Dragon's natural armor bonus as a deflection bonus to armor class that
stacks with all other deflection bonuses. The wielder also gains Damage
reduction equal to 1/2 of the skeletal dragon's rounded down. While in
this form you can utilize any of the Dragon's techniques of 6th level or
 lower as if they were your own, using your own technique slots. This
form lasts 1 round per level, however you can discharge it early. If you
 choose to use the attack you can access it on the very first round when
 you use this technique. Creatures in a 60 foot cone must make a reflex
saving throw DC: 18 or take normal damage as well as 2d6 slashing damage
 for every round remaining in the transformation. (Max 40d6). A
successful saving throw halves the damage. Creatures that fail the save
are tossed 80 feet in a random direction and take falling damage.
Cross X Slash

**Level:** Sword 4

**Spell Resistance:** yes

When using this technique, select one of the following ways that it works.

*Cross X Slash:* Flinging a wind blade at your foe you dash in at break neck speeds to slice the blade in half as it reaches your foe creating an x shape through their corpse. As a full attack action, make a single attack on a single enemy within 30 feet, if this attack hits you deal normal damage as well as 4d6 additional damage. You then gain an additional attack at the same bonus but with a +2 as if charging. You only gain this second attack if you successfully landed the first hit. If this attack hits you deal double damage as well as an additional number of damage equal to your level, the enemy is also dazzled for 1d4+1 rounds.

*Vacuum Slash X:* Slashing through the air to create an X shaped energy field, you thrust it forward at your foes, dicing them to bits. As a full attack action, make a single ranged touch attack against a single enemy within 30 feet. If this attack hits, you deal normal damage and the enemy must make a fortitude saving throw DC: 14+ Strength modifier. If they fail they take 1d4 damage to their Dexterity score and are stunned for 1 round. If they succeed in their saving throw they are instead staggered for 1 round.

***MYTHIC:*** By expending a use of mythic power when using this technique, you can increase the damage dealt by 1d6 for every mythic tier you possess.
Circle of Flight (Magic Flying Circle)

School Transmutation;

**Level** sorcerer/wizard 8, witch 8

CASTING

Casting Time See text

Components V, S (See Text)

EFFECT

Range personal

**Area** the area beneath the caster

Duration See Text

Saving Throw no

**Spell Resistance** no

DESCRIPTION

Using your magic power, you create a magic circle of light that holds like a platform that can lift creatures through the air. This can be done in a multitude of ways as described below.

*Magic Circle of Flight:* This version of the spell is cast as a full round action and creates a flying disc 10 feet wide that has a fly speed of 100 feet with perfect maneuverability. This disc can be stood on and can be used as a platform. The user can spend a move action to move the disc in any direction. As a full round action you can have the disc move in a straight line at 10 times it's base speed. The Disc can hold up to 100 lbs. per level of the caster and it lasts for 1 hour per level. This can be made permanent by spending 20,000 hl. If made permanent, you can also apply the spell Life Bubble to this by spending an additional 7,500 hl.

*Grand Magic Circle of Flight:* This version of the spell is cast as a ritual that takes 6 hours to complete and creates a flying disc 60 feet wide with a fly speed of 200 feet with perfect maneuverability. This disc works as above, however it takes a standard action to move it and it lasts for 10 minutes per level. As a full round action you can have the circle move X10 it's base speed in a straight line. It can hold up to 1,000 lbs per level of the caster. During the ritual you can cast spells that have an area of effect such as consecrate and have them effect the disc for their duration. The Disc possesses the Greater Starflight ability, allowing it to fly to another planet in 1d6 minutes, A nearby star in 1d6 hours, a distant galaxy in 1d6 days, and a far off universe in 1d6 weeks. This spell can be made permanent by spending 35,000 hl. If made permanent, you can also apply the spell Life Bubble to this by spending an additional 7,500 hl.

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

·         Increased Weight: Increase the weight by 100 for Magic Circle of flight or 1,000 for Grand Magic Circle of flight for every 4 points of mana you spend when casting it.

·         Imbue to Other: By spending 15 mana during the spell's duration, you can turn over ownership of the spell to another creature within touch range. The other creature then controls it's movement and can dismiss it at will.

·         Tandem Movement: By spending 7 mana per circle you have active, you can move multiple magic circles as part of the same standard action.