recursal/Fanatic-Fandom huggingface dataset:
Aether (Telekinesis)

Kineticists who focus on the element of aether - a rare substance formed when elemental energy affects the Ethereal Plane - are called telekineticists. Telekineticists use strands of aether to move objects with their minds.

**Class Skills:** A telekineticist adds Knowledge (engineering) and Sleight of Hand to their list of class skills.

**Basic Manipulation:** Basic Telekinesis, Dual Telekinetic Control, Life After Undeath, Material Affinity

**Simple Blast:** Telekinetic Blast (physical)

**Defense:** Force Ward

## **Composite Blasts**

### **Secondary**

* Force Blast (aether/aether)
* Radiation Blast (telekinetic/junk)

### **Tertiary**

* Darklight Blast (force/negative)
* Regression Blast (chrono/force)
* Silverlight Blast (force/light)

### **Augmentation**

* Aetheric Boost (telekinetic/any)
* Esoteric Modification (aetheric boost/alteration amplification/gravitic boost)

## **Infusions**

### **1st Level**

* Aetheric Song Blast
* Bloody Infusion
* Pushing Infusion
* Telekinetic Boomerang

### **3rd Level**

* Foe Throw
* Force Hook
* Telekinetic Bungee
* Telekinetic Weapon

### **5th Level**

* Bloody Infusion, Improved
* Dismissing Infusion
* Stitching Infusion

## **Utility Wild Talents**

### **1st Level**

* Aetheric Adaptability
* Aetheric Tempering
* Basic Telekinesis
* Dual Telekinetic Control
* Kinetic Cover
* Kinetic Healer
* Life After Undeath
* Material Affinity
* Telekinetic Finesse
* Threaded Armor

### **2nd Level**

* Angelic Protection
* Distorted Area
* Heirloom Affinity
* Invasive Rip
* Telekinetic Haul
* Urgent Restoration

### **3rd Level**

* Aetheric Sniper
* Automatic Reconstruction
* Corporeal Tear (Combo)
* Deceptive Rip
* Dimensional Rip
* Friend Throw
* Kinetic Cover, Improved
* Primal Aether
* Seismic Stomp
* Self Telekinesis
* Sharding Cover
* Spellthief
* Telekinetic Invisibility
* Touchsight
* Unweave Magic
* Visceral Whip (Combo)

### **4th Level**

* Dimensional Rip, Improved
* Enlarged Rip
* Flash Step
* Healing Burst
* Kinetic Shelter
* Telekinetic Grasp
* Telekinetic Maneuvers
* Touchsight, Spying
* Vacuum Rip
* Vital Fibers

### **5th Level**

* Aether Puppet
* Flicker Charge
* Force Barrier
* Self Telekinesis, Greater
* Spellthief, Improved
* Touchsight, Reactive
* Unweave Magic, Greater
* Visceral Whip, Improved (Combo)

### **6th Level**

* Choking Vacuum
* Dimensional Rip, Greater
* Dimensional Traveler
* Force Gloves (Combo)
* Kinetic Cover, Greater
* Kinetic Revivification
* Long Distance Travel
* Suffocate

### **7th Level**

* Dimensional Traveler, Improved
* Elemental Eater
* Spell Deflection
* Visceral Whip, Greater (Combo)

### **8th Level**

* Telekinetic Deflection
* Telekinetic Globe

### **9th Level**

* Aether Architect
* Kinetic Cityscape
Agile

This enhancement can only be placed on a melee
weapon which is usable with the Weapon Finesse feat. Agile
weapons are unusually well balanced and responsive. A
wielder with the Weapon Finesse feat can choose to apply
her Dexterity modifier to damage rolls with the weapon in
place of her Strength modifier. This modifier to damage is
not increased for two-handed weapons, but is still reduced
for off-hand weapons.

Moderate transmutation; ML 7th; Craft Magic Arms and
Armor, *animal affinity*; Price +1 bonus.
Alter Form

**Design** alteration (polymorph); **Level** 6

**Casting Time** 1 standard action

**Range** personal

**Target** you

**Duration** 1 min./level (D)

You change your physical being, taking on aspects of other creatures without changing your actual shape. This provides two separate benefits, as shown below: enhancements, and abilities.

First, your body is enhanced. Choose one of the following enhancements:

* +4 size bonus to Strength.
* +4 size bonus to Dexterity.
* +4 size bonus to Constitution.
* Any two enhancements from *lesser alter form*. You cannot choose the same enhancement twice.

In addition to choosing one of the above enhancements, you gain two of the following abilities of your choice. You cannot choose the same ability twice:

* A fly speed of 30 feet (good maneuverability).
* A climb speed of 60 feet.
* A swim speed of 60 feet.
* A burrow speed of 30 feet.
* +4 natural armor bonus.
* Any two abilities from *lesser alter form*. You cannot choose the same ability twice.

**Overload**: For every runic charge overloaded into this script, you can choose from different abilities, based on the runic charge used:

* *Alteration*: Damage Reduction 5/adamantine.
* *Creation*: Fast healing 5.
* *Destruction*: Natural attacks you have gain the benefit of the Improved Critical feat, even if you don’t meet the prerequisites.
* *Invocation*: Energy resistance 20 to your choice of either acid, cold, electricity, or fire damage.
* *Manipulation*: Increase base land speed by 30 feet.
* *Revelation*: Blindsense 30 feet.

You can also choose the overload effect from *lesser alter form* that corresponds to the same charge design. In addition, for every two runic charges overloaded into this script, you gain an additional ability.
Air's Reach

**Element(s)** air; **Type** utility (Su); **Level** 1; **Burn** --

When using air blasts, air wild talents, or composite blasts that include air, double the blast’s effective range. This effect applies after altering the range due to effects such as the extended range infusion. This doubles only the blast’s effective range, not the area of effect for infusions like cloud and cyclone.

## **AIR’S OVERARCHING REACH**

**Element(s)** air; **Type** utility (Su); **Level** 4; **Burn** --

**Prerequisite(s)** air’s reach

The effects of your air’s reach extend to the range of all of your thrown and projectile weapons, as well as the range and reach of all of your air wild talents and the effects thereof.
Adamantine Fang

**Discipline:**Steel Serpent (Strike)

**Level:**8

**Prerequisites:**Three Steel Serpent Maneuvers

**Initiation Action:**1 standard action

**Range:**Melee attack

**Target:**One creature

**Duration:** Instantaneous, 3 rounds

When initiating this maneuver, the disciple congeals the totality of his *ki*along his weapon which glitters almost like a diamond just before he strikes. The disciple makes an attack against an opponent which if successful deals an additional 12d6 points of damage and bypasses all damage reduction the target may possess. The awesome force of the disciple’s *ki* is so strong that it has the potential to paralyze the opponent on a failed Will save (DC 18 + initiation modifier) for one round. Additionally, if the disciple is using poison or a prana maneuver with this strike, increase the saving throw DC by +4. This is a supernatural ability.
Wooden Board

Wooden boards are used to construct more advanced buildings.

Used to produce:  Wooden hammer,  Wooden pickaxe,  Wooden shovel,  Wooden sword,  Iron hammer,  Iron pickaxe,  Iron shovel,  Iron sword,  Machine parts

Used to construct: Automated farm Automated farm, Overhead Conveyor Overhead Conveyor, Overhead Station Overhead Station, Depot 5x5 Depot 5x5, Depot entry Depot entry, Depot exit Depot exit, Harbour Harbour, Zeppelin Depot Zeppelin Depot, Inserter Inserter, Quarry Quarry,  Table, Railway Crossing. Railway Crossing.,  Metal Workshop, Zeppelin factory Zeppelin factory, Zeppelin station Zeppelin station

Produced from:  Wooden log Wooden log
Afterburn Blast

**Element(s)** fire and time; **Type** composite blast (Sp); **Level** --; **Burn** 3; **Aura** evocation [fire]

**Prerequisite(s)** blue flame blast and chrono blast, or epoch blast and fire blast

**Blast Type** energy; **Damage** fire

You use a blast of flames that fires with incredible speed. Creatures are always denied their Dexterity bonus to AC against this blast. In addition, the blast leaves a trail of magical fire behind it that ignites the ground in all squares into which it traveled for 1 round, dealing this blast’s minimum damage to all creatures that enter or end their turn in those squares. You can increase the burn cost of this blast by 1 to increase the trail’s duration to 1 round per 4 kineticist levels you possess. This is associated with the same infusions as blue flame and epoch blasts.
Ambusher (Saboteur)

*Strength in numbers is a valid tactic, and when the job calls for attacking a traveling caravan or a platoon of soldiers, the ambusher makes sure to bring enough allies to swing the odds in her favor.*

#### **Ambush Trap I**

At 2nd level, the ambusher adds *summon monster I* to her assembly book as a 1st-level trap. When a creature triggers a trap with a *summon monster* effect, a creature is summoned, serving the ambusher as per the spell and otherwise being treated as a summoned creature. The summoned creature must remain within close range within close range (25 ft. + 5 ft./2 levels) of the trap’s location.

The ambusher must determine what creature(s) that the trap will summon when she places the trap. The creatures are summoned in the nearest available space from the trap’s location. If the ambusher has line of sight to the trap when it triggers, she can change which creature is summoned at the time of triggering, and can cause the creature to appear in any location within the spell’s normal range. The Augment Summoning feat can be applied to these creatures. This ability replaces the saboteur trick gained at 2nd level.

#### **Surprise Attack (Ex)**

At 3rd level, an ambusher adds her Intelligence bonus to her initiative checks, in addition to her Dexterity bonus. Should she successfully attack an opponent during the surprise round, she may use her saboteur’s mark on that target as a free action. She can also mark a target as a free action when a creature triggers one of her traps. She can still only maintain one mark at a time. This replaces hidden spotter.

#### **Ambush Trap II**

At 5th level, the ambusher adds *summon monster II* to her assembly book as a 2nd-level trap. This replaces swift sabotage.

#### **Ambush Trap III**

At 8th level, the ambusher adds *summon monster IV* to her assembly book as a 3rd-level trap. This replaces the saboteur trick gained at 8th level.

#### **Ambush Trap IV**

At 11th level, the ambusher adds *summon monster V* to her assembly book as a 4th-level trap. This ability replaces combined arms.

#### **Ambush Trap V**

At 14th level, the ambusher adds *summon monster VII* to her assembly book as a 5th-level trap. This ability replaces the saboteur trick gained at 14th level.

#### **Ambush Trap VI**

At 17th level, the ambusher adds *summon monster IX* to her assembly book as a 6th-level trap. This replaces expanded arsenal.

#### **Always Prepared (Ex)**

At 19th level, an ambusher’s initiative roll is automatically a natural 20 and she is never surprised. This replaces instant sabotage.
Akashic Warrior

Blending sweat and steel with akashic power, the akashic warrior is a pillar of the battlefield, adding a supernatural edge to his weapons and armor while fearlessly shrugging off darksome spells that might seek to turn him from his course.

### **Bonus Feats**

The akashic warrior can take any feat with the Akashic descriptor, as well as the Shape Veil feat, in addition to the standard combat feats, treating his class level as his veilweaver level to determine prerequisites. This modifies the fighter bonus feat class ability.

### **Essence Pool**

At 2nd level, the akashic warrior gains an essence pool equal to ½ his class level.

This replaces the bonus feat gained at level 2.

### **Akashic Resolve**

At 2nd level an akashic warrior can fortify his stubborn resolve and determination with essence. For each point of essence invested into this ability he gains a +1 bonus to saves vs. fear and enchantment (compulsion) effects. This replaces bravery.

### **Essential Armaments**

Starting at 3rd level the akashic warrior gains the ability to fortify his armor with essence, making it lighter and more responsive. For each point of essence invested in this ability the fighter lowers the armor check penalty of armor and shields he wears by 1 and increases the maximum Dexterity bonus allowed by his armor by 1. If the akashic warrior has at least 2 points of essence in this ability, he can also move at his normal speed while wearing medium armor. If he has at least 3 points of essence invested, he can move at his normal speed while wearing heavy armor.

This ability replaces armor training.

### **Steel Bond**

At 5th level the akashic warrior gains the ability to channel essence into his wielded weapons, allowing them to strike with greater accuracy and force. The akashic warrior gains a +1 insight bonus to attack and damage with wielded weapons per point of essence invested in this ability.

This ability replaces Weapon Training.

### **Improved Essence Capacity**

At 9th level, the Akashic Warrior increases the maximum essence capacity of all his class abilities by 1.
Advanced Hungering Path

You ever-hungry psionic scar holds greater demands for
greater power.

**Prerequisites:** Con 13; Psionic Body or Toughness;
Warrior’s Focus; warrior’s path class feature, manifester
level 10th, base attack bonus +6.

**Benefit:** The hunger path’s trance causes those who
fail a saving throw against your powers or class abilities
to become sickened for two rounds from the power of
your aura. When using the maneuver, the ranged touch
attack not only draws in psychic power, but it also
life energies. In addition to the power point drain, the
attack inflicts 1d6 points of damage at 3rd level, and this
damage improves by 1d6 points of damage at 7th level
and every four levels thereafter. You gain 5 temporary
hit points for 10 points of damage inflicted by this attack.
These temporary hit points last for one minute or until
they are taken away by damage; further applications
of this ability do not stack up additional temporary hit
points. This feat is a supernatural ability.
Akashic Catalyst

**Aura** moderate transmutation; **CL** 5th

**Slot** see text; **Price** varies (**Least** 8,000 GP, **Lesser** 32,000 GP, **Greater** 72,800 GP); **Weight** —

*Bands of woven cloth studded with gems, embroidered with strings of metal forming faintly glowing mandalas.*

*Akashic catalysts* are woven bands of gem studded cloth or metal inscribed with glowing mandalas. An *akashic catalyst* may be worn in one of the following magic item slots, reinforcing and fortifying the power of invested essence within veils that are shaped in a matching chakra slot: hands, feet, head, wrists, shoulders, headband, neck, belt, chest, or body. If you have the ability to shape Ring slot veils, you may also wear an *akashic catalyst* as if it were a ring to affect veils shaped in the Ring slot.

Veils shaped in a slot matching the slot an *akashic catalyst* are worn in are treated as if being invested with additional essence for all purposes, based on the strength of the *akashic catalyst* (+1 *Least*, +2 *Lesser*, +3 *Greater*). This does not count as essence in your essence pool, and can bypass your normal essence capacity. If you have multiple veils shaped in a single slot affected by this item, each such veil is affected.

You cannot wear more than one *akashic catalyst* of each type (*Least, Lesser, Greater*), and putting on or taking off an *akashic catalyst* is a full round action that provokes attacks of opportunity.

**Construction Requirements**

Craft Wondrous Item, creator must possess an essence pool; **Cost** varies (**Least** 4,000 GP, **Lesser** 16,000 GP, **Greater** 36,000 GP)
Amateur Stormbound

*You have managed to learn a small amount of a stormbound’s power despite not possessing their innate connection to the Elderstorm.*

**Prerequisite:** Wisdom 13, you have no levels in a class that has the storm powers class feature.

**Benefit:** You gain a single storm power available to the stormbound, treating your effective stormbound level as 1. If that storm power can be invested with essence, you may invest essence in it as if it were a normal essence receptacle. This feat counts as the storm power class feature for the purposes of the Extra Storm Power feat, allowing you to gain additional storm powers by selecting that feat.

**Special:** If you gain levels in a class that grants the storm powers class feature, you can immediately trade this feat for the Extra Storm Power feat.
Aberrant Beacon

**Aura** strong conjuration; **CL** 13th

**Slot** none; **Price** 105,300 gp; **Weight** 5 lbs.

An aberrant beacon appears as a pale, coiled mass of flesh and sinew that seems to twitch as if alive. It allows use of the following spells:

* *Black tentacles* (1 charge)
* *Mad sultan’s melody*HA (1 charge)
* *Aberrant anatomy III* (2 charges)
* *Summon horror VII* (spawn of Yog-SothothB4 only; 2 charges)

**Construction Requirements** Craft Staff, *aberrant anatomy III*, *black tentacles*, *mad sultan’s melody*HA, *summon horror VII*; **Price** 52,650 gp
Advanced Anomalous Path

You have developed finer control over of your psionic
animus.

**Prerequisites:** Wis 13; Animus Potency or Extra Animus; any metapsionic feat, warrior’s path class
feature, manifester level 10th, base attack bonus +6.

**Benefit:** The anomalous trance benefit now applies
to your touch Armor Class against powers, psi-like
abilities, spells, and spell-like abilities. Additionally,
when using the anomalous path maneuver, the animus
provided from this ability increases from 1d4 to 1d6 at
3rd level, and from 2d4 to 2d6 at 7th level. This feat is a
supernatural ability.
Acidic Venom

*Your venom has become particularly corrosive, burning away at the flesh of your foes as they succumb to its debilitating effects.*

**Prerequisites:** Character level 5, Venomous Maw

**Benefit:** Your bite attacks deals an additional 1d6 points of acid damage. Additionally, whenever a creature fails a saving throw against your araenae venom, they suffer an additional 1d6 points of acid damage. This acid damage does not affect araenae silk, araenae webs, ironweb, or items made from those materials.
Access Higher Chakra Slot

You gain the ability to bind veils to a Higher Chakra, increasing their power and versatility.

**Prerequisites**: Con 17, character level 17th.

**Benefit:** When this feat is selected, choose one of the following equipment slots: Neck or Belt. You can now bind a veil to that slot. This does not allow you to bind more than one veil to that slot, even if you’ve gained the ability to bind there from another source.

In addition, you gain a minor benefit from this new bind, depending on the slot chosen:

* *Neck:* +1 insight bonus on Bluff and Diplomacy checks.
* *Belt:* +1 insight bonus on Fortitude saves.

**Special:** You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new slot.
All in Your Head

**Element(s)** mind; **Type** utility (Su); **Level** 2; **Burn** --

**Prerequisite(s)** mindlink

You can increase the burn cost of a mind-element kinetic blast by 1 to feed its effects directly into its targets’ minds. The blast appears directly in the targeted space rather than traveling to it, its visual or audio effects cannot be perceived by those unaffected by it other than yourself, and it is considered an illusion (phantasm), allowing a Will save to disbelieve equal to the blast’s normal DC (10 + Constitution mod + 1/2 kineticist level). If a creature makes their save to disbelieve the phantasm, they are unaffected by the kinetic blast.
Aberrant Anatomy III

**School** transmutation (polymorph); **Level** alchemist 6, cabalist 6, occultist 6, psychic 7, spiritualist 6, sorcerer/wizard 7

This spell functions as *aberrant anatomy II*, except it also allows you to assume the form of a Huge creature of the aberration type. If the form you assume has any of the following abilities, you gain those abilities: burrow speed 60 feet, climb speed 90 feet, fly speed 90 feet (good maneuverability), swim speed 90 feet, all-around vision, blindsense 60 feet, blindsight 30 feet, darkvision 90 feet, low-light vision, scent, scent metals, see in darkness, sense blood, sin-scent, tremorsense 30 feet, acid injection, adhesive, amorphous, barbed carapace, bleed, blood drain, blood siphon, compression, constrict, corpse lure, corrosive blood, crab walk, deadly pincers, deaf, deflecting winds, DR 5 (any type except DR/– and DR/epic), expert climber, faceless (does not grant any senses), fear aura, ferocity, float, frightful presence, grab, heat adaptability, lashing strike, light lure, marrow drain, mimic object, muddy cloud, no breath, penetrating jaws, poison, pounce, pull, rust, sinful bite, sinkhole, slashing scales, slippery, sound mimicry, strangle, tentacles, trample, trip, undersized weapons, unnatural aura, and web. If the creature has immunity or resistance to any energy types, you gain resistance 20 to those energy types. If the creature has immunity to mind-affecting effects or poison, you gain a +8 resistance bonus on saves against those effects. If the creature has any weakness, you gain those weaknesses.

* *Huge Aberration*: If the form you take is that of a Huge aberration, you gain a +6 size bonus to your Strength and Constitution scores and a -4 penalty to your Dexterity score.
Anaconda's Coils

**Discipline:** Brutal Crocodile (Boost)

**Level:** 2

**Initiation Action:** 1 swift

**Range:** Melee

**Target:** Creature you are grappling

**Duration:** Instant

In a flash, you pounce on your opponent and slam them into the ground, pressing all of your weight on top of them. When you initiate this boost, make a Climb check. If the result exceeds the target’s CMD, you immediately pin the creature.
Absorb Weapon

**Discipline:** Psychometabolism; **Level:** Cryptic 1, highlord 1, psychic warrior 1

**Display:** Olfactory, Visual

**Manifesting Time:** 1 standard action

**Range:** Touch

**Target:** One weapon weighing up to 15 lbs.

**Duration:** Until discharged; up to 24 hours

**Saving Throw:** None (object); **Power Resistance:** Yes (object)

**Power Points:** 1

You can absorb one weapon of up to 15 lbs into your body and a small tattoo that resembles the item absorbed appears on the skin of your arm. The absorbed item is undetectable by normal means, although the effect is detectable via *detect psionics*. The item can be discharged as a standard action and the weapon is automatically equipped. You must be capable of holding the weapon or it falls to your feet (such as if you had no hands free). If the effect ends without being discharged, the item falls to your feet.

The weight of the item still counts toward your encumbrance even when absorbed.

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

* For every additional power point spent the weight limit of the item to be absorbed increases by 5 lbs.
* If you spend two additional power points, you can absorb a shield or armor instead of a weapon. You do not suffer any applicable armor check penalty of the shield or armor absorbed and when discharged, you automatically equip the shield or armor as long as you are capable of equipping the item.
* If you spend two additional power points, you can store one additional item, although all stored items are discharged at the same time and are added together when determining the total weight.
Ability as One

**Discipline:** Telepathy [Mind-Affecting, Network, Shared]; **Level:** Tactician 8

**Display:** Mental

**Manifesting Time:** 1 standard action

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

**Target:** You plus one creature

**Duration:** 1 round/level

**Saving Throw:** Will negates (harmless, see text); **Power Resistance:** Yes

**Power Points:** 15

This power reflects the pinnacle of the network abilities —
the unification of physical and mental traits in their purest
form, ability scores. When you manifest this power, choose
one of the six ability scores. The highest example of that
score amongst the targets replaces the same ability score
amongst all willing targets.

Only base ability scores can be linked in this way — that
is, the ability score without any bonuses or penalties of
any type, except racial modifiers, age modifiers, inherent
bonuses, and the bonuses every four character levels. Other
effects that modify ability scores (such as spells, psionic
powers, magic items, class features, and so on) are not
transferred, though they remain in effect, altering any
replaced score as they would alter the original.

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

* If you spend an additional 2 power points, you may instead share the lowest base ability score amongst all targets, willing or not (which may impact spellcasting in a way similar to ability damage). Unwilling targets may make a Will saving throw each round to ignore the effects of this power for that round. You are exempt from any ability score change this way.
* For every 2 additional power points you spend, you may choose an additional ability score for this power to affect.

In addition, for every 2 power points spent to achieve
either of these results, increase the save DC (if applicable)
by 1.
Aether Architect

**Element(s)** aether; **Type** utility (Sp); **Level** 9; **Burn** 0

You can spin a small building, bridge, or other edifice out of aether, and even use aether to tether a building to a flat surface other than the ground. By concentrating for 10 minutes, you can create an edifice out of scintillating aether (same hardness and hit points as a *wall of force*) as long as the edifice is no larger than one 10-foot cube per kineticist level. Unless the creation is extremely simplistic, you must succeed at a Craft or Knowledge (engineering) check to add embellishments. This ability can also create a series of tethers to securely attach a normal building to a vertical surface or even a cavern ceiling. Aether architect lasts as long as you concentrate, and you can accept 1 point of burn to make the effect last until destroyed; by accepting this burn, you can use this ability any number of times in a row to create a larger edifice.
Akashic Prestige Classes

Akashic prestige classes are those that advance veilweaving abilities in addition to their other features, or otherwise interact with the akashic subsystem.

**Amplifier:** Blend akasha with spells or psionics.

**Black Templar****:** Practitioners of dark akashic arts.

**Bloodfuser:** These strange alchemists have mastered the art of infusing blood with akashic power, allowing them to shape the esoteric Blood veil.

**Incarnate Veil:** Living veils which can incarnate themselves as veils for use of other creatures.

**Ringbearer:** Wielders of the esoteric form of akasha known as Ring veils, ringbearers are members of an ancient and mystical order that have mastered this long-forgotten art.

**Storm Warrior:** The storm warrior is the destructive power of the storm given living shape, using their might and powers to control the battlefield and dominate their foes.

**Veilbreaker:** Whether driven by hatred, fear, or simply a desire to overcome the powers of magic itself, veilbreakers are the master of their namesake. These warriors specialize in the destruction of veils and the effects they produce, allowing them to overcome veilweavers through sheer destructive force.

**Veilshifter:** The veilshifter is a versatile veilweaver that uses their mastery and knowledge of a variety of veils to solve any problem.
Action

**School** transmutation [chronomancy];

**Level** sharker 2, sorcerer/wizard 2

**Casting Time** 1 standard action

**Components** V, S, M (scales from a minnow)

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

**Target** one willing creature

**Duration** instantaneous

**Saving Throw** None, see text; **Spell Resistance** yes

Choose a willing creature that you can see within range. During its next turn, the target gains an additional standard action. Caster loses one Karma if spell is successful.
Air Step

**Discipline:** Spark of Battle (Boost)

**Level:** 2

**Initiation Action:** 1 swift action

**Range:** Personal

**Target:** You

**Duration:** 1 round

The initiator steps downward with extreme force while moving, allowing them to take up to half of their movement walking on air as though walking on solid ground. This does not allow them to exceed their normal movement speed. If their movement ends without reaching solid ground, they immediately fall.

**Special:** If the initiator has the Spark of Inspiration feat, they may spend an additional point of stamina when activating this ability to increase the amount of their movement that may be taken through the air to their total land speed.
Ancestral

Two types of psychic warriors make pacts with the spirits. The ancestral binds himself to the spirits of the honored dead, drawing power from his ancestors. He is a benevolent leader of his people, and speaks for the noble and well-intentioned spirits.

### **Spirit Road**

Ancestrals have a broader range of study than most psychic warriors. At 1st, 7th, and every six levels thereafter, the ancestral adds one conduit power of his choice to his list of powers known. These powers can be of any level up to the highest level psychic warrior power that the ancestral can manifest. In addition, the ancestral gains the ancestral path. However, the ancestral gains no proficiency in heavy armor.

This ability replaces warrior’s path and modifies armor proficiencies.

### **My Father’s Ways (Su)**

At 9th level, the ancestral may draw the souls of his honored ancestors to his aid. Once per day, as a full-round action, he can expend his psionic focus to choose one weapon and one type of creature type from the following list: aberration, animal, construct, dragon, fey, humanoid, magical beast, monstrous humanoid, ooze, outsider, plant, undead, or vermin. If he selects humanoid or outsider, he must also select a subtype. For the next hour, the ancestral gains proficiency with this weapon, as well as additional bonuses against the creature type chosen. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of the selected type, and may make Knowledge skill checks untrained when attempting to identify this type of creature. In addition, he gains a +2 bonus on attack rolls, damage rolls, and the save DCs of any psychic warrior powers he manifests against creatures of the chosen type. These bonuses stack with those granted by a ranger’s favored enemy or other similar ability.

At 11th level, this ability improves. The ancestral may use it one additional time per day, for a total of twice.

This ability replaces secondary path.
Black Pearl

The ***Black Pearl*** , formerly called the ***Wicked Wench***, is a ship featured in Disney's *Pirates of the Caribbean*.

## Owners

* **Morgan** (formerly, deceased)
* **Cutler Beckett** (formerly, deceased)
* **East India Trading Company** (formerly)
* **Jack Sparrow**
* **Hector Barbossa** (formerly, deceased)
* **Blackbeard** (formerly, deceased)

## Inhabitants

* **Jack Sparrow**
* **Elizabeth Swann** (formerly)
* **Will Turner** (formerly)
* **Crew of the *Black Pearl***

## Visitors

* Carina Smyth
* Henry Turner
Amulet of Catapsi

**Aura** moderate telepathy; **ML** 9th

**Slot** neck; **Price** 16,200 gp; **Weight** —

**Description**

This copper amulet aids the wearer against other
psionic characters. Once per day, the wearer can mentally
command the *catapsi* power, which blankets a 30-foot radius area surrounding the wearer in telepathic noise for 9
rounds. Each time other psionic characters within this range
attempt to manifest a power, they must succeed on a DC 17
Will save or pay 4 more points than they otherwise would
for each power manifestation. The limit on the number of
power points a subject can spend on a power remains in
effect, so the subject may not be able to manifest his or her
highest-level powers.

**Construction**

**Requirements** Craft Wondrous Item, *catapsi*; **Cost** 8,100 gp
Amnesia Infusion

**Element(s)** mind; **Type** substance infusion; **Level** 2; **Burn** 2

**Associated Blasts** encephalon, false reality, mental

**Saving Throw** Will negates

Your blast can wipe a foe’s memory clean. A foe dealt damage by this infusion loses all memories of the last round. You can increase the burn cost of this infusion by 1 to increase the length of memories lost by 1 round per 3 kineticist levels you possess.
Access Psionic Talent

You are able to manifest minor psionic abilities.

**Prerequisite:** Manifester level 1st or Unlocked Talent.

**Benefit:** You gain five talents (level 0 powers).
These talents can be from any class list.

**Special:** This feat may be selected more than once.
Each time, you gain five additional psionic talents.
Ancestral Inheritor

Blessed by the spirits of their heritage, some legendary samurai share an incredible bond to their history. This manifests in the spirits of the dead watching over them, forming a powerful spiritual guardian which fights alongside them.

### **Spiritual Guardian (Su)**

At 1st level, an ancestral inheritor gains an eidolon as though they were a summoner of their class level. This eidolon must have the biped base form, and it does not receive the claws evolution for free. Instead, it gains the same weapon proficiencies as the ancestral inheritor. A spiritual guardian cannot gain any evolutions which would grant it an additional natural attack. The ancestral inheritor can spend 1 spirit as a free action even if it is not their turn. If they do, the next time the spiritual guardian makes an attack roll, it can roll twice and take the better result.

This ability replaces challenge and kiai arts.

### **Protective Resolve (Su)**

Whenever an ancestral inheritor is within 60 feet of their spiritual guardian, their spiritual guardian can use the ancestral inheritor’s resolve class feature, spending the ancestral inheritor’s spirit to do so.

This ability alters resolve.

### **Spiritual Surge (Su)**

At 4th level, an ancestral inheritor can spend 1 spirit as a move action to grant their spiritual guardian the effect of a *lesser evolution surgeAPG.*

This ability replaces banner.

### **Greater Spirit Surge (Su)**

At 10th level, an ancestral inheritor can spend 2 spirit as a move action to grant their spiritual guardian the effect of a *evolution surge*.

This ability replaces greater banner.
Angel of Mercy

**Parent Class:** Medic

The angel of mercy strides across the battlefield, dispensing both the healing light of the gods and their swift and terrible vengeance.

**Maneuvers:** An angel of mercy loses access to the Broken Blade discipline and adds Silver Crane to her list of available disciplines. She otherwise learns, readies, and initiates maneuvers as a standard medic. This ability alters maneuvers.

**Angelic Fortitude (Ex):** Starting at 1st level, the angel of mercy is blessed with some of the inherent fortitude of the Angels from which she draws her power. She gains resistance to acid 5 and cold 5. At 8th level she also gains resistance to fire 5 and electricity 5. This ability replaces one of her medic’s expertises gained at 1st level.

**Aura of Protection (Su):** Starting at 6th level, allies within 20 feet of an angel of mercy gain the benefits of a protection from evil spell (the caster level for this effect is equal to the medic’s initiator level) for as long as they remain within 20 feet of the angel of mercy. This ability replaces the medic’s expertise gained at 6th level.

**Bolstering Strikes (Su):** At 10th level, whenever the angel of mercy initiates a strike that heals damage, all allies within 30 feet gain temporary hit points equal to the medic’s initiator level. These temporary hit points do not stack and last for 1 minute or until lost. This ability replaces the improved triage gained at 10th level.

**Wings of Mercy (Su):** At 12th level, the angel of mercy can grow wings to carry her towards those in need of her aid. Growing or retracting these wings is a free action, and the angel of mercy gains a fly speed equal to her movement speed, with good maneuverability. She can only use these wings to fly for 1 minute per class level, but does not have to use them consecutively. However, she must use them in 1 minute increments. This ability replaces the medic’s expertise gained at 12th level.
Adept Chelipeds

You can use your chelipeds as an extra hand.

**Prerequisites:** Dex 13, Weapon Focus (claws), heikegani.

**Benefit:** By using both of your chelipeds together, you can emulate one extra arm. You can wield an addition weapon with this virtual arm, but only one hand is its primary hand, and all others are off hands. You can also use this “hand” for other purposes that require a free hand.
Advanced Study

You’ve delved deeper into your martial learning to
find new skills.

**Prerequisites:** 4th level or higher in a martial disciple
class (a class that has the maneuvers readied class
feature).

**Benefit:** Choose one martial disciple class you have
at least 4 levels of. You add two maneuvers or one
stance from that class’ available disciplines to that class’
maneuvers or stances known. Alternatively, you can
instead choose a single maneuver or stance to learn
from disciplines that are not available to you from that
class. You must meet the prerequisites for maneuvers
and stances gained with this feat as normal.

**Special:** You can take this feat multiple times. Each
time you do, you may choose a different class and
different maneuvers. Levels in prestige classes that
progress maneuvers stack with your class levels for
determining how many levels you have in a martial
disciple class.
Akashic Talespinner

*You have committed a specific story to heart and memory. You dedication this tale has expanded your mastery of it, when you call it forth from the akashic records.*

**Prerequisites:** Ability to shape veils, Perform (any) 5 ranks

**Benefit:** Choose a veil set (ex. Angelic Armaments or Spider’s Stories). When you have 3 or more veils from that set shaped, your essence capacity for all veils you have shaped from that set is increased by 1. This does not stack with the feat Enhanced Capacity or other increases to essence capacity not derived from class abilities or veilweaver level.
Akashic Craftsman

*You have adapted your ability to weave veils to weave essence into mundane objects, causing them to become magical*

**Prerequisites:** Veilweaving level 1, Spellcraft 1 rank

**Benefit:** You gain a +2 bonus to Spellcraft checks. You can use your veilweaving level in place of your caster level when meeting the prerequisites for item creation feats, and when creating magical items. If you do not meet the prerequisites for any item you are crafting in this way, the DC is increased by 5 for each prerequisite you do not meet, as normal.

You can also bypass the normal restrictions for spell prerequisites on spell trigger and spell completion items you craft by adding 3 + spell level to the crafting DC.
Aegis Strike (Combat)

*You draw upon elemental energy to fuel your attacks.*

**Prerequisite**: Aegis class feature, Arcane Strike

**Benefit**: While in aegis form, you don’t need to spend a swift action to use the Arcane Strike feat–it is always in effect. If you are benefiting from an affinity power that adds energy damage to your attacks (such as Razor Wind), you can alter your Arcane Strike damage to match that damage type. Add your Arcane Strike damage to the damage of any spell twists you use while in aegis form.
Adaptive Gunner

Rather than training in more traditional ranged weaponry, adaptive gunners focus on mastering the powerful Hand Cannon veil, unlocking its true potential. Adaptive gunners learn to recognize an opponent’s weakness and target it with exactly the right effect.

### **Proficiency**

The adaptive gunner does not gain proficiency in light, projectile, or thrown martial weapons.

This alters the standard marksman proficiencies.

### **Hand Cannon**

At 1st level, The adaptive gunner learns how to shape the Hand Cannon veil, and increases his total veils shaped by 1. The adaptive gunner uses his Wisdom as his primary veilweaving attribute and treats his veilweaver level as his class level –3 (minimum 1).

Starting at 7th level, he gains the ability to bind veils to his Wrist chakra, unlocking their most potent abilities.

### **Contemplation**

The adaptive gunner gains the ability to fuel veils and other essence receptacles with psionic energy instead of essence. By spending 1 power point per receptacle as a swift action, the gunner may treat an available essence receptacle as though it were invested with a point of essence for 3 rounds. This does not stack with, though it may overlap, standard essence invested in a given veil or receptacle. At 6th level and every three levels thereafter, the adaptive gunner may spend an additional 3 power points per veil or receptacle he wishes to invest to treat it as being invested with an additional point of essence. This ability can be used to exceed the gunner’s normal limitation on the maximum amount that can be invested in a given veil or receptacle (for example, an 18th level adaptive gunner could spend 13 power points to treat a veil as being invested with 5 points of essence, even though he’d be limited to 4 points when investing essence normally). If the gunner has multiple receptacles available, he may choose to spend power points in this way to psionically invest any number of them with the same swift action, though he must still pay the normal cost for each.

### **Adaptive Gunner Style**

The adaptive gunner must choose the adaptive gunner style for the combat style gained at 1st level.

This modifies the combat style and style skill class features.

### **Favored Weapon**

The adaptive gunner does not choose a weapon group for his favored weapon class feature, but instead applies its benefits to his Hand Cannon veil. This alters the Favored Weapon class feature.
Adorned Strike

*You have learned to channel the powers of your treasures through the weapons they are adorned to.*

**Prerequisites:** Ability to adorn akashic treasures

**Benefit:** Whenever you adorn one of your veils that can produce a weapon (or that can empower your unarmed strikes if you have the Adorned Fists feat) with a treasure that has a special ability used as a standard action and isn’t already delivered with a weapon attack, you can use your weapon to deliver that effect.

As a special attack action, you can make a single attack with a weapon produced by the veil adorned with such a treasure and use the standard action ability of the treasure on a successful hit.

If the treasure’s ability requires a melee touch attack, it can only be delivered by a melee weapon attack. If the treasure’s ability requires a ranged touch attack, it can only be delivered by a ranged weapon attack. The ability is considered to have hit if the weapon attack hits. If the weapon attack is a critical hit, the treasure’s ability is only considered a critical hit if the initial attack roll was a natural 20 (or a 19 or 20, if you have Improved Critical or a similar ability that doubles the critical threat range of the weapon).

If the treasure’s ability requires a saving throw, the struck creature receives a saving throw against that effect.

If the treasure’s ability normally targets multiple creatures, the struck creature must be included among its targets.

If the treasure’s ability affects an area, the struck creature must be included within its area. The struck creature must be in a legal location within the ability’s normal area (lines and cones still emanate from your space, bursts must be within their maximum range, and so on) otherwise the ability has no effect.

If the treasure’s ability only affects you, such as the teleportation ability of the Keyhole treasure, that ability functions as if you had activated it normally if the attack hits.

This ability cannot be combined with other abilities that allow you to apply your supernatural abilities to a weapon attack, such as the conductive weapon special ability.

### Sidebar: Special Attack Actions

A special attack action represents a unique method of making an a�ack. They take a standard action to activate, and can be augmented by feats and talents just as if it were any other attack action (such as the Vital Strike feat), but a creature cannot perform more than one special attack action at a time.
Advanced Interceptor Path

You defend your allies with uncanny expertise.

**Prerequisites:** Combat Expertise, interceptor path
class feature, manifester level 10th, base attack bonus +6

**Benefit:** When using the interceptor trance, you
can take a penalty to your Armor Class equal to the
competence bonus granted by the interceptor trance
to grant a deflection bonus to Armor Class to one ally
threatened by an enemy within your melee reach. In
addition, when using the Interceptor maneuver, if your
attack was successful, you can make a free disarm or
trip attempt against the enemy struck.
Aigrette of Specters

**Descriptors:** Figment

**Slot:** Head

**Saving Throw:** None

*Faint spectral images circle around your head, forming a faint jewelry of ghostly light.*

Shaping this veil allows you to call upon spectral illusions. As a standard action, you can create an illusionary sound or image within Close range (25 ft. + 5 ft. / 2 veilweaver levels). You can create an illusion that combines both a sound and an image as a full-round action. You can produce a sound as loud as can be produced naturally by a single human (such as singing, shouting, fighting, marching, etc), or an image that fits within a 10-foot cube. These illusions cannot create smell, texture, or temperate. Sounds produced by this veil can be any type of sound within the volume limit, but they can’t mimic intelligible speech. Images produced by this veil can be anything you imagine that fits within the size limit.

Maintaining these illusions requires concentration on your part, and requires you to stay within range of them. Once each round, you may move these illusions to any location within range of you, but you cannot change the sounds or images produced unless you end your concentration and use this ability again. You may only have a single illusion created using this ability active at a time, and it persists until you stop concentrating on it.

A creature who sees (for an image) or hears (for a sound) these illusions may make a Will saving throw to disbelieve. Each round they continue to interact with the illusion (touching or seeing an illusory image, or hearing an illusory sound) they may make a new save.

**Essence:** For each point of essence invested in this veil, the maximum volume of the illusory sound that can be created by this veil increases by 4 humans, and the maximum size of an illusory image increases by a 10-foot cube.

Examples of sounds and their equivalent sizes: A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from 16 humans, while a roaring dragon is equal to the noise from 32 humans.
Advanced Arm Use

You can use one of your many arms to perform minor tasks in addition to your tool use ability.

**Prerequisite:** Ikasaru or squibbon race.

**Benefit:** While you cannot wield extra weapons with a single arm (note that an ikasaru uses his tentacles for weapon wielding and not arms), this well-trained arm can retrieve small, stowed objects carried on your person as a swift action, even if both of your “hands” are in use with your hand- equivalent tool use ability.

**Normal:** Even with multiple arms, the hand- equivalent tool use ability only confers the effective use of two humanoid hands, meaning it takes several arms to mimic that usefulness, while others are used for stability and locomotion.