recursal/Fanatic-Fandom huggingface dataset:
Bore

**Discipline:** Clairsentience; **Level:** Cryptic 2, seer 2

**Display:** Material

**Manifesting Time:** 1 standard action

**Range:** Touch

**Target:** One touched solid surface

**Duration:** Concentration up to 1 round/level

**Power Points:** 3

The seemingly impenetrable solid surface before you frosts over with a sheet of ice crystals which upon deeper inspection can be seen to hold images of another place. You can manifest this power on a wall, door, or similar surface, creating a virtual pinhole through to the other side. This hole is up to one inch in diameter and is only visible from your side of the surface. You can see through this hole but not hear through it, nor can you pass items through the crystals.

This power does not provide illumination to the other side, but alternate means of vision such as darkvision function as expected. Also, the vision of the other side is tuned to your psyche, providing only a scrambled blur of color to anyone other than you who attempts to see through.

*Bore* is blocked by stone thicker than 1 foot, common metal thicker than one inch, a thin sheet of lead, or by wood or dirt thicker than 3 feet.

**Augment:** For each additional five power points you spend, the thickness of the materials *bore* can penetrate are doubled.

***Mythic Bore***

You may create a number of holes equal to your mythic tiers. All of these holes must be within 5 feet of the original but they now function for creatures other than you.
Burning Break

**Discipline:**Solar Wind (Boost)

**Level:**6

**Prerequisites:**Two Solar Wind maneuvers

**Initiation Action:**1 swift action

**Range:**Personal

**Target:**You

**Duration:**One round

The burning wrath of the sun itself takes root in the disciple’s ammunition as he lets loose the wrath of the Solar Wind. All ranged attacks made by the initiator this round inflict an additional 5d6 points of fire damage. This is a supernatural ability.
Breath of the Moon

**Discipline:**Veiled Moon (Strike) (Mind-affecting)

**Level:**4

**Prerequisites:**One Veiled Moon maneuver

**Initiation Action:**1 standard action

**Range:**Melee or ranged attack

**Target:**One creature

**Duration:**1d4 rounds

The moon is a source of madness, so the legend goes, and by using the principles of lunar cycles on the psyche of mortals, the disciple may temporarily relieve a target of its sanity for a few moments in combat. The initiator must make a melee attack against a target creature, and if successful, in addition to damage the target must make a Will save (DC 14 + initiation modifier) or be confused (as the spell confusion) for 1d4 rounds. After the application of this maneuver, the subject briefly forgets that the initiator exists and thus may not target the initiator while confused.
Bull Charge (Combat)

*You rush into battle with a devastating attack.*

**Prerequisite**: Base attack bonus +5

**Benefit**: You take no penalty to your AC when you make a charge attack. If you have the Vital Strike feat, you can use Vital Strike (or Improved Vital Strike or Greater Vital Strike, if you have them) in place of the attack at the end of a charge. The damage dice added by Vital Strike, Improved Vital Strike, or Greater Vital Strike are not doubled when charging with a lance while mounted.

**Normal**: Charging causes you to take a -2 penalty to your AC until the start of your next turn.
Cantikinesis, Greater

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

**Prerequisite(s)** improved cantikinesis

You learn the composite blasts associated with the simple kinetic blast gained through improved cantikinesis and any kinetic blasts you possess, and any blasts learned through this wild talent or through improved cantikinesis can receive the benefits of a Perform check made with their use, providing a maximum competence bonus of +2. When used to perform a blast of your primary element or a composite blast which includes your primary element, instead reduce the DC of cantikinesis’s effect by 5 and double its competence bonus.
Bone Feast

**Element(s)** viscera; **Type** utility (Sp); **Level** 5; **Burn** 0

**Prerequisite(s)** bone blades

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

As a full round action, you can make an attack with one of your bone blades. If this attack hits, the target must succeed a Fort save or take half of your bone blast’s damage and 2 Constitution drain, granting you temporary hit points equal to twice the target’s total Hit Dice that last until you recover burn or until depleted. Temporary hit points gained from multiple uses of this ability don’t stack. You can accept 1 point of burn to instead make an attack with each of your claw attacks granted from the bone blades utility wild talent, both dealing Constitution drain. Temporary hit points gained from both attacks are considered to be from one source for the purposes of stacking. This ability does not affect undead, constructs, or any other creature without a Constitution score. Temporary hit points gained from this ability stack with those gained from other wild talents.
Cascade of Elemental Wrath

**Discipline:** Elemental Flux (Strike)

**Level:** 7

**Prerequisites:** Three Elemental Flux maneuvers

**Initiation Action:** 1 full-round action

**Range:** Melee or ranged attack

**Target:** One or more creatures (see text)

**Duration:** Instantaneous

Each slash of your blade releases more and more eldritch
power, overwhelming your enemies with the power of
your strikes. Make a full attack. Each attack deals damage
entirely of your active element’s associated energy type, and
additional damage equal to 1d6 + your initiation modifier.
During your full attack, you can change your active element
as a free action once after each subsequent attack.

**Animus augmentation:** You may spend two points of
animus to make an extra attack during this strike at your
highest attack bonus.
Bound Spirit

By binding a willing spirit to your psicrystal, you grant
further power to yourself and enhanced survivability to it.

**Prerequisites:** Psicrystal Affinity, Spirited Psicrystal,
manifester level 10th.

**Benefit:** You make a pact with a spirit, binding it to your psicrystal. It may leave the psicrystal at any time as a free action, and you may free it at any time as a full-round action. If your psicrystal is destroyed, the spirit is immediately freed from it.

Three times per day, while the spirit is bound within
your psicrystal, you may draw on its essence for power
– choosing one of the following abilities. Each of these
abilities takes a standard action to activate, is a psi-like effect, and functions at your manifester level. For
each bonus you take, you owe one of the following to
the spirit, to be paid within the next 24 hours: a part
of your dreams (you must rest one additional hour to
regain power points), some of your memories (you
must spend one uninterrupted hour doing nothing but
sitting and reminiscing), or a part of your soul (you gain
one negative level). If you do not pay the spirit within
the next 24 hours, you lose all benefits of this feat and cannot benefit from it again for one week.

* Gain temporary hit points equal to 1d10 + 1 per manifester level.
* Gain a bonus equal to 2 times your manifester level on the next attack roll you make. This attack must be before the end of your next turn, or the bonus is lost.
* Sustain you for 24 hours without food and water, as if using *sustenance*.
* Form a ghostly weapon. This weapon is a quasi-real masterwork melee weapon of a type you are proficient with. You may make attacks with this weapon as normal, dealing normal damage, except that this weapon only deals 1 point of damage to objects. This effect ends if the weapon leaves your possession.
* Conceal your form, becoming invisible for a number of minutes equal to your manifester level.
Bomber's Acuity

**School:** transmutation; **Level:** alchemist 1

**Casting Time:** 1 standard action

**Components:** S

**Range:** personal

**Target:** you

**Duration:** 1 round/level

This extract allows you to plunge weapons farther and more accurately. While this extract is in effect, increase the range of any plunged weapon by 10 feet. In addition, you receive a +1 insight bonus on attack rolls made with plunge weapons.
Bookish Rogue (Mythic)

Magic comes nearly as easy to you as to a wizard.

Prerequisite: Bookish Rogue.

Benefit: When studying a spellbook, you can replace one spell you are able to cast using your minor magic or major magic rogue talent to one sorcerer/wizard spell of a level equal to your mythic tier or a cleric/oracle spell of a level equal to one-half your mythic tier contained in the spellbook. This change is permanent until you take the time to change it via this feat again.
Chameleon Camouflage

You know how to blend in with the sea floor.

**Prerequisite:** Nymphite.

**Benefit:** You have the ability to match your coloration to the sea floor and sit perfectly still. This grants you a +4 racial bonus on Stealth checks when hiding on the sea floor, but only while the majority of your skin is visible (no armor or clothing), and only when you are not moving.
Celestial Essence

**Category:** Race

**Requirement(s):** Kitsune (Huli Jing)

You can draw essence from the light of the sun and moon, instead of (or in addition to) that of other living beings. By spending 1 hour in direct sunlight or moonlight, you generate a point of temporary essence for your Essence of the Succubus veil, as if you had drained a creature. You can only generate 1 point of essence per day in this way. You do not need to eat or drink, nor do you age, as long as you get at least 1 hour of sunlight or moonlight each day.
Bottle of Endless Alcohol

**Aura** faint conjuration; **CL** 3rd

**Slot** none; **Price** see text; **Weight** 1 lb

**Description**

Typically in the shape of a bottle or flask that could fit into one hand, the *bottle of endless alcohol* produces an unlimited quantity of a specific non-magical alcohol. Despite it’s name, it’s only functionally limitless, capable of producing 200 gallons in a single day, at a rate of a single gallon per turn. The next gallon produced has a 5% chance of breaking the bottle, and every 10 gallons produced thereafter a cumulative 5% chance to break the bottle, making the magic item inert.

A *bottle of endless alcohol* costs 500 gold pieces, plus 50 times the price of the alcohol that it produces. Crafting a *bottle of endless alcohol* costs half this amount.

**Construction**

**Requirements** Craft Wondrous Item, *create water*, *enhance water*; **Cost** see text

## **Keg of Endless Alcohol**

**Aura** moderate conjuration; **CL** 6th

**Slot** none; **Price** see text; **Weight** 1 lb

**Description**

Similar to the *bottle of endless alcohol*, a *keg of endless* alcohol can produce up to 500 gallons per day without risk and only needs to make checks after every 50 gallons instead of 10. This keg can also be used as a masterwork weapon (and thus, improved on with feats or abilities). Treat the keg as a masterwork greatclub for all purposes when using it as a weapon this way.

A *keg of endless alcohol* costs 1000 gold pieces, plus 100 times the price of the alcohol that it produces. Crafting a *keg of endless alcohol* costs half this amount.

**Construction**

**Requirements** Craft Wondrous Item, *create water*, *enhance water*; **Cost** see text
Celestial Hurricane Stance

**Discipline:** Sagitta Stellaris (Stance)

**Level:** 3

**Prerequisites:** One Sagitta Stellaris maneuver

**Initiation Action:** 1 swift action

**Range:** personal

**Target:** you

**Duration:** stance

The stars in the night sky number thousands and thousands; a scale that your hail of arrows can only hope to emulate. While you maintain this stance, whenever you make a ranged attack, you also automatically fire two small astral missiles. These astral missiles have a range equal to the maximum range of the triggering attack, and hit their target unerringly for 1d4 force damage each, but cannot be aimed at the triggering attack’s target. Otherwise, these missiles may all share the same target. In addition, your attacks create an aura of dangerous motes of energy that orbit around you: once per turn when an enemy moves within 5 feet of you or makes a melee attack against you, you may immediately make them take 2d6 force damage. The aura is disabled for 1 round if you make any melee attacks of your own, as they disrupt the patterns of energy. At initiator level 11th, and again at 17th, you may fire one additional missile with each attack, and the force damage against nearby enemies increases by 2d6. Strikes with the [Rain] descriptor made as a full-round action create double the amount of missiles on their first attack (further attacks create the normal number).

In addition, you increase the range of all your [Trails] by 20 feet.
Black Seraph Onslaught

**Discipline**: Black Seraph (Strike); Level: 9

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

**Initiation** **Action**: 1 full-round action

**Range**: Melee attack

**Target**: One creature

**Duration**: Instantaneous

A true master of the Black Seraph fears no foe, and suffers none to stand before him. Heedless of personal danger to himself, the disciple brings his enemies to their knees with a relentless flurry of strikes. As part of this maneuver, the initiator takes a full attack action and may make an additional attack as part of this action at his highest attack bonus. The initiator suffers a -2 penalty to AC due to his focus on offense while using this maneuver. This focus on offense adds an extra 4d6 points of profane damage per successful attack. The sheer force of these blows nauseates his target with pain as well, for one round per successful attack. Foes killed by use of this maneuver are mutilated so badly that attempts to use a raise dead spell to restore their lives fail automatically; a more powerful restorative magic (such as true resurrection) is required.
Cartwheel Axe Kick

**Discipline**: Broken Blade (Strike); Level: 2

**Initiation** **Action**: 1 standard action

**Range**: Melee attack

**Target**: One creature

**Duration**: Instant

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With a quick handspring into a cartwheel or flip, the disciple of the Broken Blade levels a powerful axe kick at his foe. The initiator must make an Acrobatics check with a DC of 15; if successful the initiator may either move 10-ft. towards or away from a target creature without provoking attacks of opportunity. The initiator makes his unarmed attack roll (before he moves if he’s moving away, or after he moves if he’s approaching a target) and if successful, this kick inflicts an additional 2d6 points of damage.
Bone Armor

**Element(s)** viscera; **Type** utility (Sp); **Level** 3; **Burn** 1

You create a temporary armor of bones, granting you DR 5/bludgeoning. Once this armor has prevented a total of 5 damage per kineticist level you possess, it is destroyed. If you possess the bone spikes utility wild talent as well, you can activate both of these talents with the same standard action, reducing the burn cost of bone spikes by 1. If you do, your bone spikes are destroyed when your bone armor is.

## **Advanced Exoskeleton**

**Element(s)** viscera; **Type** utility (Sp); **Level** 5; **Burn** 1

**Prerequisite(s)** bone armor

This acts as the bone armor utility wild talent, except it provides DR 10/bludgeoning and adamantine, and can receive twice the amount of damage before breaking. If you possess the bone spike utility wild talent, that wild talent’s damage doubles.
Boon Companion (Mythic)

Your animal companion or familiar is as strong as you are.

Prerequisite: Boon Companion.

Benefit: You use your character level as your effective druid level when calculating the abilities of your animal companion or familiar. If you applied the Boon Companion feat to more than one animal companion or familiar, choose one to receive this benefit. If you dismiss or lose an animal companion or familiar that has received this benefit, you can apply this feat to the replacement creature.

Special: You can select this feat once for each time that you selected the Boon Companion feat. Each time you take the feat, it applies to a different animal companion or familiar that already benefited from Boon Companion.
Cerebral Kineticist

The pathway to the power possessed by a kineticist is rarely a straight one, and those who attempt to learn such abilities without any form of manifesting them earlier in life are able to force such powers at the expense of wholeness of their mind. While less hardy than their fellow kineticists, a cerebral kineticist is generally far more intelligent than them, even if the strain of managing such powers can be daunting. These mental adepts risk their sanity with each use of their powers, knowing full well that they teeter on the razor’s edge of sanity.

### Intellectual Control (Su)

A cerebral kineticist uses their Intelligence modifier instead of their Constitution modifier to determine their damage with wild talents, the DCs of Constitution-based wild talents, the duration of wild talents with Constitution-based duration, their bonus on concentration checks for wild talents, and all other Constitution-based effects of their wild talents. The maximum amount of burn a cerebral kineticist can willingly accept per day is 3 + their Intelligence modifier. They add all Knowledge skills to the list of kineticist class skills.

This alters the kineticist’s class skills and the key ability scores of wild talents.

### Mental Barrier (Ex)

The powers of a cerebral kineticist allow them to avoid the most dangerous effects of channeling such powers, if only slightly. A cerebral kineticist can accept up to 2 points of burn without suffering any negative effects. At 4th level and every 5th level after, they can accept 1 additional point of burn without suffering negative effects. This ability does not affect how much burn they can accept per day.

This ability replaces the 1st-level infusion.

### Psychological Burn (Ex)

Unlike a typical kineticist, a cerebral kineticist takes all possible strain of summoning such powers upon their mind, forcing it to a breaking point. They can willingly accept up to 3 + their Intelligence modifier points of burn per day (though they can be forced to accept additional burn beyond this limit). Until they recover from burn, the cerebral kineticist cumulatively suffers the following effects when they have accepted an amount of burn exceeding their mental barrier:

* *+1*: The cerebral kineticist is dazzled.
* *+2*: The cerebral kineticist is shaken.
* *+3*: The cerebral kineticist is treated as though they are under the effects of *feeblemind*.
* *+4*: The cerebral kineticist falls comatose for 8 hours.

A cerebral kineticist cannot accept burn if they are immune to any of these conditions.

This alters burn.

### Cerebral Overflow (Ex)

A cerebral kineticist can choose to use the power of their element to open up new neural pathways, enhancing their already genius-level intellect. A cerebral kineticist can choose to forgo a size bonus to one of their physical ability scores provided by elemental overflow to instead get an equal morale bonus to a mental ability score of their choice.

The alters elemental overflow.
Breathless Strike

**Discipline:** Surging Shark (Strike); **Level:** 2

**Prerequisites:** None

**Initiation Action:** 1 standard action

**Range:** Melee or ranged attack

**Target:** One creature

**Duration:** Instantaneous

You steal precious air from your foe’s lungs. Make an attack. If it hits, it deals an additional 1d6 damage. Additionally, your foe must make a Fortitude save (DC 12 + initiation modifier) or they lose and you gain a number of rounds of air equal to your initiation modifier. Stealing air has no effect on water-breathing creatures underwater, nor air-breathing creatures above water. This is a supernatural maneuver.

*Call of the Deep:* Instead of stealing rounds of air, you may temporarily steal a water-breathing creature’s ability to breathe underwater. They immediately gain a number of rounds of air equal to twice their Constitution modifier. This effect lasts for a number of rounds equal to your initiation modifier. If they run out of air, they begin to drown. If you hit a creature under this effect with this strike again, you may steal these rounds of air as normal. If you have the ability to use call of the deep effects above water, you may use this to prevent an air-breathing creature from breathing, potentially causing them to suffocate.
Bonding Strike

**Discipline:** Telepathy [mind-affecting]; **Level:** Cryptic 5, highlord 5, psychic warrior 5

**Display:** Mental

**Manifesting Time:** 1 standard action

**Range:** Melee

**Target:** Two creatures within melee range

**Duration:** 1 round

**Saving Throw:** None; **Power Resistance**: Yes

**Power Points:** 9

As part of manifesting this power, make a single melee attack against two enemies within reach. Each hit deals damage normally. If both attacks are successful, the targets are empathically bound together. Until the end of your next turn, all hit point damage applied to one target is automatically applied to the other target.

Manifesting this power does not provoke attacks of opportunity.
Cackling Madness

**Discipline:** Leaden Hyena (Boost)

**Level:** 7

**Prerequisites:** Three Leaden Hyena Maneuvers

**Initiation Action:** 1 standard action

**Range:** 40 feet

**Target:** All creatures

**Duration:** Instantaneous

With raving madness that deprives even hardened soldiers of their wits, you turn the oncoming tide of opponents against each other. Make a Bluff check as part of performing this maneuver, opposed by a Sense Motive check or AC of each creature within range, whichever is higher. Any creature whose check you beat must make an attack against a creature of your choice within reach to the best of their ability.
Breaking Glass Strike

**Discipline:**Shattered Mirror (Strike)

**Level:**1

**Initiation Action:**1 standard action

**Range:**Melee attack

**Target:**One creature

**Duration:**Instantaneous (see text)

Your vicious strike flares with shards of mirror-bright color that dazzle and dizzy your victim. Make a melee attack. If it hits, it deals weapon damage as normal, and the target must succeed at a Will save (DC 11 + your initiation modifier) or become dazed for one round. Regardless of whether or not they succeed at their save, a struck target also becomes dazzled for a number of rounds equal to your initiation modifier.
Broken Mirror Strike

**Discipline:**Shattered Mirror (Strike)

**Level:**2

**Initiation Action:**1 standard action

**Range:**Melee attack

**Target:**One creature

**Duration:**Instantaneous (see text)

With a mirror-bright slash, you put jagged cracks in your opponent’s defenses. Make a melee attack. If it hits, it deals weapon damage as normal, and the target must succeed at a Reflex save (DC 12 + your initiation modifier) or its armor or shield (your choice) gains the broken condition for a number of rounds equal to your initiator level.
Bomber's Bandolier

**Descriptors**: Acid (see text), Cold (see text), Electricity (see text), Fire (see text)

**Class**: Sphereshaper

**Slot**: Wrists, Belt

**Saving Throw**: See text

*A bandolier of woven akasha wraps itself around your waist or your wrist. Stored within its many folds are numerous tiny gemstones that expand into ominously glowing palm-sized orbs when drawn.*

You gain the Alchemy sphere with the Formulae package, selecting the Cherry Bomb talent as your free [formulae] talent. Unless you possess the Alchemy sphere from a nonveil source you do not gain ranks in Craft (alchemy), you cannot create formulae through normal means, and you cannot gain the Poison package.

The Bomber’s Bandolier comes loaded with an infinite supply of cherry bombs (as the talent), using your veilweaving level in place of your ranks in Craft (alchemy) when determining their damage and their saving throw DC. They are always treated as being crafted at their lowest DC when otherwise determining their saving throw and effects.

Unlike normal cherry bombs, the bombs created by this veil are considered a supernatural effect. You can draw these bombs from the veil as part of the action you use to attack with them at no additional action cost. If you have the ability to create cherry bombs of differing elements, you may choose which element the cherry bomb is as you draw it from the belt. These cherry bombs cannot be used with the Chemical Coating talent or vial arrows (or similar abilities or items).

**Essence**: For each odd point of essence invested in this veil, the thrown range of the cherry bombs created by it increases by 5 feet. For every even point invested, the saving throw DC of cherry bombs created by this veil increases by +1.

**Chakra Bind (Wrists)**: Binding this veil to your Wrists chakra allows you to throw a cluster of bombs as part of a single attack and imbue them with elemental energies. Choose one of the following descriptors: Acid, Cold, Electricity, Fire. This veil gains that descriptor, and whenever you draw a cherry bomb from the veil you can choose to replace its damage type with the damage of the selected descriptor

As a special attack action you can draw and throw two cherry bombs. Each attack takes a -2 penalty to their attack rolls. Each cherry bomb can be of a different damage type if you wish. Only the first of the thrown cherry bombs benefit from your abilities that modify an attack action (chosen before the attack rolls are made).

**Chakra Bind (Belt)**: Binding this veil to your Belt chakra grants you all the benefits of the Wrists bind, and further enhances their potency. This veil now gains all four of the selectable energy descriptors, and when you draw a cherry bomb you may replace its damage type with any one of those damage types.

When throwing a cluster of cherry bombs as a special attack action, you can instead choose to throw three bombs, each suffering a -4 penalty to attack rolls.
Catrina's Sarong

**Descriptors**: Cold, death

**Class**: Daevic, Guru, Huay, Kheshig, Nexus, Promethean, Spellweaver, Stormbound, Vizier

**Slot**: Belt

**Saving Throw**: Fortitude; see text

*The oddly bright and cheerful colors of this wrap*
*belie its dark power.*

Shaping this deceptively cheerful veil fills
you with the cold power of death. You gain a
+2 insight bonus to grapple checks and never
provoke an attack of opportunity for attempting a
grapple combat maneuver. Any creature you are
grappling, or any creature who is grappling you
or who has swallowed you whole, takes 1d6 cold
damage each round at the end of your turn.

**Essence:** For each point of essence invested in this veil,
the insight bonus to grapple checks increases by
+1 and the cold damage dealt increases by 1d6.

**Chakra Bind (Belt): [D13, G17, Hu16, K14, N16, P16, S14, V16]** Binding this veil to your Belt chakra allows
you to bestow the Catrina’s kiss of death on a
grappled, helpless, or willing target as a move
action. The target must succeed at a Fortitude
save or take 3d6 points of damage; undead
creatures take positive energy damage, living
creatures take negative energy damage, and
creatures who are neither alive nor dead, such
as constructs, take untyped energy damage.
Any creature damaged by your kiss for three
consecutive rounds instantly dies, regardless of
how many hit points it has remaining. Creatures
of the old age category take a –2 penalty on
saving throws to resist this ability, while those
in the venerable age category take a –4 penalty.
For each point of essence invested in this veil, the
damage dealt by this ability increases by 1d6.
Chain Power

You can manifest powers that arc to hit other targets
in addition to the primary target.

**Benefit:** To use this feat, you must expend your
psionic focus. You can chain any power that affects a
single target and that deals either acid, cold, electricity,
fire, or sonic damage. After the primary target is struck,
the power can arc to a number of secondary targets
equal to your manifester level (maximum twenty). The
secondary arcs each strike one target and deal half as
much damage as the primary one did (round down).

Each target gets to make a saving throw, if one is
allowed by the power. You choose secondary targets
as you like, but they must all be within 30 feet of the
primary target, and no target can be struck more than
once. You can choose to affect fewer secondary targets
than the maximum (to avoid allies in the area, for
example).

Using this feat increases the power point cost of the
power by 6. The power’s total cost cannot exceed your
manifester level.
Brambles Twist and Choke the Land

*Sharp thorns and tangled briars are signs that a Brambles spirit has made its home. They creep between mortar and crack foundations to reclaim the wilds and entrap any who dare otherwise.*

**Type**: Harbinger of the Wilds

**Primal Power**: An invoker that’s bonded with this lesser spirit can use the following primal power.

*Mantle of Growth (Su)*: As a standard action, you can spend 1 primal energy to create an aura of twisting plant growth. The aura affects an area within 5 feet of you and moves with you. Creatures that enter or start their turn in the aura must make a Reflex save or become entangled for 1 round. Entangled creatures are not rooted in place and can still move. Moving next to a creature on your turn still causes them to make a saving throw as if they entered the area themselves, though a creature never has to make a save against your mantle more than once per round, regardless of circumstances. The mantle lasts for a number of rounds equal to 1 + your Charisma modifier (minimum 1). You can only have one mantle of growth in effect at a time.

**Spells**: 1st—*entangle*, *stinging thorn*; 2nd—*spike growth*, *warp wood*; 3rd—*plant growth*, *thorny entanglement*ACG; 4th—*thorn body*APG, *wall of thorns*.

**Invocations**: An invoker that invokes this spirit gains the following bonuses.

*Twisted Thorns (Ex, Minor)*: You gain a +1 competence bonus to damage rolls against creatures that are entangled for each invocation you have from this spirit. Creatures entangled within your mantle of growth power (whether the entanglement was from the mantle or not) are anchored in place and cannot move.

*Crushing Vines (Su, Intermediate)*: You can now use your mantle of growth power as a move action, and its radius increases to 10 feet. Creatures entangled inside your mantle (whether it due to the mantle or not) are crushed by the plant life, taking 2d6 damage each round at the start of your turn. This damage increases by 1d6 when you gain this spirit’s greater and grand invocations.

*Rampant Growth (Su, Greater)*: You can now use your mantle of growth as a swift action. When you score a critical hit with a weapon attack, natural attack, or unarmed strike against a creature, it is entangled for a number of rounds equal to your attack’s critical multiplier. If it was already entangled, it is instead sickened for a number of rounds equal to your attack’s critical multiplier. The duration of these effects do not stack with themselves.

*Forbidden Wilds (Ex, Grand)*: Double the threat range of all attacks you make against creatures inside your mantle of growth. If the creature is entangled inside your mantle of growth, this benefit extends to all attacks directed at them, not just your own. Spell attacks are unaffected, and this benefit does not stack with other effects that improve critical threat range, such as the Improved Critical feat.
Band of Adaptability

**Descriptors**: Acid, Cold, Electricity, Fire, Sonic, Negative Energy, Positive Energy

**Class**: Vizier

**Slot**: Ring

**Saving** **Throw**: *n/a*

*The queen of the humans was gifted a ring which allowed her people to survive in any locale, and any clime.*

Shaping this veil allows you to survive in nearly any locale, allowing you to easily and effortlessly adapt to your surrounding. While this veil is shaped you only need 2 hours of sleep per day to gain the benefits of 8 hours of sleep, and you do not need to eat or drink to survive.

Additionally, you gain the benefits of *endure elements* as a constant effect, and you gain resistance 5 to a single element chosen from the following list when you shape the veil: acid, cold, electricity, fire, sonic, negative energy, positive energy. This veil also gains that descriptor. You may change your selected energy resistance by meditating for 1 minute. This elemental resistance stacks with others of the same type.

As a standard action, you can grant the effects of endure elements and your chosen resistance to a number of touched creatures equal to your 3+veilweaving modifier per day. They gain these benefits as long as the veil is shaped, and they stay within 30 feet of you. You can change the creatures affected by this veil as a standard action as many times per day as you wish.

**Essence**: For each point of essence invested in this veil, the provided resistance to your chosen element increases by 5, and increases the distance allies must remain within to maintain the protections offered by this veil by 10 feet.

**Chakra Bind (Ring): [Vi9]** Binding this veil to your Ring chakra allows you to survive in even more dangerous and exotic locales. If you breathe air, you gain the ability to breathe underwater, and vice versa.

If you travel to another planet or plane of existence, you gain immunity to the natural hazards of that plane, including such hazards as toxicity, extreme temperatures, and lack of air. These benefits apply to the allies you have shared your resistances with as well. You and your allies do not gain these benefits while on your home planet, or from the normal hazards of the material plane.
Cantikinesis

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

Your kinetic ability has manifested in such a way that you can easily be mistaken for a bard. You can manifest a musical instrument out of kinetic energy or matter at will, as the *summon instrument* spell, remaining permanently until you dismiss it as a free action; you must choose the form this instrument takes when you gain this wild talent, and you cannot change its form afterward. You can use kinetic blasts by playing this instrument, even if it requires two hands to play, and the instrument does not interfere with using gather power. When using kinetic blasts with this instrument, make a Perform check appropriate to the instrument (DC 25 + 1/2 your kineticist level). If you succeed, your kinetic blast gets a +1 competence bonus to attack rolls; this bonus increases to +2 at 8th level, and to +3 at 16th. Failing the check by 5 or more instead applies a -1 penalty to attack rolls with the blast for each 5 by which you fail the check. Kinetic blasts made with an instrument manifested through cantikinesis are treated as having the performance weapon quality, and are treated as being wielded for the purpose of applying effects related to the performance weapon quality.

If you would gain a basic utility wild talent, you can choose to gain this wild talent in its place.
Broom

This covers things like push-brooms, mops, and typical household brooms. A character can use a broom two-handed as a simple weapon but must be proficient in its use to use it one-handed. This covers things like push-brooms, mops, and typical household brooms. A character using a broom gains a +2 bonus on any rolls for domestic chores or cleaning.
Cacophonous Infusion

**Element(s)** sound; **Type** substance infusion; **Level** 3; **Burn** 2

**Associated Blasts** false reality, flashbang, shatterstorm, sonic, sonic boom, vibration

**Saving Throw** none

Your blasts are capable of shattering any silence. This infusion ignores magical silence. You can increase the burn cost by 1 to allow the infused blast to make a caster level check whenever it enters an area of magical silence to dispel that effect.
Brume Treads

**Descriptors:** None

**Class:** Daevic, Guru, Huay, Stormbound, Vizier, Volur

**Slot:** Feet

**Saving Throw:** None

*Mist swirls and coheres to your legs, forming knee-length boots that allow you to maneuver around obstacles much like the fog they are formed from.*

Shaping this veil allows you to move through difficult terrain without a penalty to your movement speed, and allows you to take 5-foot steps into difficult terrain. In addition, you gain a +2 insight bonus to Acrobatics checks.

**Essence:** For each point of essence invested in this veil, you gain a +5 enhancement bonus to your base land speed and the bonus to Acrobatics checks granted by this veil increases by 2.

**Chakra Bind (Feet): [D2, G5, Hu4, S2, Vi4, Vo2]** Binding this veil to your Feet chakra allows you to flow through the world like a living fog. You can always move at full speed while wearing armor, while affected by a spell or ability that would impose a penalty on your movement speed, or when moving through an area that has been affected by an ability that would slow or otherwise impair your movement by increasing the number of squares of movement required to move through an area. If something would render you immobile, this ability does not allow you to ignore that effect.
Bracers of Disruption

**Aura** moderate clairsentience; **ML** 12th

**Slot** wrist; **Price** 20,000 gp; **Weight** -

**Description**

These black silk bands increase the base damage of the
wielder’s disrupt pattern ability by 2d6 points of damage.

If the character does not have the Disrupt Pattern class
feature, he gains no benefit.

**Construction**

**Requirements** Craft Wondrous Item, disrupt pattern class
feature, **Cost** 10,000 gp
Cephalapod Surprise

**Discipline:** Surging Shark (Counter); **Level:** 4

**Prerequisites:** One Surging Shark maneuver

**Initiation Action:** 1 immediate action

**Range:** Personal

**Target:** You

**Duration:** 1 round

Clever and cunning, you trick your foes into futile attacks. You may initiate this counter in response to being struck by a weapon. You gain DR 30 against all attacks made by that kind of weapon (for instance, if you are struck by a longsword, you become resistant to all longsword attacks). It is not immediately obvious that you have initiated a maneuver. Instead, your foes must make a Knowledge (martial) check (DC 14 + your ranks in Swim) to notice that their blows are not harming you. They may, alternatively, make a Perception check, but the DC to do so increases by 5.

*Call of the Deep:* When you initiate this counter, you may instead gain damage resistance to all attacks from weapons in the same weapon group as the one that struck you. If a weapon is in multiple groups, you may choose one to resist.
Burst

**Discipline:** Psychoportation; **Level** Gifted blade 1, highlord 1, marksman 1, nomad 1, psychic warrior 1, sighted seeker 1, voyager 1

**Display:** Auditory

**Manifesting Time:** 1 swift action

**Range:** Personal

**Target:** You

**Duration:** 1 round

**Power Points:** 1

This power increases your land speed by 10 feet. This adjustment counts as an enhancement bonus to speed.

**Augment:** For every 4 additional power points you spend, the enhancement bonus to speed increases by 10 feet.

## Mythic Burst

The increase to your land speed lasts an additional number of rounds equal to your tier.

**Augmented:** If you expend one use of mythic power, the increase to your land speed is doubled.

**Augmented (3rd):** If you expend two uses of mythic power, the duration increases to 10 minutes per level.
Brilliant Spell Preparation (Mythic)

You can prepare more special spell slots allowing for versatile casting.

Prerequisite: Brilliant Spell Preparation.

Benefit: You can prepare spells in slots specially left open with Brilliant Spell Preparation as a move action, rather than a standard action, and you can use Brilliant Spell Preparation to set aside spell slots of any spell level you can cast, instead of the normal limit. Additionally, by expending one use of mythic power when you prepare spells, you can leave open one spell slot of each spell level you can cast, instead of leaving open only a single spell slot. If you use the recuperation mythic ability to regain your daily spell slots, if you do not expend one additional use of mythic power, each spell slot you left open in this way becomes a standard spell slot and is no longer subject to this feat.
Caustic Retribution

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

**Display:** Olfactory

**Manifesting Time:** 1 standard action

**Range:** Touch

**Target:** One creature

**Duration:** 1 round/level

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

**Power Points:** 5

You alter a creature’s blood into a caustic fluid and adjust their veins and arteries to accommodate it. The target gains acid resistance 10. Additionally, when the target is damaged by a melee attack, its attacker must succeed at a Reflex save or take 3d6 points of acid damage. Attackers using a natural weapon suffer a –4 penalty to their save.

Whenever the target takes damage from a bleed effect, creatures adjacent to the target must succeed at a Reflex save or suffer 3d6 points of acid damage.

**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, creatures damaged by this power who fail their saves are also blinded until the beginning of their next turn.
Bullet Time

**Discipline:** Clairsentience; **Level:** Cryptic 1, highlord 1, marksman 1, tactician 1

**Display:** Mental and visual

**Manifesting Time:** 1 immediate action

**Range:** Personal

**Target:** Self

**Duration:** See text

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

**Power Points:** 1

With a sudden blur of activity, you fling yourself out of the path of a deadly oncoming projectile. You are able to manifest this power in reaction to a perceived ranged attack, including ranged touch attacks such as rays. You must decide to manifest *bullet time* before an attack roll is made.

When using *bullet time*, you may attempt a single Reflex save to evade the incoming attack. The DC for this save is equal to the attack, minus 10. If you succeed at this Reflex save, the incoming ranged attack automatically misses. If you fail the save, the attack is resolved normally (which may possibly still miss).

**Augment:** For every additional two power points you spend, you make attempt to evade one additional ranged attack made by the same source whose turn you interrupt with your immediate action. You do not need to determine how many power points to spend at the moment of manifestation; the power lingers for the attacker’s turn, allowing you to spend additional power points during that time.

***Mythic Bullet Time***

You can manifest this power as a swift action and if you do so, its duration changes to one round. You must, however, decide how many power points to spend at the time of manifestation.

**Augmented (4th):** By expending two uses of mythic power, you can evade a single melee attack using this power as an immediate action.

**Augmented (8th):** By expending four uses of mythic power, you can attempt to evade as many melee attacks as you have paid for by augmenting the power. Each such attempt is considered a free action that can be taken when it is not your turn.
Ceradon's Eternity

**Descriptors**: None

**Class**: Daevic, Lunar, Radiant, Vizier

**Slot**: Body, Chest

**Saving Throw**: None

*Ceradon chose Eternity that he could love Hyandil*
*always, and was rewarded with an eternity of*
*regret.*

Shaping this temporal veil grants you the
powers of eternity itself. You gain the ability to
place yourself or a willing touched creature in
a state of partial temporal stasis as a standard
action, preventing any negative effects with a
recurring frequency (such as disease, poison, or
bleed damage) from occurring; this effect also
blocks effects that heal over time, such as fast
healing or regeneration, but not instantaneous
effects such as a *cure light wounds* spell. You can
only have one creature affected by this ability at a
time and its effects remain in place as long as this
veil is shaped. Suppressing or sundering the veil
ends this protection. If this ability ends for any
reason, including you willingly ending it as a free
action, any effects immediately resume from the
point they were at when the ability was first used.

**Essence:** For each point of essence invested in this
veil you may apply its effects to one additional
creature.

**Chakra Bind (Chest): [D19, V18]** Binding this veil to your Chest chakra gives
you greater control over the forces of eternity.
While you or another creature is affected by
the temporal stasis effect, negative conditions
continue to move at their normal frequency but
the protected creature is immune to their effects
(so a poisoned creature would still be entitled to
saving throws at the normal intervals but would
not suffer the consequences of failing a saving
throw, and the poison would continue to run its
course expiring at the normal time). In addition,
you may take a point of essence burn as an
immediate action to attempt to counter a time-based spell such as *haste*, *slow*, or *time stop*.

**Chakra Bind (Body): [D12/20, L20, R18, V20]:** In addition to the effects of your Chest chakra,
binding this veil to your Body chakra protects
you from the ravages of time. Each hour you
have this veil shaped rejuvenates you, reducing
your age by 1 year until you reach your minimum
age for adulthood. Benefits for having reached
a certain age, such as bonuses to your mental
ability scores, are retained but can only be gained
once regardless of how often you reach an older
age category. In addition, you gain regeneration
equal to 5 + the number of points of essence
invested in this veil; this regeneration can only be
suppressed by suppressing or disjoining this veil.
Bully Breed (Mythic)

Your animal companion is truly frightening.

Prerequisite: Bully Breed.

Benefit: The first time each round that your animal companion damages a creature as part of a full-attack action, you can expend one use of mythic power. If you do, the animal companion can attempt to demoralize that opponent using the Intimidate skill as a swift action, and it gains a bonus on the check equal to your mythic tier. On all other Intimidate checks made to demoralize creatures, your animal companion gains a bonus equal to 1/2 your mythic tier. Finally, your animal companion can use the aid another action to aid your Intimidate checks, including Intimidate checks made for purposes other than to demoralize an opponent. If it successfully aids you, it grants you a +4 bonus, instead of +2.
Bypass (Psion Discipline)

**Replacement Abilities:** The following discipline abilities replace the inconstant position and accelerated activity abilities of the psychoportation discipline.

### **Pass Through (Su)**

Starting at 8th level, at-will, you can expend your psionic focus as a move action to teleport 20 feet in any direction. This teleportation must occur in a straight line, and you need to know how far you’ll be teleporting, but don’t need line of sight or line of effect. If this would cause you to occupy an occupied space, the use fails. At 10th level and every even level thereafter, you may do this once more per day and you can choose to teleport an additional 10 feet at a time.

### **Disappearing (Su)**

Starting at 14th level, once per day while psionically focused, you may gain an insight on a single Stealth check to hide equal to your class level. This is done as part of the action required for the Stealth check. You may do this once more per day at 15th level and every level thereafter.
Brightvision

**School:** Transmutation; **Level**: Alchemist/investigator 1, arcanist/sorcerer/wizard 2, cleric/oracle 2, druid 1, hunter 1, inquisitor 2,
magus 2, summoner 2, warpriest 2

**Components**: V, S

**Casting Time**: 1 standard action

**Range**: touch

**Target**: creature touched

**Duration**: 10 minutes/level

**Saving Throw**: Will negates (harmless); **Spell Resistance**: Yes (harmless)

This spell grants darkvision out to 60 feet. If the target
already has darkvision this spell allows darkvision to discern
colors as though the area were brightly lit. Additionally, you
may see in magical darkness as though it were shadowy
illumination.