recursal/Fanatic-Fandom huggingface dataset:
Autorecall

**Discipline:** Psychoportation; **Level:** Psion/wilder 1

**Display:** Auditory, Visual

**Manifesting Time:** 1 standard action

**Range:** Long (400 ft. + 40 ft./level)

**Target:** Your psicrystal

**Duration:** 1 hour/level

**Saving Throw:** None; **Power Resistance:** No

**Power Points:** 1

You bind yourself to your psicrystal, allowing you to recall the psicrystal to your side with but a thought. As a free action, while the power is in effect and within range, you can recall your psicrystal, instantly teleporting it to your side. When you do, the power ends.

**Augment:** If you expend your psionic focus when manifesting this power, your psicrystal can trigger the recall as an immediate action.
Astral Nanites

**Discipline** metacreativity; **Level** shaper 6

**Display** visual

**Manifesting Time** 1 round

**Range** close (25 ft + 5 ft./level)

**Effect** one created swarm

**Duration** 1 round/level

**Power Points** 11

From the far reaches of the astral plane, you manifest an army of ectoplasmic nanites to serve you. These creatures function as an astral swarm, save that they have the robot subtype in addition to their normal abilities. Aside from the creature created, this power otherwise functions like *astral construct*.

**Augment**: This power can be augmented in the following ways:

* By spending 2 additional power points, the manifester may create an observer robot swarm in place of a astral swarm.
* By spending 6 additional power points, the manifester may create a gray goo in place of an astral swarm. If the manifester also expends his psionic focus, he may create the gray goo inside of a creature within Close range, affecting them as if it was subject to the gray goo’s infest ability (no save).
* By expending psionic focus, the manifester may apply menu options to the created swarm as if it were a 6th-level astral construct.
Armament Reservoir

**School** transmutation; **Level** elementer 2, magus 2, occultist 2, shaper 2, sorcerer/wizard 2, vanguard 2

**Casting Time** 1 standard action

**Components** V, S

**Range** touch

**Target** weapon or armor touched

**Duration** 10 min./level

**Saving Throw** Will negates (harmless, object); **Spell Resistance** yes (harmless, object)

This spell allows a creature to channel spells through their equipment, granting the touched armor or weapon the *spell storing* property. The wielder can use this special property multiple times throughout the duration.

Multiple *spell storing* effects on a given piece of equipment do not stack. If a spell is stored in the armor or weapon when *armament reservoir* ends or is dispelled, the stored spell dissipates harmlessly to no effect. You cannot cast this spell on an unarmed strike or a natural weapon, such as a claw.
Ardent Legion, T’Nail’s

**Discipline:** Psychoportation; **Level:** Tactician 9, vitalist 9

**Display:** Auditory, Mental

**Manifesting Time:** 1 standard action

**Range:** Unlimited; see text

**Target:** Willing members of your collective

**Duration: I**nstantaneous; see text

**Saving Throw:** Will negates; **Power Resistance:** No

**Power Points:** 17

You send a summon out across your collective calling all
of the members to aid you. All members of the collective
that are located on the same plane and that are willing are
then summoned to the closest available space to you and
are given one of three options.

* +3 competence bonus on attack and damage rolls
* +3 competence bonus on saving throws and AC
* One standard action

The competence bonuses last for one round per
manifester level. If this power is used during combat, the
creatures summoned immediately receive their bonus
or standard action. If they chose a standard action, they
are taken in the order of highest initiative modifier. The
summoned collective members then roll initiative and act
normally on their next turn.

**Augment:** This power may be augmented in one or more
of the following ways.

* By spending 2 additional power points, the power can summon members, including the manifester, to a particular member of the collective instead of to the manifester.
* By spending 2 additional power points, this power can summon members of the collective across planar boundaries.
* By spending 4 additional power points, this power’s manifesting time becomes an immediate action.
Archaic Savagery

Your critical hits with improvised weapons are much more damaging.

**Prerequisites:** Mrawgh, base attack bonus +10.

**Benefit:** When attacking with an improvised weapon, your critical threat range is 19-20 🞩3. If you have the Stick and Spear feat, for weapons affected by that feat with a lesser threat range than 19-20, the critical hit threat range increases to 19-20.

**Normal:** Your critical threat range for improvised weapons is 19-20 🞩2.
Arcane Torrent

**Discipline:** Elemental Flux (Strike) [force]

**Level:** 4

**Prerequisites:** One Elemental Flux maneuver

**Initiation Action:** 1 standard action

**Range:** 60 ft.

**Target:** One creature

**Duration:** Instantaneous

You unleash a sudden burst of eldritch energy that surges
towards a distant foe. When you initiate this strike, select
a target within 60 feet. Magical missiles of explosive force
swiftly fly at this target, dealing 6d6 points of force damage
to the target unless it succeeds at a Reflex save (DC 14 +
your initiation modifier).

**Animus augmentation:** You may spend two points of
animus to instead fire a barrage of force missiles. Instead of
this strike’s normal effect, you create a 15-foot burst within
60 feet of you, affecting each creature within its area as if
you had targeted them.
Awestrike

**Discipline** Telepathy (mind-affecting); LevelDread 6, Psion/Wilder 7, Tactician 7

**Display** Mental

**Manifesting Time** 1 standard action

**Range** Personal

**Area** 60-foot spread centered on you

**Duration** 1 round/level, see text

**Saving Throw** Will partial, see text; **Power Resistance** yes

**Power Points** 11 dread, 13 psion/wilder and tactician

You unleash a telepathic shockwave that overtakes the minds of targets, forcing them to stunned silence before your awesome presence. All creatures that fail their saving throws against this effect become helpless for 1 round/level, unable to comprehend the full extent of power they are witnessing. Each round on its turn, a creature affected by this power may attempt a new saving throw to end the effect; this is a full-round action that does not provoke attacks of opportunity.

**AUGMENT**

* For every 2 power points you spend augmenting this power, the range increases by 10 feet and the DC increases by 1.
* If you spend 2 additional power points and expend psionic focus, this power has a persistent effect. For 1 round/level, any creature that enters the area of this power must save against this power’s effects.
* If you spend 4 additional power points, a creature that recovers from this power early after being affected by it for at
* least 1 round is staggered for 1d4 rounds. A creature that makes the initial save to resist this spell is merely staggered for 1 round.
Aurora Fortress Trail

**Discipline:** Sagitta Stellaris (Strike) [Trail]

**Level:** 6

**Prerequisites:** Two Sagitta Stellaris maneuvers

**Initiation Action:** 1 standard action

**Range:** ranged attack, [Trail] 90 ft.

**Target:** one creature

**Duration:** instantaneous

Your attack leaves a translucent rainbow trail of light behind that holds back the enemy. Make a 90 ft. trail ranged attack. If it hits, it deals weapon damage as normal plus an additional 5d6 points of damage. Each empty space in the trail is then filled in with a 5-foot cube-shaped cube wall of force, as the spell, except with hardness equal to your initiator level, and 1 hit point. These cubes last as long as the trail does, or until destroyed. As part of any movement, a creature can make a strength check (DC 16 + your initiation modifier) to force through the wall and move through it at half speed for that turn, destroying any cubes it passes through. This Strength check can be made once per separate action. Allies that enter the trail’s area (assuming a cube of force doesn’t block them) are coated with a thin force barrier, gaining DR/- equal to your initiator level against the first attack that hits them afterwards. Cubes of force only appear in the original path of the projectile and the associated spaces extending above and below it. Any other ability that would expand the effective area of your trails (such as the Sagitta Stellaris Spotlight feat) does not create more cubes of force, but still grants DR in the new areas. However, effects such as the Sagitta Stellaris Shift feat that change an existing traced trail to this one would cause cubes of force to be created in the original path of the trail as normal. Any effect like disintegrate which would destroy a wall of force destroys every cube simultaneously, even if they aren’t contiguous.
Banshee’s Hearing

**Discipline:** Athanatism; **Level**: Dread 2, psion/wilder 3

**Display:** Auditory

**Manifesting Time:** 1 standard action

**Range:** Personal

**Target:** You

**Duration:** 10 minutes/level (D)

**Power Points:** 3 (dread), 5 (psion/wilder)

Like the spectral undead, you attune your senses to the heartbeats of the living. You gain blindsight with a range of 60 ft. However, any target that does not have a heartbeat (undead, constructs, some aberrations, etc.) is treated as having total concealment from your blindsight. Your normal senses continue to function.

**Augment:** You may augment this power in one of the following ways.

* You may spend an additional 2 power points to increase the range of your blindsight from this power by 10 feet.
* By spending an additional 4 power points, the duration of this power becomes 1 hour/level.
Arcana Defender (Magus)

*Arcana defenders do not take an aggressive approach to combat; they instead choose to use their magic powers to protect themselves. These heavily-armored warriors use spell and shield to stand against the odds.*

### **Weapon and Armor Proficiency**

An arcana defender is proficient with light armor, medium armor, and shields. He can cast magus spells while wearing light or medium armor or while using a shield without incurring the normal arcane failure chance. This replaces the arcana defender’s armor proficiencies.

### **Arcane Pool (Su)**

At 1st level, an arcana defender can use his arcane pool to grant an enhancement bonus to a weapon as normal, as well as to his shield, paying the arcane pool cost separately for each. At 5th level and above, he can also add the following shield special abilities: *animated*, *arrow catching*, *arrow deflection*, *bashing*, *blinding*, *fortification (any)*, *reflecting*, *spell resistance (any)*. He cannot enhance a shield as if it were a weapon (even a spiked shield).

### **Shielded Casting (Ex)**

At 1st level, arcana defenders add their shield’s bonus to AC as a bonus to concentration checks. An arcana defender can use his hand holding his shield to perform the somatic components of magus spells without forfeiting his shield’s bonus to AC. This ability replaces spell combat.

### **Spellstrike (Su)**

An arcana defender can use this ability with a weapon or a shield bash attack.

### **Armor Training (Ex)**

At 7th level, an arcana defender gains armor training, as the fighter ability. At 13th level, he gains armor training 2. This ability replaces knowledge pool.

### **Heavy Armor (Ex)**

The arcana defender gains this ability at 7th level, instead of at 13th. This replaces the medium armor class feature normally gained at 7th level.

### **Defensive Spell Combat (Ex)**

At 8th level, an arcana defender gains the spell combat ability, but only when wielding a shield. He is considered to have a free hand to cast spells to use this ability. This ability replaces improved spell combat and greater spell combat.

### **True Defense (Ex)**

At 20th level, an arcana defender adds his shield bonus to his AC as an additional bonus to his Reflex saves and to his touch AC. He no longer has to make concentration checks to cast defensively. In addition, his shield cannot be disarmed or sundered. This ability replaces true magus.

### **Magus Arcana**

The following magus arcana complement the arcana defender archetype: arcane redoubt, arcane redoubt (greater), enduring blade (may use on weapon or shield), and prescient defense.
Backtrack

Your parallel selves learn an old trick, even after opportunity had passed them by.

**Prerequisites:** Voyager level 3rd.

**Benefit:** You gain a voyager parallel action in a category of your class level or lower that you did not already possess.

**Special:** You can take this feat multiple times; each time you do, you choose a different parallel action to learn.
Bakeneko

**Category:** Race

**Requirement(s):** Catfolk

You gain the beastblood and shapechanger subtypes. In addition, you gain the ability to shapeshift between two forms—your natural form becomes a single specific feline of any size between your natural size and Tiny; while in this form you gain the benefits of the *beast shape I*spell (except that you do not gain any of the ability score increases normally associated with the spell, and you may also choose to have your natural form be a Tiny feline), though they must take the same form each time. If you choose to become a Tiny feline, you gain a size bonus on attack rolls and armor class as though you were Small, though you gain all the other benefits and drawbacks of being Tiny sized. Unlike normal polymorph effects, you do not lose any extraordinary or supernatural abilities that rely on your natural form without this ability while under this effect. However, you gain no natural weapons, other than a bite attack that deals damage as appropriate for your new size. This does not stack with any existing bite attacks you may have. *Antimagic fields*and effects that return you to your natural form revert you to your cat form, and effects that pierce through magical disguises (such as *true seeing*) reveal your true form. In addition, as a standard action, you may assume the appearance of a specific single human form of the same sex. In this form, you lose all benefits of the *beast shape I*effect granted by your natural form. Because of telltale catlike features (such as a poorly concealed tail or sharp fangs), you only gain a +5 bonus on Disguise checks to appear fully human when in your human form. However, you gain a +20 bonus on Disguise checks to appear as a normal cat when in your natural form, and you do not take the normal penalty for disguising as a smaller creature when doing so. You can speak and cast spells in your cat form, and have access to any material and focus components that are melded to your form when you transform back into a cat (though expending them will cause them to be used when you transform into a human again). Transforming into a human otherwise functions as *alter self*, except your ability scores do not change. This trait has no effect if you have another ability that alters your natural shape by mimicking the effects of a spell as an extraordinary effect, beyond granting you the beastblood subtype.
Attraction

**Discipline:** Telepathy (Charm) [Mind-Affecting]; **Level:** Gambler 1, psion/wilder 1

**Display:** Auditory

**Manifesting Time:** 1 standard action

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

**Target:** One creature

**Duration:** 1 hour/level

**Saving Throw:** Will negates; **Power Resistance:** Yes

**Power Points:** 1

You plant a compelling attraction in the mind of the
subject. The attraction can be toward a particular person
or an object. The subject will take reasonable steps to
meet, get close to, attend, or find the object of its implanted
attraction. For the purpose of this power, “reasonable”
means that, while attracted, the subject doesn’t suffer from
blind obsession. He will act on this attraction only when not
engaged in combat. The subject won’t perform obviously
suicidal actions. He can still recognize danger but will not
flee unless the threat is immediate. If you make the subject
feel an attraction to yourself, you can’t command him
indiscriminately, although he will be willing to listen to you
(even if he disagrees). This power grants you a +4 bonus on
any interaction checks you make involving the subject (such
as Bluff, Diplomacy, Intimidate, and Sense Motive).

**Augment:** For every 2 additional power points you
spend, this power’s save DC increases by 1 and the bonus on
interaction checks increases by 1.

## Attraction (Mythic)

The duration of the effect increases to one day. Add your mythic tier to the bonus on interaction checks you make involving the subject.

**Augmented:** If you expend one use of mythic power, you may target one additional creature per tier.
Atomic Fire

**SCHOOL** evocation; **LEVEL** atomic adept 4

**CASTING TIME** 1 standard action

**COMPONENTS** S

**RANGE** long (400 ft. + 40 ft./level) Area 20-ft.-radius spread

**DURATION** instantaneous

**SAVING THROW** Reflex half; **SPELL RESISTANCE** yes

You conjure a giant ball of radioactive energy that combusts anything it comes into contact with. Creatures struck by the ball gains 5 x your caster level in rads, and 1d4 radiation damage per caster level (maximum 10d4). A creature that fails the Reflex save is on fire for a number of rounds equal to your caster level. This fire may be put out in a mundane fashion. Additionally, for each round that the creature is on fire the creature gains 5 x your caster level in rads at the end of their turn.
Antipaladin Spells

## 1st-Level Antipaladin Spells

**Clutch of Undeath:** Prevent positive energy from reaching the target, granting resistance and reducing healing.

**Reallocate Life:** Steal healing from one creature and grant it to another.

**Sacred Bolt:** Deal 1d4 damage aligned to your alignment.

**Snuff**: Extinguish non-magical light sources.

**Squire’s Aid**: Quickly pack gear and don equipment.

**Summon Horror I**: Summons horrific creature to fight for you.

**Weapon of the Faithful**: Conjure the favored weapon of your deity.

## 2nd-Level Antipaladin Spells

**Anchoring Chains**: Chains bind you to the ground, making you hard to move.

**Dark Confinement**: Subjects are unable to leave dimly lit areas.

**Dead Weight**: Dense ball of metal weighs target down.

**Instant Barding**: Summon barding to armor your mount, replacing its current equipment.

**Murderous Hand:** Cause a creature to strike themself with their attack instead of you.

**Shadow Wound**: Strike at a creature by attacking its elongated shadow.

**Spikes**: Target grows metallic spikes.

**Summon Horror II**: Summons horrific creature to fight for you.

## 3rd-Level Antipaladin Spells

**Afraid of the Dark**: Subjects become terrified of darkness.

**Bristleback:** Covers one suit of armor in spikes.

**Chain GangF**: Chains shackle creatures together.

**Divine Strike**: Strike your opponent with divine energy, harming opponents near your target.

**Summon Horror III**: Summons horrific creature to fight for you.

**War Training**: Target becomes proficient with armor and weapons.

## 4th-Level Antipaladin Spells

**Banish Light**: Creates total darkness within 30 ft., negates light and fire magic.

**Hand of the Abyss**: Transform your arm into a mass of writhing darkness.

**Iron Maiden**: Large iron maiden traps creature within.

**Summon Horror IV**: Summons horrific creature to fight for you.

**Vorpal Edge**: Target weapon gains the vorpal property.
Autumn Blast

**Element(s)** earth and wood; **Type** composite blast (Sp); **Level** --; **Burn** 2; **Aura** conjuration (creation) [earth]

**Prerequisite(s)** earth blast, wood blast

**Blast Type** physical; **Damage** any two of bludgeoning, piercing, and slashing (half each)

A burst of fallen leaves and earthy decay batters a single foe.
Arsenal

**Design** creation (generation) [force]; **Level** 8

**Casting Time** 1 standard action

**Range** 60 ft.

**Effect** one created weapon per two caster levels

**Duration** 1 round/level or until discharged (D)

**Saving Throw** see text; **Spell Resistance** yes

A flock of sharpened force surrounds you, moving as you command them.

The *arsenal* creates one longsword of force per two caster levels. The weapons are treated as longswords, but they always deal 1d8 + 1 force damage per two caster levels (max +10) on a hit. As weapons made of force, they can strike incorporeal or ethereal creatures. They strike as spells, and as such damage reduction does not apply, but Spell Resistance does. The first time you strike a creature with a weapon from the arsenal, you must overcome the creature’s Spell Resistance. Failure causes the weapon used to blink out of existence, destroying it.

When not in use, the weapons float around your space, waiting for command. Any attacks you make with the arsenal use your caster level in place of your base attack bonus (if it is higher than your base attack bonus), possibly granting you extra attacks. As long as you have weapons from the *arsenal* available, you can perform any of the following actions:

* You can call a weapon to your hand from the *arsenal* as a free action. You wield weapons from the *arsenal* as if you were proficient, and it resizes to fit your hand (the base 1d8 damage of the blade is for a Medium creature). You can grant any number of weapons to other creatures to wield, if you desire, but they are not automatically proficient, and once you grant a weapon to another creature you cannot take it back (if they drop it, the weapon dissipates and is destroyed). Any feats or abilities you or the creatures have that apply to longswords can be applied to the arsenal.
* As a standard action, you can launch up to five weapons at an opponent within range as a ranged touch attack. On a hit, each weapon thrown deals damage as a normal hit (as if sized for a Medium creature). Once thrown in this manner, the weapon is destroyed.
* As a standard action, you can cause any number of blades to rapidly whirl about your space, causing any creature within 10 feet of you to take 1d8 force damage per blade you use. A Reflex save halves the damage. A blade whirling around your space cannot be used to block attacks (see below).
* As an immediate action when you would be struck by an attack, you can try to block it with a blade that is not currently being wielded or whirling around your space. Make an attack roll using one of the weapons: if your attack roll meets or exceeds the incoming attack, the attack is negated. Once a weapon is used to block a hit in this manner, it is destroyed.

Once all weapons created by the *arsenal* are destroyed, the script automatically discharges.

**Overload**: For every runic charge overloaded into this script, you generate an additional weapon.
Atrophy Field

**Element(s)** void; **Type** utility (Sp); **Level** 1; **Burn** 0

**Saving Throw** none; **Spell Resistance** no

Death follows you wherever you go. You radiate a necrotic field for 1 minute per kineticist level you possess, reducing the effective caster level of all conjuration (healing) spells and spell-like abilities used within 60 feet of you by 1. For every 2 levels you have past 2nd level, you can reduce their effective caster level by an additional 1. If a spell’s effective caster level is reduced to 0, the spell fails. You can dismiss this ability as an immediate action.

You can modify this wild talent with 1 wild talent that requires atrophy field as a prerequisite (such as plains of weeping wounds or zone of decay). You can accept 1 point of burn to modify it with a second utility wild talent at the same time as the first until you recover burn.
Arcane Weaponry (Combat)

*You force additional power from your magical weapons.*

**Prerequisite**: Base attack bonus +4

**Benefit**: Increase the DC of any weapon special properties that require a saving throw by +1. This bonus increases by +1 upon reaching a base attack bonus of +8 and for every four base attack bonus gained thereafter. This cannot cause the DC of any effect to exceed 10 + your base attack bonus. This benefit only applies to weapons you are wielding (and applies for up to 1 round after leaving your grip or being fired, in the case of thrown weapons or ammunition, respectively).
Atrophy Infusion

**Element(s)** poison, time, viscera, or void; **Type** substance infusion; **Level** 4; **Burn** 3

**Associated Blasts** antimatter, acid, acid rain, acidic bolt, bioelectric, bone, charnel, chilled bone, chrono, darklight, epoch, flensing, fossilized, gore, green flame, haunted, hellfire, injection, negative, nightshade, noxious, ravaging nature, regression, ultraviolet, venus, virulent, void, warped bone

**Saving Throw** Fortitude negates

Your blasts cause lasting damage to the bodies of others. Whenever an infused blast deals damage to a foe, they take 2 Strength or Dexterity damage (your choice). This is a poison effect when used with a poison-element blast.
Assassin’s Shot

You are capable of using your ranged combat training
when making ranged sneak attacks.

**Prerequisites:** Sniper combat style, sneak attack +1d6

**Benefit:** Once per round when making a successful
ranged attack that deals sneak attack damage, you can
activate any one style ability that requires expending
your psionic focus without having to expend your
psionic focus.
Arcane Mender (Vanguard)

*Acting as healing hands during battle, arcane menders gain access to a greater variety of healing magic to aid their comrades.*

#### **Life Mending (Sp)**

At 1st level, an arcane mender only gains the mending touch augmentation; he does not gain an additional augmentation of his choice. His construct companion can use mending touch to restore hit points to both objects and living creatures. The resonance effect of mending touch can restore hit points to either the construct companion or a living creature within 30 feet of the companion, the resonance ending when the target is healed. This ability alters the augmentations gained at 1st level.

#### **Healing Imbue (Sp)**

At 2nd level, an arcane mender gains the imbue ability, but is only proficient in imbuing protective and healing spells. When imbuing a spell that is not an abjuration or conjuration (healing) spell, the maximum level of spell he can imbue is reduced by half. This reduction also applies to the additional imbues he gains from improved imbue and greater imbue. The arcane mender can also use imbue on any willing creature, rather than only himself or his construct companion, but when doing so can only imbue abjuration and conjuration (healing) spells. This ability alters imbue, improved imbue, and greater imbue.

#### **Mender Arcana (Ex)**

At 5th level, the arcane mender gains access to a limited selection of helpful spells. The vanguard selects a single spell from either the vanguard or cleric spell list and adds it to his list of spells known. The spell must be a level that he is capable of casting. He may only cast this spell in conjunction with his imbue ability. He learns an additional spell to use with his imbue ability for every three levels past 5th. This ability replaces vanguard arcana.
Aurochs

STARTING STATISTICS

Size Medium; Speed 40 f.; AC +1 natural armor, Atack gore (1d6); Ability Scores Str 14, Dex 12, Con 12, Int 2, Wis 11, Cha 4; Special Qualites low-light vision, scent.

7TH-LEVEL ADVANCEMENT

Size Large; AC +3 natural armor; Atack gore (1d8); Ability Scores Str +8, Dex –2, Con +4; Special Qualites stampede, trample.
Argent Fin

*As the river flows into the sea, so does the Mithral Current propel the Surging Shark.*

**Prerequisites:** Two Mithral Current maneuvers known, two Surging Shark maneuvers known

**Benefits:** If you draw your weapon while in a Mithral Current stance, you count as being underwater for the purposes of call of the deep effects. While in a Surging Shark stance, your Mithral Current maneuvers all gain the following call of the deep effect.

*Call of the Deep:* An enemy struck with this maneuver must make a Will save (DC 10 + maneuver level + initiation modifier) or become vulnerable to silver until the end of your next turn.
Automatic Reconstruction

**Element(s)** aether, earth, light, machine, viscera, water, or wood; **Type** utility (Su); **Level** 3; **Burn** --

**Prerequisite(s)** kinetic cover

Your kinetic cover rebuilds itself over time. By accepting 1 additional point of burn as part of using kinetic cityscape, kinetic cover, improved kinetic cover, kinetic shelter, or aether architect, whatever structure you create with that wild talent gains fast healing 1 as if it was a creature for as long as it exists. By accepting 1 additional point of burn when using greater kinetic cover, you grant this fast healing to one 5-foot square of the structure created per 4 kineticist levels you possess.
Asura Dance (Combat)

*You slash with grace and speed, dancing around the battlefield to harry your foes.*

**Prerequisite**: Asura Motion, Asura Technique, Combat Reflexes, base attack bonus +9

Benefit: Creatures do not gain an attack roll benefit when flanking you (though they can still gain other benefits of flanking, such as sneak attack), and the dodge bonus to AC to avoid attacks of opportunity from moving through a threatened square from Asura Technique increases to +4.

Whenever you take the full-attack action and strike with a melee weapon, you can move up to 10 feet before making your next attack. This movement does not provoke attacks of opportunity from the target you struck, but still provokes from other creatures as normal. You must have another attack to make in order to move in this manner, and cannot move a greater distance than your normal speed in a single turn.
Avatar Mutation

While some elemental avatars are composed of the basic elements of nature, there are those who instead embrace a different natural order, choosing to summon the elements of other realms of existence, forsaking the natural order.

**Restrictions**: Must have the elemental avatar archetype.

**Benefit**: A kineticist with this mutation can choose the material or esoteric array from the entropist archetype when deciding the elements to which they have access. Avatar blast counts as poison, sound, viscera, and wood element, can be used with infusions with which bone, vibration, and/or wood blast are associated, and has an aura of transmutation [acid, sonic]. Spirit blast counts as aether, light, time, and void element, can be used with infusions with which chrono, force, and/or light blast are associated, and has an aura of evocation [darkness, force, light].

**Drawback**: A kineticist who chooses esoteric array cannot learn avatar blast, and one that chooses material array cannot learn spirit blast.
Band of Fortune

**Descriptors**: none

**Class**: Vizier

**Slot**: Ring

**Saving** **Throw**: none

*The leader of the halfling’s was gifted a ring to bring them a touch of luck.*

Shaping this veil causes you to become inexplicably lucky. Whenever you roll a d20 or an enemy within 30 feet rolls a d20, after you see the results of the roll you can roll a second d20 as an immediate action. You can then choose which of the results of these d20’s is used for that roll. You can use this ability a number of times per day equal to 3 + your veilweaving modifier.

**Essence**: For each point of essence invested in this veil, you may modify the roll of your second d20 by plus or minus 1 (to a maximum of 20, and a minimum of 1). This adjustment is counted as the natural roll of the die, allowing it to be a critical success or critical failure.

**Chakra Bind (Ring): [Vi9]** Binding this veil to your Ring chakra causes the energy of fate to boon your lucky allies, and curse your unlucky foes. Whenever an ally within 30 feet of you rolls a natural 20 on any d20 roll, the powers of fate imbue them with luck for 1 minute, granting them a +2 luck bonus on all of their d20 rolls of the same type (ability checks, attack rolls, caster/manifestation/veilweaving checks, saving throws, skill checks) for the next minute.

Whenever an enemy within 30 feet of you rolls a 1 on any d20 roll, the powers of fate curse them with unluck for 1 minute, imposing a -2 penalty on all of their d20 rolls of the same type for the next minute.

The bonuses and penalties applied by this effect are increased by 1 per three essence invested in this veil.
Arcane Veil

*You can convert any spell into an invisible veil.*

**Prerequisite**: Spell Focus (illusion), arcane spellcaster, caster level 9th

**Benefit**: As a standard action, you can sacrifice a prepared spell or unused spell slot of 1st level or higher and transform it into a transparent veil, granting yourself *invisibility*, as the spell. This invisibility lasts for 1 minute for every level of the spell or spell slot you sacrificed. Once the invisibility ends (for any reason), you cannot use this feat again for 1 minute.
Aquatic Spell (Mythic)

You cast spells underwater or into water with great ease.

**Prerequisite**: Aquatic Spell.

**Benefit**: You can expend one use of mythic power to cast a spell as an aquatic spell without preparing it as aquatic in advance, taking extra casting time, or increasing the level of the spell slot it uses.

**Normal**: A spellcaster must prepare a spell with a metamagic feat in advance using a higher spell slot as indicated by the feat or increase the casting time of the spell when applying a metamagic feat.
Arbitrating Infusion

**Element(s)** universal; **Type** substance infusion; **Level** 7; **Burn** 4

**Associated Blasts** any

**Saving Throw** none or Will negates; see text

This infusion treats those hit as if affected by *arbitrament*, as the spell, using the kineticist’s level as their caster level. This infusion costs double for kineticists of an alignment other than neutral, and chaotic evil, chaotic good, lawful evil, and lawful good kineticists are sickened for 1d4 rounds after using this infusion.
Bangle of Barriers

**Descriptors:** Force

**Class:** Vizier

**Slot:** Ring

**Saving Throw:** none

*Tiny beans of force form a bangle that wraps around your fingers, projecting a shield to protect you when you find yourself in danger.*

Shaping this veil envelopes you in a shielding barrier of force, granting you a +2 shield bonus to your AC. As a standard action you can crystallize this barrier, creating a bubble of translucent force that perfectly surrounds you, breaking line of effect between you and other creatures, and granting you total cover. You cannot move while this barrier is active, and may end this effect as a free action at any time during your turn.

This barrier has hardness equal to your veilweaving level, and hit points equal to twice your veilweaving level. At the beginning of each of your turns, it is healed to full hit points if it has not been destroyed.

**Essence:** For each point of essence invested in this veil, the hardness of the barrier increases by 1, and its HP increases by 5. For every odd point of essence invested in this veil, you gain a +1 enhancement bonus to your shield AC.

**Chakra Bind (Ring): [Vi9]** Binding this veil to your Ring chakra greatly improves the power of your barrier, allowing you to create an expanded barrier with a radius up to to 5 feet + 5 feet per 2 essence invested in the veil instead of a barrier that only surrounds you. You and other creatures within the barrier can move freely within it, but it provides total cover and blocks line of effect between creatures inside and outside of the barrier. In addition, a number of times per day equal to 1 + your veilweaving modifier, you can create a barrier using this veil as an immediate action. When you do so, you can choose whether it is a personal barrier or an expanded barrier.
Animate Flora

**School:** transmutation; **Level:** kahuna 7

**Casting Time:** 1 standard action

**Components:** V

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

**Target:**s one Large plant per three caster levels or all flora within range; see text

**Duration:** 1 round/level or 1 hour/level; see text

**Saving Throw:** none; **Spell Resistance:** no

You imbue inanimate flora (plants, coral, and other immobile sea life such as sea sponges and anemones) with mobility and a semblance of life. Each animated flora life-form then immediately attacks whomever or whatever you initially designate as though it were an animated object of the appropriate size category. You may animate one Large or smaller flora life-form, or a number of larger flora life-forms as follows: a Huge flora life-form counts as two Large or smaller flora life-forms, a Gargantuan flora life- form as four, and a Colossal flora life-form as eight. You can change the designated target or targets as a move action, as if directing an active spell.

Use the statistics for animated objects (see Pathfinder RPG Bestiary), except that flora life-forms smaller than Large don’t have hardness. Animate flora life-forms cannot affect plant or coral-based creatures, nor does it affect nonliving vegetable material.

Entangle: Alternatively, you may imbue all flora within range with a degree of mobility, which allows them to entwine around creatures in the area. This usage of the spell duplicates the effect of an entangle spell. Spell resistance does not keep creatures from being entangled. This effect lasts 1 hour per caster level.
Assimilate

**Discipline:** Psychometabolism; **Level:** Psion/wilder 9, tactician 9, vitalist 9

**Display:** Auditory and visual

**Manifesting Time:** 1 standard action

**Range:** Touch

**Target:** One living creature touched

**Duration:** Instantaneous and 1 hour; see text

**Saving Throw:** Fortitude half; **Power Resistance:** Yes

**Power Points:** 17

Your pointing finger turns black as obsidian. A creature
touched by you is partially assimilated into your form and
takes 20d6 points of damage. Any creature reduced to 0 or
fewer hit points by this power is killed, entirely assimilated
into your form, leaving behind only a trace of fine dust. An
assimilated creature’s equipment is unaffected.

A creature that is partially assimilated into your form (that
is, a creature that has at least 1 hit point following your use
of this power) grants you a number of temporary hit points
equal to half the damage you dealt for 1 hour. Temporary hit points gained by assimilating multiple creatures, like all
temporary hit points, do not stack.

A creature that is completely assimilated grants you a
number of temporary hit points equal to the hit points it
had prior to your attack. If the assimilated creature knows
psionic powers, you gain knowledge of one of its powers
for 1 hour (chosen randomly). You gain some semblance of
a creature you completely assimilate for 1 hour, granting
you a +10 bonus on Disguise checks made to appear as
that creature during that time. You also gain a bonus to
your ability scores for 1 hour for completely assimilating
creatures based upon the creature’s relative hit dice related
to yours as shown on the chart below.

 5 to 8 greater
 1 to 4 greater
 Equal
 1 to 4 lower
 5 to 8 lower
 9 or more lower

## Assimilate (Mythic)

The damage dealt to the assimilated creature is 20d8 instead of 20d6. You permanently retain knowledge of all powers the target knew. You gain the target’s memories and can sift through them as a swift action to remember something specific.
Awesome Charge (Mythic)

The might of your charge flings your opponents in the air and stuns them.

**Prerequisite**: Awesome Charge.

**Benefit**: The target of your awesome charge is affected as if you had the Mythic Awesome Blow feat. If you do have that feat, the distance your opponent is knocked flying is doubled, and they are stunned for twice the normal duration.
Avain's Swordwhip

**Descriptors:** Enhanced (weapon: see text)

**Class:** Daevic, Helmsman, Kheshig, Soulforge, Stormbound

**Slot:** Hands

**Save:** None

*A wickedly barbed sword appears in your grip, with a flick of your wrist the blade separates into a chain of bladed edges to surprise your foes with its extended reach.*

Shaping this veil allows you to conjure a swordwhip. This bladed weapon can change its shape between that of a dueling sword and a scorpion whip as a free action, even when it isn’t your turn. When enhancing this veil, the enhancements must be able to be applied to both a dueling sword and a whip.

When used in its dueling sword form, it gains the disarm, performance, and trip properties.

When used in its scorpion whip form, you are considered to be proficient in both whips and scorpion whips, and you do not provoke attacks of opportunity while using it in melee.

**Essence:** For each point of essence invested in this veil, you gain a +1 insight bonus to your CMB with disarm and trip using the swordwhip, and to combat performance checks using it. For every 3 points of essence invested, while the swordwhip is in its dueling sword form it deals an additional 1d8 points of slashing damage, and while the swordwhip is in its scorpion whip form your reach with the weapon increases by 5 feet.

**Hands:** Binding this veil to your Hands slot allows you to impale distant foes with your swordwhip, allowing you to draw them towards you to make a followup slash. As a standard action, you can change your swordwhip to its scorpion whip form and make a melee attack against a creature within it’s range. If you hit, that creature must make a Reflex saving throw; if it fails, it is pulled in a straight line into the closest adjacent free space to you. You may use the higher of your veilweaving modifier or the modifier for the ability score you used to make the attack with this veil when determining the saving throw DC of this effect. You may then make an additional melee attack against that creature using your swordwhip in its dueling sword form. The space you pull the creature to must be able to support the pulled creature. If it cannot, it is pulled to the nearest adjacent space that can support it. If no such space exists, the creature is not pulled.

For each point of essence invested in this veil, these attacks gain a +2 insight bonus to their damage rolls. For each even point of essence invested, these attacks gain a +1 insight bonus to their attack rolls, and the Reflex DC of this effect increases by +1.
Aquakineticist

While all hydrokineticists have the ability to control water, aquakineticists’ powers are tied to their determination to explore the world beneath the waves.

### Aquatic Focus

An aquakineticist must choose water as their primary element and for both expanded elements, and must choose water blast as their first simple blast. This alters elemental focus and expanded element. This doesn’t prevent this archetype from being used with other archetypes that alter elemental focus or expanded element so long as they still allow the kineticist to choose water as their primary element and expanded elements.

### Basis Aquakinesis (Sp)

An aquakineticist can create mild currents, as per basic hydrokinesis. Additionally, they can adjust their buoyancy to whatever level they wish as a standard action, lasting until they use basic aquakinesis again.

This ability replaces the basic utility wild talent.

### Call of the Deep

At 2nd level, an aquakineticist gains waterdancer as a bonus utility wild talent. At 6th level, they gain watersense as a bonus utility wild talent, and they can choose to ignore the effects of currents with speeds up to 60 feet while their waterdancer ability is active.

This replaces the 2nd and 6th-level utility wild talents.

### Ocean’s Caress (Su)

At 2nd level, an aquakineticist can breathe underwater as easily as they breathe air, and they gain cold adaptation as a bonus utility wild talent, adding half their kineticist level to their cold resistance from cold adaptation. By accepting 1 point of burn, they can increase their cold resistance by an additional 3, stacking with the resistance they gain from cold adaptation. If their total cold resistance from this ability would ever be 40 or higher, they gain cold immunity instead. All cold resistance and immunity from this ability also applies to pressure damage, and they adjust to a new pressure all at once after making five Fortitude saves, rather than 100 feet at a time. Whenever they accept burn while using a water wild talent, the water coalescing around them doubles their cold resistance for 1 round (which might trigger cold immunity). They can dismiss or restore this effect as an immediate action.

This replaces elemental defense.

### Ice Propagation (Su)

At 7th level, an aquakineticist’s connection to the water around them allows them greater control over the ice formed by their cold attacks. When using their cold blast underwater (which freezes water into ice and deals half piercing damage), they can make the cold blast a physical blast and apply any form or substance infusions that they could apply to an ice composite blast. This still deals damage as per a simple physical blast, not a composite blast.

This alters kinetic blast. This doesn’t prevent this archetype from being used with other archetypes that alter kinetic blast so long as they still allow the kineticist to use cold blast.
Arcing Chains

The primary target of a chained power takes extra
damage for each subsequent target who takes damage.

**Prerequisite:** Chain Power

**Benefit:** When using the Chain Power feat, the chains
create an arcing feedback loop, which means that for
every secondary chain target that is damaged, the
original target takes additional damage equal to the
minimum damage the original power could cause (for
example, an Acid Energy Ray that would deal 5d6 acid
damage would deal 5 acid damage to the original target
for each secondary target).
Banish (Script)

**Design** manipulation (teleportation); **Level** 7

**Casting Time** 1 standard action

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

**Targets** one or more extraplanar creatures, no two of which can be more than 30 ft. apart

**Duration** instantaneous

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

This script forces extraplanar creatures back to their proper planes if they fail a Will save. If the script is successful, the creature is instantly whisked away, but there is a 20% chance of actually sending the subject to a plane other than its own. As many as 2 Hit Dice of creatures per caster level can be banished.

**Overload**: For each runic charge overloaded into this script, the DC increases by +1, and you can affect an additional 4 HD of creatures.
Assimilate Function

**Discipline** telepathy; **Level** psion/wilder 8, tactician 8

**Display** mental

**Manifesting Time** 1 full-round action

**Range** touch

**Target** one intact or destroyed machine that contained an AI

**Duration** instantaneous

**Saving Throw** Will negates; **Power Resistance** No

**Power Points** 15

The manifester’s mind siphons the information from a machine, absorbing the knowledge and abilities of whatever programming existed in there. Upon completion of this power’s manifestation, an AI that exists inside of the targeted machine is forced to make a will save. On a failure, the AI is destroyed and the manifester gains the use of all of the AI’s Special Abilities as well as any knowledge that the AI possessed before being destroyed.

**Augment**: For every 2 additional power points you spend, the save DC of this power increases by 1.
Armored Mind

Your mental resilience is psionically enhanced.

**Prerequisites:** Enduring Mind.

**Benefit:** The benefits of your Enduring Mind feat
increase by 2 while you are psionically focused. You may
expend your psionic focus as an immediate action to
negate all mental ability damage from a single source
(other than you) for 1 round.