recursal/Fanatic-Fandom huggingface dataset:
Barrier Belt

**Descriptors**: Force

**Class**: Guru, Helmsman, Kheshig, Lunar, Promethean, Nexus, Radiant, Spellweaver, Vizier

**Slot**: Belt

**Saving Throw**: See text

*This leather belt features a smooth, detachable silver plate.*

As a swift or a move action, you pull off the belt’s silver plate and throw it into an empty space within close range (25 feet plus 5 feet per two veilweaver levels) of you.

When it lands, it transforms into a translucent barrier, similar to a wall of force up to 10 feet long and 10 feet high, with the exception that it has a hardness equal to twice your veilweaving level and HP equal to your veilweaving level. This wall lasts until destroyed, or until you dismiss it as a swift or a move action.

You may only have one wall out at a time this way.

**Essence**: Each point of essence invested in this veil increases hit points of the wall by 2.

**Chakra Bind (Belt): [G17, He12, K14, L14/16, N16, P16, R15, Vi16]** You may place down an additional wall when you activate this veil’s ability.
Bestial Elementalist

**Prerequisite(s)**: Must possess an animal companion with the bounding blast class feature.

**Benefit**: When your animal companion imbues you with a blast through its bounding blast ability, you can deliver that blast within a number of rounds equal to your animal companion’s Constitution modifier.

**Normal**: You must deliver a blast imbued to you by the bounding blast ability by the end of your next turn.

**Special**: If you possess a kinetic blast, you gain the bounding blast class feature. This functions the same as the bestial kineticist archetype’s bounding blast, except you imbue your animal companion with a kinetic blast you possess instead and it can use that blast within a number of rounds equal to your Constitution modifier.
Beat the Clock

**Discipline:**Riven Hourglass (Counter)

**Level:**7

**Prerequisite:**Two Riven Hourglass maneuvers

**Initiation Action:**1 immediate action

**Range:**Personal

**Target:**You

**Duration:**Instantaneous

You briefly accelerate your personal timeframe, acting so fast that you appear to be a blur. You can initiate this counter to immediately take a standard action, as if you had readied an action. You cannot gain more than one standard action per round this way.
Benign Cyst

**Element(s)** viscera; **Type** utility (Sp); **Level** 2; **Burn** 1

**Saving Throw** Fort negates (harmless); **Spell Resistance** no

You are capable of creating a small growth on one willing living creature within 30 feet, forging a link between you and them until the next time you recover burn. As long as that creature is within 60 feet of you, you can communicate with them telepathically, and if you possess the kinetic healer utility wild talent, you can use it on them without touching them as long as you are within 60 feet of them.
Blazing Eyes & Mad Howls of the Jabberwock (Mythic)

The strange trauma which gifted you with occult power is tied -in some way you cannot yet fully comprehend- to the legendary magic of that terrible dragon of wind, insanity & flame which haunts the deepest of this world’s dark woods… and the far-off nightmares of all Fair Folk.

Prerequisite: Blazing Eyes & Mad Howls of the Jabberwock.

Benefit: Your burble effect increases to a 60-foot radius. If you deal sonic damage, the damage increases to 1d10 points of sonic damage per 2 kineticist levels you possess. You are no longer bound by the restrictions about vorpal weapons; that is, you are no longer shaken by vorpal weapons, you may willingly move toward the wielder of a vorpal weapon, and you may look directly at the wielder of such a weapon.
Belt of Ectoplasmic Safety

**Aura** moderate psychometabolism; **ML** 7th

**Slot** belt; **Price** 30,000 gp; **Weight** 2 lbs.

**Description**

This belt is made of rings of interlocking crystal,
apparently skillfully carved from a single large piece. Three
times per day, when the wearer is targeted by an area effect
that allows a Reflex save, on a successful save he can choose
to instead be moved outside of the area, taking no damage
(or other harmful effect). In his place, an ectoplasmic copy
remains.

The wearer is moved the shortest distance possible that
would escape the effect. If there is no safe square to move
to, then the belt’s effect fails.

The ectoplasmic copy looks exactly like the original
character. A DC 16 Will save is required to disbelieve that
the copy is the original character, otherwise creatures will
act as if the copy is the original character and will ignore the
original as if he were invisible. If the copy takes any damage,
it dissipates immediately; otherwise the copy dissipates at
the start of the wearer’s next action.

**Construction**

**Requirements** Craft Wondrous Item, *cloud mind,*
*ectoplasmic creation*, *evade burst*; **Cost** 15,000 gp
Bladeward

**Design** creation (generation) [metal]; **Level** 5

**Casting Time** 1 standard action

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

**Effect** one magical sword / 2 caster levels

**Duration** 1 round/level

**Saving Throw** Reflex half; **Spell Resistance** no

You create numerous magically-controlled blades, each one rapidly encircling your allies. *Bladeward* creates one longsword per two caster levels you have (max 8). Upon creating the swords, you designate willing creatures within the script’s range to protect with the blades. A blade can only be designated to protect one ally at a time, and a single ally cannot have more than four blades protecting it at once. Once you choose an ally, the blade protects it for the duration of the script.

The blades spin around the creature in a 5-foot radius emanation that moves with the creature, shielding it from attackers and harming any that draw close. A creature (other than the protected ally) that starts its turn within the emanation takes 1d8 slashing damage per blade surrounding the ally. A Reflex save halves the damage dealt that round. This damage is considered magical, silver, and cold iron for the purpose of overcoming damage reduction. At 15th level, the damage is treated as adamantine, as well.

Furthermore, for every two blades around the ally, they gain a +1 bonus to AC. This AC bonus is doubled against attacks of opportunity.

**Overload**: For every runic charge overloaded into this script, you create an additional sword.
Blessed Pinions

**Discipline:**Silver Crane (Strike) [Good]

**Level:**2

**Initiation Action:**1 standard action

**Range:**Melee or ranged attack

**Target:**One creature

The pinion feathers of the Silver Crane’s wings gain an ethereal glimmer as if they were blessed steel. Heavenly agents guide their disciple’s attack so it may strike true as if it were blessed, even allowing it to strike the unseen. Make an attack against a foe that inflicts an additional 2d6 points of sacred damage and the attack is considered good aligned for the purposes of overcoming damage reduction. The disciple may also choose to strike incorporeal foes with this strike as if they were made manifest, including fiends who currently possess a creature. To strike a possessing fiend, the body they inhabit must be also struck, but all damage from the attack is inflicted upon the possessing fiend without harming the host.
Bastion

**Discipline:** Psychometabolism; **Level:** Psion/wilder 2, vitalist 2

**Display:** Mental

**Manifestation Time:** 1 standard action

**Range:** Touch

**Target:** Creature touched; see text

**Duration:** 1 min./level

**Saving Throw:** Fortitude negates (harmless); **Power**

**Resistance:** Yes (harmless)

**Power Points:** 3

A fluttering of your eyelashes reveals your concentration as you expend extraordinary effort restructuring the biological makeup of your ally, granting them extra ability. When you manifest this power upon an ally with the ability to form an astral suit, they gain an extra customization point which they can spend on their turn as a free action. When this power expires, the customization invested is removed automatically.

**Augment:** For every four additional power points you spend, the recipient is granted an additional customization point.

***Mythic Bastion***

You may use *mythic bastion* offensively against an enemy aegis. When you manifest this power, you attempt to suppress a number of customization points invested in their astral suit. Treat this similarly to a targeted *dispel psionics* check. The enemy aegis uses their aegis level as their manifester level. If you are successful, you remove as many customization points from the target’s pool as you would normally grant an ally aegis. Your opponent may choose which customizations their suit sheds for the duration of this power and once this power ends, those customizations return to full potency immediately.
Blow Over

When your anger blows over, you're no longer scary.

**Prerequisites:** Natural comedian and quackitude racial characteristic

**Benefit:** When you use Intimidate to influence an opponent's attitude, you can limit the duration to 1d6 + 4 minutes. If you do, the target's reaction to you does not change to unfriendly after the duration expires.

Intimidation is always a class skill for you.
Beastborn Shifter

More attuned to nature than the more abstract forms other alchemists take, beastborn shifters focus on more traditional forms, instead trying to perfect their own evolution.

### **Bestial Transformation (Su)**

At 1st level, beastborn shifters gain the ability to turn themselves into any small or Medium animal and back again, although they are limited to the following forms; badger, bird, camel, cat (small), dire rat, dog, dolphin, horse, manta ray, pony, snake (viper or constrictor), or wolf. This ability functions like the beast shape I spell, except as noted here. The effect lasts for a number of hours equal to their beastborn shifter class level + their Intelligence modifier (minimum 1), and they split the duration of this ability however they want. Each use of this ability uses up at least an hour of its duration, regardless of how long they stay in it. A beastborn shifter can change form while in their bestial transformation but doing so reduces their total duration by 1 hour. Bestial transformation is treated as wild shape for the purpose of feats which would affect it.

A beastborn shifter loses their ability to speak while in animal form because they are limited to the sounds that a normal, untrained animal can make, but they can communicate normally with other animals of the same general grouping as their new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.) In addition, a beastborn shifter can change their form while in bestial transformation as a standard action a number of times per day equal to 1/2 their character level + their Intelligence modifier (minimum 1); doing so does not consume any duration of their bestial transformation ability. At 3rd level, a beastborn shifter is no longer limited in which forms they can take from the options provided by *beast shape I*.

At 6th level, a beastborn shifter can use bestial transformation to change into a Large or Tiny animal. When taking the form of an animal, a beastborn shifter’s bestial transformation now functions as *beast shape II*. At 8th level, a beastborn shifter can use bestial transformation to change into a Huge or Diminutive animal or a small or medium magical beast. When taking the form of animals or magical beasts, a beastborn shifter’s shifter shape now functions as *beast shape III*. At 12th level, a beastborn shifter can use bestial transformation to transform into a Tiny or Large magical beast. When taking the form of magical beasts, a beastborn shifter’s bestial transformation now functions as *beast shape IV*. At 16th level, a beastborn shifter can use bestial transformation to transform into a Diminutive or Huge magical beast. When taking the form of magical beasts, a beastborn shifter’s bestial transformation now functions as *magical beast shape I*.

This ability replaces alchemical discipline and discipline breakthrough.

### **Lycanthropic Defense (Ex)**

At 9th level, the beastborn shifter gains DR 5/silver. At 19th level, this increases to DR 10/silver.

This ability replaces discipline defense.
Basic Kinetic Training

**Prerequisite(s)**: Kineticist 1st or character level 5th.

**Benefit**: You gain the basic utility wild talent for any one element. If you later gain a level in the kineticist class, you can immediately exchange this basic utility wild talent for a 1st-level utility wild talent for which you qualify unless you possess a wild talent which requires the basic utility you wish to replace. You cannot gain utility wild talents that would replace a basic utility wild talent (such as basic electrokinesis) this way.
Battle Medic

Getting wounded allies back into the fight is a part
of combat that some tacticians embrace, sacrificing
some of their strategic options to learn techniques to
mend wounds and guard against attacks. These battle
medics are not as skilled at healing as vitalists, but offer
a mixture of tactical and healing abilities to help turn
the tide of battle.

This ability replaces lesser strategies.

thereafter, the damage healed to the target and non-lethal damage taken by the battle medic increases by
1d6. A battle medic may use this ability a number of
times per day equal to 3 + his Intelligence modifier. A
battle medic may not use this ability upon himself.

This
ability replaces coordinated strike.

### **Healing Bond**

A battle medic of 4th level has
learned how to share healing over his network. When
manifesting a power of the Healing subdiscipline with a
range of personal, the battle medic can choose to change
the target to a member of his collective.

This ability
replaces the strategy normally gained at 4th level.

### **Back Into the Fray**

A battle medic of 6th level has
learned to channel additional healing energy when
it is most needed. When manifesting a power of the
Healing subdiscipline on a member of his collective, and
the target is below 50% of its total hit points, the battle
medic can expend his psionic focus to treat that power
as if affected by the Empower Power feat.

This ability
replaces coordinate.

### **Cushion the Blow**

A battle medic gains the Cushion the Blow feat as a bonus feat at 6th level. At 12th level, the battle medic gains the Improved Cushion the Blow feat as a bonus feat. At 18th level, the battle medic gains the Greater Cushion the Blow feat as a bonus feat. The battle medic does not need to meet the prerequisites of these feats to gain their benefits.

This ability replaces
teamwork feats.
Angel Retaliation (Combat)

*You tenaciously protect and avenge your allies.*

**Prerequisite**: Angel Technique, Combat Expertise, Combat Reflexes, base attack bonus +8

**Benefit**: Once per round when an opponent attacks the ally you are defending with Angel Technique with a weapon or natural attack, you can choose to either defend or avenge your ally.

If you defend your ally, you can use an attack of opportunity to make an attack roll against the attacking creature. If your attack roll beats the attacker’s attack roll, you deal no damage, but the attacker’s attack fails.

If you avenge your ally, you make an attack of opportunity against the opponent. You do not take the normal penalty to attack rolls from Combat Expertise when making this attack, and your attack deals an additional 1d8 damage. This damage is the same type as the weapon used and is not multiplied on a critical hit. The opponent must be in your threatened area to make this attack of opportunity, and your attack must be made after the opponent’s attack resolves.
Blending

**Aura** faint illusion; **CL** 3rd

**Slot** none (armor quality); **Price** +1 bonus; **Weight** —

*Blending* armor blurs and distorts when in dim lighting conditions. As long as the wearer of a suit of *blending* armor is in dim light, the miss chance due to concealment increases to 50% (instead of 20%). This does not grant total concealment; it just increases the miss chance.

**Construction Requirements** Craft Magic Arms and Armor, *silent image*; **Price** +1 bonus
Bob and Weave

**Discipline:** Fool's Errand (Boost); **Level:** 2

**Initiation Action:** 1 swift action

**Range:** 5 ft.

**Target:** One adjacent creature

**Duration:** Instantaneous (see text)

**DESCRIPTION**

You duck under your opponent’s guard, delivering an attack in their blind spot. When you initiate this boost, choose a creature you are adjacent to. You may move to any unoccupied space adjacent to that creature, without provoking attacks of opportunity. You cannot move more than your speed in this way (though you can treat the target's space as empty for the purposes of determining how far you moved). Regardless of whether or not you moved, the target then becomes flat-footed against your next attack against them this turn.
Black Seraph’s Wrath

**Discipline**: Black Seraph (Boost) [evil]; Level: 6

**Prerequisite(s)**: Two Black Seraph maneuvers

**Initiation** **Action**: 1 swift action

**Range**: Personal

**Target**: You

**Duration**: One round

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DESCRIPTION

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The disciple of the Black Seraph’s anger and wrath are his strongest weapons, and in concentrating this hatred into his attacks, he may cause a horrible black power to invade the wounds of his foes to cause even more injury. The initiator makes an Intimidate check and the result of this check is added to his damage roll as profane damage on his next successful attack.
Barrage

**Discipline:** Psychometabolism; **Level:** Highlord 5, marksman 4, psychic warrior 5, voyager 5

**Display:** Visual (see text)

**Manifesting Time:** 1 swift action

**Range:** Personal

**Target:** You

**Duration:** 1 round

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

**Power Points:** Highlord 9, marksman 7, psychic warrior 9, voyager 9

You boost your movements to super-naturally high levels, allowing you to strike at many targets in what others perceive as the blink of an eye. Your actions are so rapid that they leave visual echoes of your previous positions in the air as you move, although these quickly fade.

This round, as a full attack action, you may make a single ranged attack with one ranged weapon (or several thrown weapons of the same type) against each target within one range increment of your weapon, similar to the Whirlwind Attack feat. You still expend ammunition as normal for these attacks.

You may not make more attacks with *barrage* than your manifester level.
Befuddling Strike (Mythic)

With greater potency and frequency, your fists befuddle those who stand against you.

Prerequisite: Befuddling Strike.

Benefit: The DC of your Befuddling Strike increases by one-half your tier, and you can use Befuddling Strike multiple times during the same round. As a free action, you can expend one use of your mythic power to use Befuddling Strike without spending one of your daily uses of the feat.
Blustering Bluff (Mythic)

You can bully others into believing just about anything.

Prerequisite: Blustering Bluff.

Benefit: You can also use Blustering Bluff to reduce the penalty for telling an impossible lie by 5. Additionally, when you use Blustering Bluff and succeed on a check that would not otherwise have succeeded, the creature you bluffed does not automatically realize that they were fooled after 1d6x10 minutes. Instead, they realize this only if and when they are presented with evidence or claims that contradict your bluff (although this evidence or claim need not be particularly convincing: even the suggestion that you duped them is enough to make them realize it).
Body Equilibrium

**Discipline:** Psychometabolism; **Level:** Cryptic 2, gambler 2, gifted blade 2, highlord 2, marksman 2, psion/wilder 2, psychic warrior 2, vitalist 2, voyager 2

**Display:** Material and visual

**Manifesting Time:** 1 standard action

**Range:** Personal

**Target:** You

**Duration:** 10 min./level (D)

**Power Points:** 3

You can adjust your body’s equilibrium to correspond with any solid or liquid that you stand on. Thus, you can walk on water, quicksand, or even a spider’s web without sinking or breaking through (this effect does not confer any resistance to particularly sticky webs). You can move at your normal speed, but you cannot run (x4 speed) on a non-firm surface without sinking or breaking through.

If you fall from any height while using this power, damage from the impact is halved.

## Mythic Body Equilibrium

You can run on unfirm surfaces without sinking or breaking through and you add your tier to Acrobatics checks.
Blush of Life

You have learned to hide the signs of your undeath.

**Prerequisite:** Vampire

**Benefit:** You lose the shadowless racial trait. Additionally, you detect as your actual alignment when
subjected to the *detect evil* spell or similar abilities
(unless you have another ability that would alter how
you are detected), and Knowledge (religion) checks
made to identify you as undead or discern your vampiric nature suffer a -4 penalty.

**Normal:** Undead always detect as evil when subjected to the *detect evil* spell.
Bloodrust Infusion

**Element(s)** air and machine; **Type** substance infusion; **Level** 5; **Burn** 3

**Prerequisite(s)** magnetic infusion

**Associated Blasts** acidic bolt, antimatter, bioelectric, charged water, crystalline, electric, forge, gigawatt, junk, lightning, nano, petrolic, pollutic, radiation, radio, rust, thunder flash

**Saving Throw** Fortitude half

Your blast is specially magnetized to draw iron and other metallic minerals out of your foes’ bodies. Creatures that take damage from your infused blast also take 1d4 Constitution damage.
Bleeding Stare (Mythic)

Your painful gaze unleashes sanguinary torment on your foes.

Prerequisite: Bleeding Stare.

Benefit: You increase the amount of bleed damage inflicted by your painful stare by an amount equal to one-half your mythic tier (minimum +1). Halting that bleed requires a successful Heal (DC 15 + your mesmerist level + your mythic tier), or if casting a spell that cures hit point damage a successful caster level check (DC 11 + your mesmerist level + your mythic tier). A mythic spellcaster may add her mythic tier as a bonus on this caster level check.
Blade Spiral

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

**Casting Time** 1 standard action

**Components** V, S, F (a melee weapon)

**Range** see text

**Area** see text

**Duration** instantaneous

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

You finish the quick incantation and let go of the weapon, the magic flinging the blade against your foes. Upon finishing the casting of this spell, the weapon you used as a focus for *blade spiral* flies forth to attack. You can choose one of two different attack forms:

* *Forward Spiral*: The weapon spins forth in a 60-foot line in front of you.
* *Centered Spiral*: The weapon spins around you in a 10-foot radius, centered on you.

You make a single weapon attack against each foe in the area as if striking the target with a melee attack with that weapon, including any bonuses you would gain from feats or special abilities such as Weapon Focus. You roll separately for each target. Once you finish making the attacks, the weapon immediately flies back to your hand, regardless of whether it hit or missed its targets.

Despite the spell’s name, any sort of weapon can be used with *blade spiral*, not just bladed ones, though you cannot use a natural weapon or an unarmed strike.
Blight of the Elements

**Descriptors**: Acid, Brand, Cold, Electricity, Fire

**Class**: Huay, Nexus, Spellweaver, Stormbound, Vizier, Volur

**Slot**: Belt

**Saving Throw**: Fort negates

*Your power blights the target, stripping them of the protections against the elements they have come to trust and rely upon.*

When you brand a creature with this veil, choose one of the following energy types: acid, cold, electricity, or fire. This veil gains that descriptor while the target is branded, and the branded creature has any resistance to that energy type it might possess lowered by 5 points, to a minimum of 0. If that creature is immune to the selected energy type, it is instead treated as having resistance 50 to that energy type while it is branded, which is then reduced further by this veil. If this veil would reduce a creature’s energy resistance below 0, for each 5 points below 0 it would reduce that creature’s resistance, that creature instead takes an additional 1 point of damage whenever it is damaged by the chosen energy type.

**Essence**: For each point of essence invested in this veil, the branded creature has its energy resistance reduced by a further 5 points.

**Chakra Bind (Belt): [Hu16, N16, St14, Vi16, Vo17]** Binding this veil to your Belt chakra further weakens the energy resistance of the branded creature. If they have no resistance to the chosen energy type, or this veil reduces their resistance to 0, the branded creature gains vulnerability to the chosen energy type, taking 50% more damage than normal from it.
Bend with the Wind

**Discipline:**Thrashing Dragon (Stance)

**Level:**5

**Prerequisites:**Two Thrashing Dragon maneuvers

**Initiation Action:**1 swift action

**Range:**Personal

**Target:**You

**Duration:**Stance

The graceful, flowing movements of the Thrashing Dragon’s dance helps defend the disciple in combat while providing him the ability to move through danger unscathed. While in this stance, for each attack that misses the disciple, he may either gain a +2 dodge bonus until his next turn, or he may make a free 5-ft. step to any square his attacker threatens (which does not provoke attacks of opportunity). The initiator can mix which benefit he wishes to gain from this stance from multiple missed attacks. If the initiator is unable to take a 5 ft. step, he is not permitted to select a dodge bonus due to being constrained and having no room to move around in.
Caustic Transfusion

**Discipline:** Psychometabolism [Acid]; **Level:** dread 3, psion/wilder 3, vitalist 3

**Display:** Visual

**Manifesting Time:** 1 standard action

**Range:** Medium (100 ft. + 10 ft./level)

**Target:** One creature (see text)

**Duration:** Concentration (up to 1 round per level) + 1 round

**Saving Throw:** Fortitude partial (see text); **Power Resistance**: Yes

**Power Points:** 5

You convert large portions of your target’s blood to a caustic fluid, wracking them with pain and misery. The target takes 2d6 acid damage at the start of their turn and becomes fatigued until the beginning of their text turn. A successful Fortitude save halves the damage and negates the fatigued condition. If the target is suffering bleed damage at the beginning of its turn, adjacent creatures must succeed at a Reflex save or suffer the damage dealt by this power as well.

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

* For every 2 power points you spend, its damage increases by one die (d6).
* If you spend an additional 4 power points, victims that fail their saving throws also become nauseated for 1 round.

In addition, for every 2 power points spent to achieve either of these results, increase the save DC of this power by 1.
Black Veil

**Descriptors**: None

**Class**: Daevic, Eclipse, Guru, Kheshig, Lunar, Promethean, Volur

**Slot**: Headband

**Saving Throw**: none

*This literal veil covers the eyes, blinding the veilweaver, yet revealing much.*

You may activate or deactivate this veil’s effects as a full-round action.

While active, you are blinded, but gain blindsight out to 30 feet. If you already had blindsight, you may instead increase that blindsight by half the amount granted by this veil.

**Essence**: Each point of essence invested in this veil increases your blindsight by 10 feet.

**Chakra Bind (Headband): [D12, G11, K11, L10/12, P12, Vo11]** You are no longer flat-footed against attacks originating outside of your blindsight range. You may detect creatures on the ethereal plane that are within your blindsight range.
Blade Rush

**Element(s)** universal; **Type** form infusion; **Level** 2; **Burn** 2

**Prerequisite(s)** kinetic blade

**Associated Blasts** any

**Saving Throw** none

You use your element’s power to instantly move 30 feet in any direction (even straight up), manifest a kinetic blade, and attack once. You gain a +2 bonus on the attack roll and take a –2 penalty to your AC until the start of your next turn. The movement doesn’t provoke attacks of opportunity, though activating blade rush does. If you have the kinetic whip infusion, you can manifest a kinetic whip instead of a kinetic blade at the end of your movement by increasing the burn cost of this infusion by 1. The blade or whip vanishes instantly after the rush.
Boiling Burst

A boiling burst weapon functions as a boiling weapon that also explodes with steam upon striking a successful critical hit. The steam does not harm the wielder. In addition to the extra steam damage from the boiling ability (see above), a boiling burst weapon deals an extra 1d10 points of steam damage on a successful critical hit. If the weapon’s critical multiplier is ×3, add an extra 2d10 points of steam damage instead, and if the multiplier is ×4, add an extra 3d10 points of steam damage. Even if the boiling ability is not active, the weapon still deals its extra steam damage on a successful critical hit.

strong evocation; CL 12th; Craft Magic Arms and Armor and *boiling blade*, *steam strike*, or *mageboil;* Price +2 bonus.
Bladestrike

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

**Level:** 1

**Initiation Action:** 1 immediate action

**Range:** Personal

**Target:** See text

**Duration:** Instant

When an enemy’s melee attack with a manufactured weapon would successfully strike the initiator, the initiator can make a free sunder attempt that does not provoke attacks of opportunity against the enemy’s weapon, using any weapon they are currently wielding (including an unarmed strike or natural attack). If this attack reduces the weapon to the broken condition and the penalties for the weapon being broken would cause the original attack roll to miss, or if the enemy’s weapon is destroyed, the triggering attack is treated as a miss.

**Special:** If the initiator has the Spark of Inspiration feat, they may spend an additional stamina point when activating this maneuver to ignore an amount of the targeted weapon’s hardness equal to their initiator level.
Body Purification

**Discipline:** Psychometabolism (Healing); **Level:** Cryptic 2, gifted blade 2, highlord 2, marksman 2, psion/wilder 3, psychic warrior 2, vitalist 2

**Display:** Auditory and material

**Manifesting Time:** 1 round

**Range:** Personal

**Target:** You

**Duration:** Instantaneous

**Power Points:** Cryptic 3, gifted blade 3, marksman 3, highlord 3, psion/wilder 5, psychic warrior 3, vitalist 3

You restore up to 2 points of damage to a single ability score. You cannot use *body purification* to heal ability drain.

**Augment:** For every additional power point you spend, this power heals 1 additional point of damage to the same ability score.

## Mythic Body Purification

The power cures all ability damage to a single attribute.

**Augmented (3rd):** If you expend one use of mythic power, the power cures all ability damage to all attributes.
Blessings of Fate

You may tap into the powers of fate more often than normal.

**Prerequisites:** Draw the fates class feature

**Benefits:** You may use your draw the fates class feature an additional 3 times each day.

**Special:** This feat may be selected multiple times, granting an additional 3 uses of draw the fates each day for each time it is selected.
Black Seraph

The secrets of the Black Seraph discipline are taught by possessing fiends and demonic tutors to their pawns as a way of enticing fools who desire power into learning their secrets or the occasional few with wills strong enough to tear those secrets from their infernal prisoners. Not ones to blanch at the thought of fighting dirty, Black Seraph disciples are quite content to injure their foes in any way that they can to ensure their victory. This discipline focuses on powerful, straightforward two-handed strikes and vicious counters as well as intimidation, pain-infliction, and dirty fighting.

The Black Seraph discipline’s associated skill is Intimidate, and its associated weapon groups are axes, flails, and pole arms.

The discipline of Black Seraph is a supernatural discipline and all abilities within are considered supernatural abilities and follow the rules and restrictions of such. Many abilities in this discipline carry the [evil] descriptor, but not all of them.

**Associated Skills:** Intimidate

**Associated Weapon Groups:** Axes, flails, and pole arms

**Martial Tradition:** Black Thorn Knights

**Title Veil:** The Fallen

**Style Feats:**

* Black Seraph Style
	+ Black Seraph's Malevolence
		- Black Seraph Annihilation

**Combo Feats:**

* Fiendish Dissolution (Leaden Hyena)

Profane damage comes from attacks that are heavily infused with the power of sheer Evil and carry this unholy power over as a form of harmful energy to good-aligned beings. Profane damage deals full damage to incorporeal targets and deals damage as if the weapon were evil-aligned. As it is not a weapon damage type, it automatically bypasses all damage reduction.

*(Editor's Note: Previously, profane damage dealt an extra 50% damage to good-aligned targets. This has since been changed in errata to function as shown in the above box. Some maneuvers and feats may work differently after this change.)*

## **1st Level Black Seraph Maneuvers**

 Gutstrike | Strike
 Ravaging Blow | Strike
 Savage Stance | Stance
 Strength of Hell | Boost
 Voracious Drive | Strike

## **2nd Level Black Seraph Maneuvers**

 Inner Demon Strike | Strike
 Intimidating Force | Counter
 Seraph’s Wrath | Strike
 Shadow Feather Strike | Strike

## **3rd Level Black Seraph Maneuvers**

 Savage Drive | Strike
 Taunting Laugh | Boost
 Tendon Rip | Strike
 Unfettered Progression | Boost

## **4th Level Black Seraph Maneuvers**

 Circle of Razor Feathers | Strike
 Vengeful Riposte | Counter
 Walk in the Dark | Stance

## **5th Level Black Seraph Maneuvers**

 Sensory Rip | Strike
 Sharing the Dark Soul | Strike
 Soul Consumption | Boost

## **6th Level Black Seraph Maneuvers**

 Black Seraph’s Wrath | Boost
 Razor Wings of the Black Seraph | Stance
 Shadow Raptor Swarm | Strike

## **7th Level Black Seraph Maneuvers**

 Charge of the Ravager | Strike
 Consumption Strike | Strike
 Devastating Riposte | Counter

## **8th Level Black Seraph Maneuvers**

 Soul Crusher | Strike
 Vampiric Aura | Stance
 Void Seraph Strike | Strike
Bilious Strike

**Discipline**: Black Seraph (Strike) [evil]; Level: 4

**Prerequisite(s)**: One Black Seraph maneuver

**Initiation** **Action**: 1 standard action
**Range**: Melee

**Target**: One creature

**Duration**: Instant

**Saving** **Throw**: Fortitude partial

```
DESCRIPTION

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With a powerful strike to the abdomen, the Black Seraph disciple fills his opponent with destructive unholy power. The disciple’s aim is to rupture organs within to kill his subject painfully. The initiator must make a melee attack against a target creature, and if successful the attack inflicts an additional 6d6 points of profane damage and nauseates the target for the disciple’s initiation modifier in rounds. The target may make a Fortitude save (DC 14 + initiation modifier) to reduce the nauseated condition to one round.
Blessed Stone of the Hearth & Flame

**Aura** faint universal **CL** 1st

**Slot** - **Price** 500 gp **Weight**

**Description**

This flat stone is always warm to the touch. When placed in the palm of a veilweaver who has the Chef’s Armory veil shaped, it bursts into flames, leaving the scent of freshly baked bread behind. The veilweaver’s Chef’s Armory veil gains the following text:

**Bind:** Flames created by the *Spark* spell-like ability granted by the Chef’s Armory are exceptionally suited to cooking. They’ll never burn the food (Unless commanded by the veilweaver), and will maintain a perfect temperature that’ll have any food cooked to perfection in half the time. Even the tools created by the veilweaver seem to share this flame’s affinity for cooking -- Vegetables chop neatly, spices spread evenly, and so on. The veilweaver needs only half an hour to prepare and cook akashic recipes instead of an hour.

**Construction**

**Requirements** Craft Wondrous Item, *Crafter’s Fortune* **Cost** 250 gp
Biokinetic Surge

You can burn away long-term damage to your body.

**Prerequisites:** Biokinetic Adept, Con 13, wild surge
class feature.

**Benefit:** You may invoke your wild surge as a swift
action to heal an amount of ability damage to your
Strength, Dexterity, or Constitution equal to your wild
surge’s intensity. The first time per day that you use this
feat, you do not need to check for psychic enervation.
You check for psychic enervation as normal for each use
thereafter.
Botanist

Egoists who focus specifically on psionically manipulating the bodies of plants are called botanists. These niche psions study the strange relationship between psionics and certain plants, and care greatly for the natural world. Despite this, not all are good in nature, and many hold a deep hatred for civilization and industry.

### **Ensnaring Flora (Su)**

At 2nd level, as long as the botanist maintains her psionic focus she can cause vegetation to burst forth from her surroundings and entangle her enemies. As a standard action, the botanist may target a creature within 30 feet. The creature must make a Reflex save (DC 10 + ½ the botanist’s class level + the botanist’s Intelligence modifier) or be entangled for a number of rounds equal to the botanist’s Intelligence modifier. This replaces Metabolic Healing.

### **Constricting Flora (Su)**

At 8th level, the botanist can cause the plant life around her to painfully crush her enemies. When the botanist uses her ensnaring flora ability, she deals 2d4 points of damage to any creature that fails the save. Additionally, as long as the creature remains ensnared and the botanist remains psionically focused, she can take a standard action to deal damage to the creature again. This damage increases by 1d4 every four levels thereafter. This replaces Shared Effect.

### **Green Mind (Su)**

At 14th level, the botanist gains the ability to communicate with and affect plants as if they weren’t mindless. She can affect plant-type creatures with mind-affecting effects (ignoring their immunity). When using telepathy to communicate with plants, remember that a normal plant’s sense of its surroundings is limited, so it won’t be able to give (or recognize) detailed descriptions of creatures or answer questions about events outside its immediate vicinity. This replaces Resilient Body.

### **Plant Body (Su)**

At 20th level, the botanist’s body joins her mind in becoming one with the green. The botanist’s entire body changes to become woody and green, sap flows through her veins, and her hair becomes grassy leaves. The botanist’s type changes to plant. She gains low-light vision, plant immunities (mind-affecting effects, paralysis, poison, polymorph, sleep effects, and stunning), and no longer has to sleep. Her hit dice and other abilities are unchanged. This replaces Infused Form.
Blood Quickening

**Category:** Race

**Requirement(s):** Werewolf

You gain a +1 trait bonus on Survival checks, and Survival is a class skill for you. In addition, at night, you can automatically determine if living creatures that you can smell within 15 feet of you that you are below their maximum hit points. This does not allow you to pinpoint such creatures (though you can identify which is which if you can otherwise perceive them). When under the light of a full moon, you also gain the supernatural ability to automatically determine the state of each creature you can smell within 15 feet of you, as if by the *deathwatch*spell.
Cerulean Bow

**Descriptors:** Enhanced (composite shortbow)

**Class:** Daevic, Eclipse, Guru, Helmsman, Huay, Kheshig, Nexus, Stormbound

**Slot:** Hands

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

*The color of this translucent, blue bow is a reminder of akasha in ages bygone.*

This bow has a strength rating equal to your strength modifier. This veil produces its own mundane ammunition.

Whenever you make an attack, after the roll is made but before the effects are applied, you may negate that attack. If you do, that attack is stored within the quiver of this veil -- Record its d20 result. (You may negate attacks this way in response to missing due to miss chance, spells and effects, attacks that would negate it, and so on).

At the end of each of your turns, recorded attacks you have stored in your quiver gain a +1 bonus to attack.

Whenever you make an attack, you may replace the attack’s roll with one of the d20s (plus any bonuses) stored in this veil, consuming that attack and removing the d20 from your quiver. These attacks expire after 1 minute, until used, or when initiative is rolled. You may not have more than your veilweaver modifier in stored attacks. These shots may not critically hit.

**Essence**: Every odd point of essence invested in this veil increases the damage of attacks replaced by this veil by +1. Every even point of essence invested in this veil increases the modification to stored attacks at the end of each of your turns by +1.

**Chakra Bind (Hands): [D4, E3, G2, He2, Hu2, K2/5, N2, St4]** As a swift action you may combine the attacks stored into your bow in a powerful, singular arrow known as a coalescent shot. Choose any number of stored attacks. This coalescent shot used the highest d20 out of all the chosen attacks. Then, roll damage for each of the attacks. (Damage granted from other sources other than yourself is not added into this roll). The damage of this coalesced shot is equal to the sum of rolled damage total damage.

You may fire a coalescent shot as a standard action. The coalescent shot doesn’t count against your total number of stored attacks, but you may only have one at a time. The coalescent shot expires after 1 minute, until used, or when initiative is rolled. You may continue to merge attacks into your coalescent shot, increasing its damage. Coalescent shots cannot critically hit.
Blessing Study (Archivist)

**Focused Studies:** Archivists must all choose a study of rune magic to focus their abilities. Some choose to focus their study even further, gaining a more specialized set of abilities. Archivists that choose a focused study gain their normal class features, such as bonus feats and altered script, but the focused study changes one or more of the abilities granted by their study. An archivist must take all of the replacement abilities associated with his focused study. Once a focused study is chosen, it cannot be changed.

**Associated Study**: Invocation

**Replacement Abilities**: The following study abilities replace the primordial affinity and world walker abilities of the invocation archivist study.

### **Ancient Wisdom (Su)**

At 2nd level, whenever you use the aid another action to assist an ally, the bonus you grant is increased by 1. The bonus increases by an additional 1 at 8th, 14th, and 20th levels.

### **Spiritual Interference (Su)**

At 14th level, when an enemy within 30 feet hits an ally with an attack, you can sacrifice a daily casting of one of your scripts as an immediate action to make the enemy reroll the attack roll. The second attack roll takes a penalty equal to the level of the script casting you sacrifice; you can only sacrifice a casting of a script of 1st-level or higher. This grants you a runic charge as if you had cast the script normally. Whether or not the second attack is successful, you cannot use this effect on the same creature again for 24 hours.
Bralani's Brooch

**Descriptors:** electricity

**Class:** Nexus, Radiant, Stormbound, Vizier

**Slot:** Neck, Shoulders

**Saving Throw:** none

This silvery leaf-shaped cloak pin is little more than a radiant glimmer, but it confers the Bralani’s affinity for lightning upon the wearer.

This veil lends the wearer a small shard of a bralani’s immunity to electricity. The wearer gains Resist Electricity 10.

**Essence:** For each point of essence invested in this veil, increase the granted resistance by 5.

**Chakra Bind (Shoulders): [N10, St10, Vi10]** Binding this veil to your Shoulders chakra causes your chakra to whirl around you like a tornado, causing all ranged attacks to suffer a 10% miss chance against you, +5% per point of Essence invested.

**Chakra Bind (Neck): [N14, R12, St16, Vi14]** Binding this veil to your Neck chakra adds the Bralani’s resistance versus harmful spells to your borrowed lightning resistance. While this veil is bound you gain Spell Resistance 18 +2 per point of essence invested in this veil.
Boiling

Upon command, a boiling weapon glows with heat and bubbles with steam. It deals an extra 1d6 points of steam damage on a successful hit. The boiling water created by the weapon does not harm the wielder. The effect remains until another command is given.

Moderate evocation; CL 10th; Craft Magic Arms and Armor and *boiling blade*, *steam strike*, or *mageboil*; Price +1 bonus.
Body Wraps of Kinetic Fist

**Price** 4,000 gp (normal), 6,000 gp (layering)

**Aura** moderate transmutation; **CL** 6th

**Slot** body; **Weight** 4 lbs

These long translucent wraps seem to contour to the wearer’s body, clinging to the form of their wearer. If the wearer of this robe possesses the kinetic fist form infusion, the burn cost for that wild talent is reduced by 1 (to a minimum of 0 burn). A *layering body wraps of kinetic fist* can be worn over or under another body slot item and still provide its effect.

**Construction Requirements**

**Cost** 2,000 gp (normal), 3,000 gp (layering)

Craft Wondrous Item, kineticist 6th, kinetic fist
Blade Burst

**School** conjuration (creation) [metal]; **Level** bloodrager 4, occultist 4, shaper 4, magus 4, vanguard 4

**Casting Time** 1 standard action

**Components** V, S, F (a melee weapon)

**Range** 20 ft.

**Area** 20-ft.-radius burst, centered on you

**Duration** instantaneous

**Saving Throw** Reflex half (object), see text; **Spell Resistance** no, see text

Dozens of copies of your held weapon appear around your space for a brief moment before flying outwards, running through any nearby targets. Each creature and unattended object within the burst takes 1d6 damage per caster level (max 10d6). A creature struck is rendered flat-footed until the end of your next turn as they are overwhelmed by the flurry of attacks. A successful Reflex save halves the damage and negates the flat-footed effect. After the spell resolves, all created weapons vanish without a trace.

The damage dealt by *blade burst* is based on the weapon you use as a focus: if the weapon is magical, then *blade burst’s* damage is also considered magic. If the focus weapon is made with a special material, then this spell’s damage also counts as being that type for the purpose of overcoming damage reduction. If that weapon has any special properties that apply on a hit (such as dealing fire damage with a *flaming* sword) those effects also apply to any creature that fails their Reflex save.

Only constant effects that can apply on a regular hit with the weapon apply. Effects that occur only on critical hits or require additional resources (such as a spell contained in a *spell storing* weapon) are not applied by *blade burst*, subject to GM discretion.

Despite the spell’s name, any manufactured weapon can be used with *blade burst*, not just bladed ones.