recursal/Fanatic-Fandom huggingface dataset:
Daevic Aspect/Progress

* Original
* Desire
* Dominion
* Evolution
* Fixation
* Harmony
* Hatred
* Knowledge
* Mutation
* Obsession
* **Progress**
* Vigilance
* Wrath

**Descriptors:** See text

**Class:** Daevic

**Slot:** Blood

**Saving Throw:** See text

*A nebulous cloud of akashic energy takes shape around you, coalescing into various forms as it channels the powers of your passions and emotions.*

When you shape this veil, choose one daevic passion. The effects of this veil are determined by the chosen passion. If you have levels in a class that grants you a passion, you must select that passion when you shape this veil.

**Note:** This is the page for the **Progress** aspect, you can find the other aspects here.

Shaping this veil causes magic items you use, wear, or wield to gain a +1 insight bonus to their caster level (to a maximum of your veilweaving level), and you use your veilweaving modifier in place of the item’s normal casting modifier when determining the magic item’s save DC and casting ability score based effects.

**Essence:** For each point of essence invested in this veil, any insight bonuses granted by this veil increase by +1.

**Chakra Bind (Blood):** Binding this veil to your Blood chakra allows you to use your essence to fuel your magical items. Whenever you would use a consumable or charge- based magical item, such as a potion, scroll, staff, or wand, you can burn essence in place of spending charges or consuming the item. The number of points of essence burn you are required to take is equal to the higher of its spell level of the effect or half its caster level (not including any caster level increases from this veil), and you cannot take points of essence burn greater than 1/2 your veilweaving level on any one effect (rounded down, minimum 1) using this ability. For example; CL 1 cure light wounds would cost 1 point of burned essence, and a CL 10 fireball would cost 5. If the effect of the item isn’t equivalent to a spell, the essence burn cost is equal to half the item’s caster level (rounded down, not including any caster level increases from this veil). A single item cannot benefit from this ability more than once each day, and items with no charges remaining cannot be used with this ability. If this ability would produce an effect with a duration, if you regain any of this burned essence the effect’s duration automatically ends. If this ability would produce an effect that normally requires an expensive material component, such as raise dead, you must provide that component in addition to taking essence burn.
Crushing Blast

**Element(s)** universal; **Type** substance infusion; **Level** 4; **Burn** 3

**Associated Blasts** any bludgeoning physical

**Saving Throw** none

You can add incredible density to your kinetic blasts. Blasts you use that deal bludgeoning damage have their critical multiplier increased by 1 (normally to 3x). You can accept an additional 1 point of burn when using this infusion to increase their critical multiplier by 2 instead (normally to 4x). These benefits only apply to blasts that deal bludgeoning damage, and do not stack with other effects that increase critical multiplier. This does not count toward your normal limit of substance infusions per kinetic blast, but cannot be used in conjunction with keen blast.
Corpse Puppet

**Element(s)** void; **Type** utility (Sp); **Level** 4; **Burn** 0

You draw upon negative energy to animate a nearby corpse as a zombie or a fast zombie (your choice). You can animate a zombie only if its Hit Dice are no greater than your kineticist level -4. Each round on your turn, you must take a move action to guide the zombie, or it reverts to a corpse (but retains any damage if you later turn it into a zombie again with this utility talent). By accepting 1 point of burn, you can pour a bit of your own sentience into the zombie, allowing it to persist for 1 round per kineticist level without requiring additional actions on your part, or until the next time your burn is removed if the zombie has half your maximum zombie Hit Dice or fewer. At 12th level, you can animate a zombie with a number of Hit Dice no greater than your kineticist level -2. At 16th level, you can animate a zombie with a number of Hit Dice no greater than your kineticist level.
Daisho Expertise

Your grace and skill with both the katana and wakizashi
is on the level of a prodigy.

**Prerequisites:** Proficiency with the katana or
wakizashi.

**Benefit:** Increase the damage die of katanas and wakizashi you wield by one die step. In addition, you
may use your Dexterity modifier instead of your Strength
modifier when making attack rolls with either weapon. This feat counts as Weapon Finesse for purposes of
meeting prerequisites and requirements, and for the purposes of other feats or abilities with a specific effect
for weapons usable with Weapon Finesse.

**Special:** If you are proficient with the katana as a
martial weapon, you meet the prerequisites for this
feat, although you only gain its benefit while wielding
a katana in two hands (to gain these benefits while
wielding the katana in one hand, you must possess
Exotic Weapon Proficiency with the weapon). You must
possess Exotic Weapon Proficiency with the wakizashi to
gain the benefits of this feat with a wakizashi.
Crystallized Creature

Sometimes, a psicrystal is just a stepping stone
towards a deeper bond with another creature. Using
the psicrystal and a merging meditation, the owner
can bind the psicrystal to another creature, creating a
deep and powerful bond between the creature and the
owner, wherein the psicrystal merges with the flesh of
the creature. Most common is to merge the psicrystal
with some form of small animal, similar to a wizard’s
familiar, or to a larger animal, similar to a druid’s animal
companion. The most powerful of psychic owners
can however turn this merging meditation to stranger
creatures yet, merging their psicrystals with willing
constructs, plants or elemental creatures - bonding on
a deeper level between the creature and the psicrystal.
Others transform their psicrystal into the likeness of a
creature that it isn’t, yet the power of the meditation
rewrites reality to make it so.

## **Requirements**

A character needs to take the Superior Psicrystal feat
to gain access to this type of psicrystal. Once they have
chosen this version of the feat, they cannot choose
another.

## **Effects**

A crystallized creature gains all the normal effects of
a psicrystal, with the exception of the sighted and self-propulsion abilities. This means, among other things,
that it has the hit points and saving throws of a normal
psicrystal, even if the creature chosen is from the animal
companion list. The crystallized creature’s Intelligence is
the higher of a normal psicrystal of equal level or its base
form’s plus its Intelligence bonus from leveling, whatever
is higher. Some base forms lack an Intelligence score;
treat them as having an Intelligence of 1 for determining
the benefits of becoming crystallized creatures.

Various base forms require that the owner of the
psicrystal have a certain total level in psionic classes
to be able to manifest the melding meditation required
and, thus, select that base form for their psicrystal to
bond with. If a crystallized creature dies, its owner is
deprived of the benefits of a psicrystal for 24 hours, just
as if they’d possessed a normal psicrystal which then
died. After that time, the owner may once again perform
the rite needed to create a new crystallized creature
(assuming they have an eligible creature on hand) or,
with the game master’s approval, call a new creature of
similar disposition to attend to them for the rite.

Though this form of psicrystal uses the animal
companion list for some base forms, crystallized
creatures are not animal companions and do not require
the use of the Handle Animal skill to direct or control
them; they operate on their own initiative, just as a
normal psicrystal does.

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Cruelties (Antipaladin)

The following cruelties can be taken by any antipaladin who meets the prerequisites.

##### 3rd-Level Cruelties

* *Injured*: The target begins bleeding for 1 point of damage per two levels of the antipaladin.

##### 6th-Level Cruelties

* *Screened*: The target’s extraordinary senses are lost, as if the antipaladin has cast *sensory deprivation*, using his antipaladin level as his caster level.

##### 9th-Level Cruelties

* *Wounded*: The creature takes 1 point of Constitution bleed. The antipaladin must have the injured cruelty before selecting this cruelty.

##### 12th-Level Cruelties

* *Clouded*: The target’s supernatural and magical senses are lost, as if the antipaladin has cast *greater sensory deprivation*, using his antipaladin level as his caster level. The antipaladin must have the screened cruelty before selecting this cruelty.
* *Confused*: The target is confused for 1 round per three levels of the antipaladin.
Daevic Aspect/Knowledge

* Original
* Desire
* Dominion
* Evolution
* Fixation
* Harmony
* Hatred
* **Knowledge**
* Mutation
* Obsession
* Progress
* Vigilance
* Wrath

**Descriptors:** See text

**Class:** Daevic

**Slot:** Blood

**Saving Throw:** See text

*A nebulous cloud of akashic energy takes shape around you, coalescing into various forms as it channels the powers of your passions and emotions.*

When you shape this veil, choose one daevic passion. The effects of this veil are determined by the chosen passion. If you have levels in a class that grants you a passion, you must select that passion when you shape this veil.

**Note:** This is the page for the **Knowledge** aspect, you can find the other aspects here.

Shaping this veil imbues you with knowledge pulled directly from the essence of the daeva drawn upon by this veil. When you shape this veil choose a single skill. You treat the chosen skill as a class skill, gain a +2 insight bonus to checks with that skill, and gain a number of temporary skill ranks in that skill equal to your veilweaving level (to a maximum of your hit dice). If you already have ranks in the chosen skill, any temporary skill ranks gained in excess of your hit dice are lost.

You cannot use these temporary skill ranks to meet the prerequisites of feats and abilities, and if this veil is suppressed you lose any temporary skill ranks granted by this veil.

**Essence:** For each point of essence invested in this veil the insight bonus to the chosen skill increases by +1.

**Chakra Bind (Blood):** Binding this veil to your Blood chakra further grants you even more knowledge borrowed from a daeva. When you shape this veil, choose a second skill. All of the benefits of this veil also apply to the second chosen skill.

Additionally, by spending one hour in meditation you can change one of the skills you choose when shaping this veil. You lose all the benefits of this veil granted to the changed skill, and gain those benefits with the skill that replaces it.
Dance Out Of Danger

With juke and a head-spin you flip out of the way of attacks.

**Prerequisites:** Dance-Fu, Perform (Dance) 9 ranks.

**Benefit:** Once per round, while using Dance-Fu, when an opponent targets you with a melee or ranged attack, you can make a Perform (Dance) check. You can use the result as your AC or touch AC against that attack. If this causes the attack to miss then you may spend an immediate action to move 5 feet. Moving in this fashion provokes an attack of opportunity (unlike a 5 foot step), which you may use Perform (Dance) to avoid provoking. If you stay within that creature’s reach you may make a melee attack against that creature at your highest BAB. You must be aware of the attack and not flat-footed to use this feat.
Crystallized Bloodline

**The following racial bloodline is available to non-mineralites.**

Your bloodline has interacted with the mineralites
for generations, and your physical form is only slightly
more real than the holograms of their projected forms.

**Class Skill:** Knowledge (geography)

**Bonus Spells:** color spray (3rd), hypnotic pattern
(5th), loathsome veil (7th), rainbow pattern (9th),
mirage arcana (11th), mislead (13th), project image
(15th), scintillating pattern (17th), prismatic sphere
(19th)

**Bonus Feats:** Combat Casting, Craft Wondrous
Item, Eldritch Heritage, Expanded Arcana, Iron Will,
Skill Focus (Knowledge Geography), Silent Spell

**Bloodline Arcana:** Each creature affected by your
illusion (pattern) spells is treated as if its total number
of Hit Dice were equal to its number of Hit Dice minus
your Charisma modifier (if positive).

**Bloodline Powers:** The magic in your blood reflects
the beauty and ephemeral sharpness of crystal.

*Crystal Shards (Sp):* At 1st level, you can fling a sliver
of razor-sharp crystal at a target within 30 feet. This is a
ranged attack that deals 1d4 points of slashing damage,
plus 1 point of bleed damage. This bleed damage stacks
with itself. You can use this ability a number of times
per day equal to 3+ your Charisma Modifier.

*Crystallized (Ex):* At 3rd level, you gain a 25%
chance to negate a sneak attack or critical hit, as per
the Fortification ability. At level 9, this improves to
50%, and you gain vulnerability to sonic damage. At
level 15 this ability improves to 75%

*Fool’s Gem (Ex):* At 9th level, your blood is powerful
enough that you gain the mineralite subtype and the
fusion of forms trait. Select a mineralite Caste. You
gain a gemstone on your body that is a gem of that
caste.

*Crystalline Form (Su):* At 15th level, you can cast
stoneskin on yourself once per day, except you turn
into a crystalline version of yourself instead of rock. At
level 19, you can use this ability twice per day.

*Heartstone (Ex):* At 20th level, you have become
closer to crystal than most gemstones. You are immune
to critical hits and sneak attacks. Creatures of the
mineralite subtype do not attack you unless compelled
to do so through magic or in self-defense.
Cry of the Erinyes

**Descriptors**: Sonic

**Class**: Helmsman, Nexus, Promethean, Stormbound, Vizier

**Slot**: Neck

**Saving Throw**: Fortitude

*The spiked collar around your throat has a hissing,*
*echoing quality, as though the distant screams of*
*hell-bound souls cry out in time to your voice.*

Shaping this veil allows you to unleash a
piercing screaming that deals 1d4 sonic damage
to all creatures in a 15 ft. cone (Fortitude half).
Creatures who fail their save against this ability
take a -1 penalty to Will saving throws for a
number of rounds equal to your veilweaving
modifier. This ability drains much of the energy
of the veil and requires 1d4 rounds to recharge
before it can be used again.

**Essence:** For each point of essence invested in this veil,
the damage dealt increases by 1d4. For every
two points of essence invested in this veil, the
penalty to Will saving throws increases by an
additional -1.

**Chakra Bind (Neck) [H17, N14, P14, St6, Vi14]** Binding this veil to your Neck chakra greatly
increases its destructive power, increasing the
damage dice for its base ability to d8s instead of
d4s.

In addition, you may take a point of essence
burn to attempt to counter any spell within your
line of sight that includes a verbal component as
an immediate action. Unlike a true counterspell,
however, this ability may not work; you must
make a dispel check as if using *dispel magic*
(1d20 + your veilweaver level + 1 per 2 points
of essence invested) to counter the spellcaster's
spell.
Crack

**Design** destruction (ruin); **Level** 0

**Casting Time** 1 standard action

**Range** touch

**Target** non-magical object weighing no more than 1 lb./2 caster levels, see text

**Duration** instantaneous

**Saving Throw** none; **Spell Resistance** yes (object)

You attempt to splinter apart an object with a touch. Make a sunder attempt against the object, using your caster level + your Intelligence, Wisdom, or Charisma modifier (whichever is highest) in place of your CMB. You do not provoke attacks of opportunity for the sunder attempt, but do for casting the script, as usual.

If you succeed, you deal 1d4 points of damage to the object. This damage ignores hardness. An object reduced to half hit points gains the broken condition. Crack cannot reduce an object to below half hit points and can never destroy an object, only break one.

**Overload**: For every runic charge overloaded into this script, increase the maximum weight of object you can target by 1 pound. For every two charges used, you gain a +1 bonus to the sunder attempt and deal an additional 1 point of damage to the object. If you overload at least three charges into this script, its range becomes close (25 ft. + 5 ft./2 levels).
Crystal Ioun

**Aura** faint psychokinesis; **ML** 3rd (+1), 6th (+2), 9th (+3)

**Slot** weapon; **Price** 11,200 gp (+1), 44,800 gp (+2), 100,800
gp (+3); **Weight** 2 lbs

**DESCRIPTION**

A *crystal ioun* looks like a common *ioun stone* made of deep
crystal. A soulknife with the psychic armory archetype,
or anyone else with the ability to manifest a panoply of
blades, channels their panoply of blades through the
*crystal ioun* when summoning it. Ths does not otherwise
alter the action needed to summon a panoply of blades,
the summoner must simply have the *crystal ioun* orbit
their person and choose to manifest the panoply of blades
through the *crystal ioun*.

*Crystal iouns* have 45 hit points and a hardness of 15. When a
panoply of blades is manifested in this fashion, the enhancement
bonus and the maximum enhancement bonus of the panoply
of blades is increased by the enhancement bonus of the *crystal*
*ioun*, although any enhancement bonus above +5 is lost.

*Crystal iouns* may only be made with a +1, +2, or +3
enhancement bonus.

**CONSTRUCTION**

**Requirements** Craft Crystalline Focus, ability to manifest
a panoply of blades; **Cost** 5,600 gp (+1), 22,400 gp (+2),
50,400 gp (+3)
Craft Mech

You can craft powerful war machines, called mechs.

**Prerequisites**: Technologist, Craft (mechanical) 11 ranks, Knowledge (engineering) 11 ranks.

**Benefit**: You can create mechs. Any character with access to the vehicle’s key or other control mechanism may drive and use this vehicle. Creating a mech takes 1 week for every 1,000 gp in the item’s price. To create the object, you must use up raw materials costing half of this total price. See **Non-Companion Mechs and Vehicles** for more information.

You can repair a broken mech if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft the mech from scratch.
Daevic Aspect/Obsession

* Original
* Desire
* Dominion
* Evolution
* Fixation
* Harmony
* Hatred
* Knowledge
* Mutation
* **Obsession**
* Progress
* Vigilance
* Wrath

**Descriptors:** See text

**Class:** Daevic

**Slot:** Blood

**Saving Throw:** See text

*A nebulous cloud of akashic energy takes shape around you, coalescing into various forms as it channels the powers of your passions and emotions.*

When you shape this veil, choose one daevic passion. The effects of this veil are determined by the chosen passion. If you have levels in a class that grants you a passion, you must select that passion when you shape this veil.

**Note:** This is the page for the **Obsession** aspect, you can find the other aspects here.

When you shape this veil a dark obsession takes root in your blood and affects your mind and bodily essence. You gain a single piece of promethean forbidden knowledge of your choice, treating your veilweaving level as your effective promethean level and your veilweaving modifier as your effective Intelligence modifier when determining its effects. You cannot invest essence into this piece of forbidden knowledge, and it cannot be affected by a forbidden tome. While this veil is suppressed or unshaped you lose any benefits granted by this forbidden knowledge.

Additionally, you cannot select a piece of forbidden knowledge using this veil that would grant you the ability to craft items or that lets you spend gold pieces to otherwise create an effect (such as the Seeds of Life or Warper of Flesh), or pieces of forbidden knowledge that cannot be invested with essence.

**Essence:** Each point of essence invested in this veil is treated as invested in the chosen piece of forbidden knowledge. If that piece of forbidden knowledge requires binding essence to utilize its effects, you may bind essence to this veil to use those effects

**Chakra Bind (Blood):** Binding this veil to your Blood chakra allows you to treat your chosen piece of forbidden knowledge as if it were invested with 3 additional points of essence. The amount of additional essence you treat as invested in it may be changed each time you reinvest your essence (between 0 and 3), and this additional effective essence bypasses your normal essence capacity. Additionally, by meditating for one hour you may open your mind to the akashic record to alter your obsession, allowing you to replace your piece of forbidden knowledge chosen with this veil to a different piece of forbidden knowledge. The new piece of forbidden knowledge must meet all the restrictions imposed by this veil. If you choose to do so, you suffer a -2 penalty on Will saves until you next rest to reshape your veils. This penalty persists even while this veil is suppressed or unshaped, and stacks if you change your piece of forbidden knowledge multiple times in one day.
Crusader's Shield

**Descriptors:** Enhanced (heavy shield)

**Class**: Daevic, Helmsman

**Slot:** Hands

**Saving Throw**: none

*Bands of hardened akasha stretch out from your hands, creating an impenetrable wall of akashic energy.*

You can summon a heavy shield formed of brilliant silvery akasha into your hands as a free action. If this shield leaves your grip, it immediately disappears.

As a move action, you can cause this shield to expand outward, creating a translucent, flat, vertical plane of akashic energy in the form of one 10-foot square wall that stops attacks, movement, breath weapons, and any targeted spells or effects which would pass through.

Teleportation spells or effects that do not require physical contact, such as *hypnotic pattern*, are not impeded. Effects that deal hit point damage that are intercepted by this akashic wall instead deal damage directly to the veil. You cannot move while this wall is shaped but may dismiss it as a free action.

**Essence:** For each point of essence invested in this veil, its hardness increases by 2 and the wall extends an additional 5 square feet.

**Chakra Bind (Hands): [D4, He2]** Binding this veil to your Hands chakra makes it vastly more responsive; you may now activate the barrier as an immediate action a number of times per day equal to your veilweaving modifier.

## **Crusader’s Shield (Original)**

**Descriptors:** none

**Class:** Daevic, Helmsman

**Slot:** Hands

**Saving Throw:** none

Bands of hardened akasha stretch out from your shield, creating an impenetrable wall of akashic energy.

Unlike most veils, crusader’s shield has no effect unless the veilweaver is wielding a shield or buckler. When you shape this veil, it forms around your shield, amplifying its protective abilities. As a move action, you can cause this veil to expand outward, creating a translucent, flat, vertical plane of akashic energy whose area is one 10-foot square wall that stops attacks, movement, breath weapons, and any targeted spells or effects which would pass through.

Teleportation spells or effects that do not require physical contact, such as hypnotic pattern, are not impeded. Effects that deal hit point damage that are intercepted by this akashic wall instead deal damage directly to the veil. The veilweaver cannot move while this wall is shaped, but may dismiss it as a free action.

**Essence:** For each point of essence invested in this veil, its hardness increases by 2 and the wall extends an additional 5 square feet.

**Chakra Bind (Hands): [D4, He2]** Binding this veil to your Hands chakra makes it vastly more responsive; you may now activate the barrier as an immediate action a number of times per day equal to your veilweaving modifier.
Create Caltrops

**School** conjuration (creation) [metal]; **Level** magus 0, nightblade 0, sorcerer/wizard 0, vanguard 0

**Casting Time** 1 standard action

**Components** V, S

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

**Effect** caltrops that fill one or more 5-ft. squares

**Duration** 1 round/level

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

This basic spell scatters a number of mundane caltrops in a single 5-foot square within range. These function like any ordinary caltrops, except that they disappear at the end of the spell’s duration. Damage and crippling effects caused by stepping on the caltrops remain.

At caster level 4th and 8th, you can affect an additional 5-foot square with a single casting of *create caltrops*. Multiple *create caltrops* effects or mundane caltrops occupying the same space have no additional effect.
Dancing Shadow Retribution

You have mastered the cloak dancer’s evasive combat
style, blending in lightning fast strikes to your defensive
dance.

**Prerequisites:** Cloak Dance, Dancing Shadow Style, Dancing Shadow Waltz, ability to generate a mind blade, psychic strike +1d8, Acrobatics 9 ranks, Stealth 9 ranks.

**Benefit**: When performing a cloak dance as a full
round action, you gain total concealment and you may
recharge your psychic strike while moving up to your
base speed. When foes make attacks against you, these
attacks provoke attacks of opportunity from you while
you’re under concealment from your cloak dance.
Cosmic Awareness

**Discipline:** Clairsentience; **Leve**l: Cryptic 6, psion/wilder 7, tactician 7, voyager 6

**Display:** Visual

**Manifesting Time:** 1 standard action

**Range:** Personal

**Target:** You

**Duration:** 1 minute/level or until discharged

**Power Points:** Cryptic 11, psion/wilder 13, tactician 13, voyager 11

You gain a sixth sense. Once during the power’s duration, you may choose to use its effect. This grants you an insight bonus equal to your manifester level (maximum +25) on any single attack roll, combat maneuver check, opposed ability or skill check, or saving throw. Alternatively, you can apply the insight bonus to your AC against a single attack (even if flat-footed). Activating the effect doesn’t take an action; you can even activate it on another character’s turn. You must choose to use the *cosmic awareness* before you make the roll it is to modify, or before the attack roll if applying the bonus to your AC. Once used, the power ends. You can’t have more than one *cosmic awareness* active on you at the same time.

**Augment:** By spending 2 additional power points, this power’s duration increases to “1 hour/level or until discharged”.

## Mythic Cosmic Awareness

You can activate your insight bonus a number of times equal to one-half your mythic tier. Each time you activate the *mythic cosmic awareness*, the bonus is reduced by 50% from the previous bonus.
Cultivate

**School** transmutation [plant]; **Level** druid 0, invoker 0, ranger 1, shaman 0, witch 0

**Casting Time** 1 standard action

**Components** V, S

**Range** 10 ft.

**Targets** nearby plants, see text

**Duration** 1 hour

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

This spell lets you magically tend to plants. Once cast, *cultivate* lets you repeatedly tend to plants over the next hour. Its effects are limited in scope and cannot damage to a creature (including plant creatures). Only inanimate plant matter can be affected. It can neatly trim plants or cause them to grow thicker: this does not alter the plant’s size. You can cut your way through thick foliage and undergrowth, cutting through about as fast as you could with a machete or axe. You can similarly prune away branches about as quickly as you could with shears or similar tools. You can clean off dust, debris, or other sediments upon plant life. You can cause a flower to bloom or close, or change its coloration or scent.

The effects of *cultivate* are permanent, aside from changing a plant's color or scent, which end when the spell ends. You cannot use *cultivate* to affect plants that are currently manipulated by magic of 1st-level or higher, such as *entangle*.
Critical Potential

**Aura** Moderate Evocation; **Cl** 10

**Slot** -; **Weight** -;

### **Description**

A critical potential weapon allows its wielder to gain sudden bursts of arcane potential when they land a critical hit. If the weapon’s critical modifier is x2 they gain 1 point, if it’s x3 they gain 2 points, and if it’s x4 they gain 3 points. The wielder can only gain potential from this ability once per round.

**Construction Requirements:** Craft Magic Arms and Armor, creator must have the arcane potential class feature, greater magic weapon
Crystal Lasher (Mineralite)

The Logic caste of mineralites have a long standing
history of training a few crystal lashers with every
generation that is grown on Scintilla. The techniques
were designed as a way to allow their petite gemstones a
way to engage enemies far larger than they were. Using
latent mineralite magic, a crystal lasher can sprout
crystal shards along the length of their whips, granting
them a dangerous weapon that could hit from outside
the reach of greater threats.

### **Requirement**

A crystal lasher must have the petite
gemstone variant heritage.

### **Weapon and Armor Proficiency**

A crystal lasher
magus is proficient with simple weapons and all
weapons in the flails fighter weapon group. A crystal
lasher is also proficient with light armor. They can
cast magus spells while wearing light armor without
incurring the normal arcane spell failure chance. Like
any other arcane spellcaster, a crystal lasher wearing
medium armor or heavy armor or using a shield incurs
a chance of arcane spell failure if the spell in question
has a somatic component. A multiclass crystal lasher
still incurs the normal arcane spell failure chance for
arcane spells received from other classes. This replaces
the normal magus weapon and armor proficiency
feature.

### **Whip Arcana (Ex)**

A crystal lasher magus can only
enhance flails, whips, and other whip-like weapons
with their arcane pool, including those types of
weapons they create as projected weapons. When they
do so, the weapon deals an extra 1d4 points of slashing
damage as long as the enhancement bonus granted by
the arcane pool lasts. This ability modifies Arcane Pool.

### **Whip Mastery (Ex)**

At 1st level, the crystal lasher
magus gains the Whip Mastery feat as a bonus feat, even
if they do not meet the normal prerequisites.They only
gain the benefit of this feat when wearing no armor
or light armor. At 7th level, they gain the Improved
Whip Mastery feat as a bonus feat. This ability replaces
the 3rd level magus arcana and medium armor class
abilities.

### **Crystal Burst (Ex)**

At 13th level, a crystal lasher
magus can disperse the enhancement they grant to
their whip as a free action when they attack a target.
This must be declared before the result of the attack
roll is determined. The attack deals an extra 1d6 points
of sonic damage and 1d6 points of slashing damage for
every point of enhancement bonus their arcane pool
provided. This ends the enhancement effect granted by
their arcane pool. This ability replaces the heavy armor
class ability.

Magus Arcana: The following magus arcana
complement the crystal lasher magus archetype:
arcane accuracy, dispelling strike, disruptive, and
maneuver master.
Crane Step

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

**Level:**1

**Initiation Action:**1 swift action

**Range:**Personal

**Target:**You

**Duration:** Instantaneous

The grace of the Silver Crane blesses the initiator with the ability to step through battle unhindered and unharmed. The initiator makes a free 5-ft step, even if he has already made one.
Dancing Winds Stance

**Discipline:**Tempest Gale (Stance)

**Level:**5

**Prerequisites:**Two Tempest Gale maneuvers

**Initiation Action:**1 swift action

**Range:**Personal

**Target:**You

**Duration:**Stance

The wind whips around you as you move, guarding you against attacks so long as you remain in motion. While you maintain this stance, in any round that you move at least 10 feet, you gain the benefits of the improved evasion ability and attacks made against you suffer a 20% miss chance until the start of your next turn.
Crystal Masks

**Aura** varies; **ML** varies

**Slot** head; **Price** 10,000 gp (detection), 10,000 gp
(discernment), 10,000 gp (dread), 20,250 gp (insightful
detection), 2,500 gp (knowledge), 2,500 gp (languages),
10,667 gp (mindarmor), 10,000 gp (psionic craft); **Weight**
½ lb.

**Description**

Each of the various types of crystal masks fits over the
face of any Medium or Small humanoid, with slits for eyes
and nostrils. The mask is transparent, although it distorts
the wearer’s features. Leather straps attached to small holes
on the sides of a mask enable the owner to affix the mask
to his face.

Crystal masks confer special abilities or improved skills
upon their wearers.

*Crystal Mask of Detection:* The wearer of a crystal
mask of detection can make Perception checks with a +10
competence bonus. Moderate clairsentience; ML 7th; Craft
Wondrous Item, creator must have 10 ranks in Perception.

*Crystal Mask of Discernment:* The wearer of a crystal
mask of discernment can make Sense Motive checks with
a +10 insight bonus. Moderate clairsentience; ML 7th; Craft
Wondrous Item, creator must have 10 ranks in Sense Motive.

*Crystal Mask of Dread:* The wearer this mask can attempt
to frighten other beings to her will. The wearer makes all
Intimidate checks with a +10 competence bonus. Moderate
clairsentience; ML 7th; Craft Wondrous Item, creator must
have 10 ranks in Intimidate.

*Crystal Mask of Insightful Detection:* The wearer of a
crystal mask of insightful detection can make Perception
checks and Sense Motive checks with a +9 insight bonus.
Moderate clairsentience; ML 7th; Craft Wondrous Item,
creator must have 9 ranks in Perception and Sense Motive.

*Crystal Mask of Knowledge:* Each of the various crystal
masks of knowledge grants the wearer a +5 competence
bonus on a specific type of Knowledge check. Faint
clairsentience; ML 3rd; Craft Wondrous Item, creator must
have 5 ranks in the Knowledge skill of the appropriate type.

*Crystal Mask of Languages:* Each of the various crystal
masks of language grants the wearer the ability to speak
and write five different languages. Faint clairsentience; ML
3rd; Craft Wondrous Item, creator must be able to speak and
write the five languages.

*Crystal Mask of Mindarmor:* A crystal mask of mindarmor
grants the wearer a +4 insight bonus on all Will saving
throws. Faint telepathy; ML 5th; Craft Wondrous Item,
conceal thoughts.

*Crystal Mask of Psionic Craft:* The wearer of a crystal
mask of psionic craft makes all Spellcraft checks with a +10
competence bonus. Moderate clairsentience; ML 7th; Craft
Wondrous Item, creator must have 10 ranks in Spellcraft.

**Construction**

**Requirements** Craft Wondrous Item, creator must have
ranks in appropriate skills or additional powers; **Cost**
5,000 gp (detection), 5,000 gp (discernment), 5,000
gp (dread), 10,125 gp (insightful detection), 1,250
gp (knowledge), 1,250 gp (languages), 5,333.5 gp
(mindarmor), 5,000 gp (psionic craft)
Curse of the Beast

**School** Transmutation; **Level** Cleric/oracle 3, druid 3, hunter 3, inquisitor 3, shaman 3, warpriest 3, witch 3

**Casting Time** 1 standard action

**Components** V, S

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

**Target** one humanoid or outsider with the native subtype

**Duration** 1 round/level

**Saving Throw:** Fortitude negates, Will partial, see text; **Spell Resistance:** Yes

The target acquires the werewolf template and is
forced into hybrid form for the duration of the spell
If the spell succeeds, the subject must also make a Will
save. If the second save fails, the subject attacks nearest
creature (for this purpose, a familiar counts as part of
the subject’s self) for the duration of the spell.

## **Curse of the Beast, Greater**

**School** Transmutation; **Level** Cleric/oracle 7, druid 7, inquisitor 6, shaman 7, witch 7

**Casting Time** 1 hour

**Components** V, S

**Range** touch

**Target** one humanoid or outsider with the native
subtype

**Duration** permanent

**Saving Throw** None; **Spell Resistance** no

This spell curses the victim for the rest of their days to
become a ravening monster by the light of the full moon.
Each night when the full moon rises, the victim of this
curse is affected by curse of the beast, except that they
automatically fail the fortitude save and take a -5 penalty
on the will save to not attack the nearest creature. This
effect lasts until dawn.
Daevic Aspect/Mutation

* Original
* Desire
* Dominion
* Evolution
* Fixation
* Harmony
* Hatred
* Knowledge
* **Mutation**
* Obsession
* Progress
* Vigilance
* Wrath

**Descriptors:** See text

**Class:** Daevic

**Slot:** Blood

**Saving Throw:** See text

*A nebulous cloud of akashic energy takes shape around you, coalescing into various forms as it channels the powers of your passions and emotions.*

When you shape this veil, choose one daevic passion. The effects of this veil are determined by the chosen passion. If you have levels in a class that grants you a passion, you must select that passion when you shape this veil.

**Note:** This is the page for the **Mutation** aspect, you can find the other aspects here.

When you shape this veil, choose a single option available to the adaptationist promethean’s bodily adaptations feature, treating your veilweaving level as your effective promethean level when determining its effects. You may change the bodily adaptation you selected using this veil by meditating for 10 uninterrupted minutes and it is treated as an extraordinary effect. If you polymorph yourself, the effects of this bodily adaptation apply while you are polymorphed as well.

**Essence:** Investing essence in this veil increases any numerical bonuses granted by a bodily adaptation by +1 per point of essence invested, modes of movement granted by a bodily adaptation to increase by +5 per point invested, and the time in meditation it takes to change your bodily adaptation granted by this veil is reduced by 1 minute per point invested (to a minimum of 1 standard action).

**Chakra Bind (Blood):** Binding this veil to your Blood chakra allows you to choose options from the adaptationist promethean’s instinctual adaptation class feature in addition to their bodily adaptations feature, and allows you to select two of these abilities rather than one. When you meditate to change your selected adaptations you can change one or both of them.
Corrosive Spores

**Design** invocation (natural) [acid, plant]; Level 6

**Casting Time** 1 standard action

**Range** medium (100 ft. + 10 ft./level)

**Effect** spores spread in 20-ft. radius, 20 ft. high

**Duration** 1 round/level

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

A cloud of acidic plant spores spreads out from the point you designate. The cloud of spores obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target).

The spores are highly corrosive to the touch. Each round on your turn, starting when you cast this script, the spores deal 2d6 acid damage to each creature within it. The spores are also sticky; a creature or object that has taken damage from the spores and leaves the area still takes damage from the spores for 1d3 rounds.

The area filled with the *corrosive spores* is prone to combustion. If exposed to an open flame at least the size of a torch, or if at least 10 points of fire damage are dealt with a single action within the area, the whole area ignites, exploding to deal 1d8 fire damage per two caster levels to all creatures in the area (max 10d8). Once ignited in this manner, the script ends.

A severe wind (31+ mph) disperses the corrosive spores in 1 round. This script does not function underwater.

**Overload**: For every runic charge overloaded into this script, the radius and height of the effect can be increased by 5 feet. The damage dealt each round by the corrosive spores also increases for each runic charge used past the first, increasing to 2d8 at two charges, 3d8 at three charges, and 4d8 at four charges used.
Crystalline Aura, Kyria’s

**Discipline:** Metacreativity; **Level:** Highlord 4, psion/wilder 4, psychic warrior 4

**Display:** Material

**Manifesting Time:** 1 standard action

**Range:** Personal

**Target:** You

**Duration:** 1 round/level

**Power Points:** 7

You create a cloud of whirling, razor-sharp crystals around yourself. When you manifest this power, choose defensive or offensive (you may alter this choice as a swift action). While this power is in defensive mode, the shards lock together to protect you from attacks; you gain a +3 shield bonus to AC, as well as a +3 competence bonus to Reflex saves. While this power is in offensive mode, creatures within a 10 ft. radius of you suffer 5d6 slashing damage at the beginning of each round (and whenever they voluntarily enter a space within 10 ft. of you) and must succeed at a Reflex save or suffer 2d6 bleed damage.

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

* For every 2 additional power points you spend, the bonuses granted by the defensive mode increase by 1, and the damage of the offensive mode increases by 1 die (d6; this includes the bleed damage).
* For every 2 additional power points you spend, the area of the offensive mode increases by 5 ft.

**Surge Augmentation:** If you invoke your wild surge while manifesting this power, you may choose to manifest it in both defensive and offensive mode at the same time. If you do so, you may not switch its mode for this manifestation, and its duration is cut in half (rounded down).
Crook of the Master

**Descriptors:** Enhanced (crook)

**Class:** Daevic, Guru, Kheshig, Nexus, Soulforge, Stormbound

**Slot:** Hands

**Saving Throw:** None

*Once wielded by a truly gifted master of the martial arts, this crook was once used to fool and confound even the most skilled of combatants.*

Shaping this veil grants you a crook which you can utilize to hamper your foes. This crook gains the monk weapon property, and you can use this crook to attack creatures within 5 feet of you without penalty, despite it being a reach weapon. When using this crook, you can use it to make a bull rush, disarm, drag, or trip maneuver in place of a melee attack. You don’t provoke attacks of opportunity when performing these maneuvers with the crook.

**Essence:** For each point of essence invested in this veil, you gain a +1 insight bonus to your CMB when making combat maneuvers using the crook.

**Chakra Bind (Hands):** Binding this veil to your Hands chakra allows you to opportunize your foe's failure to defend themselves against your maneuvers. Whenever you successfully perform a bull rush, disarm, drag, or trip maneuver using the crook, that creature takes damage as if it were struck by the crook. If your roll for the combat maneuver would have been a critical threat when attacking with the crook, you may roll to confirm using that combat maneuver. If you succeed, the damage dealt by the crook is treated as a critical hit.
Craft Technological Item

You can craft technological gear and items.

**Prerequisites**: Technologist, Craft (mechanical) 5 ranks, Knowledge (engineering) 5 ranks.

**Benefit**: You can create technological gear. Creating a piece of technological gear takes 1 day for every 1,000 gp in the item’s price. To create the object, you must use up raw materials costing half of this total price. See Crafting High-Tech Items for more information.

You can also repair a broken technological item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item from scratch.
Corrupted Ignition

**Benefits:** Whenever you would suffer essence burn, you can instead choose to corrupt an equivalent number of points of your own non-temporary essence (see corrupted essence ) in place of suffering the essence burn. Unlike other corrupted essence, this self-inflicted corruption is removed from your essence the next time you rest and reshape your veils. You cannot choose to corrupt your essence using this ability if all of your non-temporary essence is already corrupted. If you corrupt your essence as part of using an ability that requires you to burn essence, you are still treated as if you burned your essence when determining its effects. If multiple points of essence would be burned, you choose whether to burn essence or corrupt your essence individually for each point of essence burned.

You gain 1 point of essence.
Darkwater Pearls

**Aura** strong necromancy; **CL** 15

**Slot** none; **Price** 55,000 gp**; buoyancy** -0

**DESCRIPTION**

This string of pearls has 3 white pearls, 3 grey pearls, and 3 black pearls. As a standard action the wearer may pull a pearl off the string, and drop it to the sea floor. The pearl then transforms into an undead creature under the user’s control for 24 hours, after which they become free willed undead. A white pearl will create a zombie orca. A grey pearl creates 2d4 lacedons. A black pearl creates a wraith. A pearl that is removed from its string above water is wasted.

**CONSTRUCTION**

**Requirements** Craft Wondrous Item, *create undead*; **Cost** 27,500 gp
Danger Sense

**Discipline:** Clairsentience; **Level:** Cryptic 3, highlord 3, marksman 3, psion/wilder 3, psychic warrior 3, sighted seeker 3, tactician 3, vitalist 3, voyager 3

**Display:** Visual

**Manifesting Time:** 1 standard action

**Range:** Personal

**Target:** You

**Duration:** 1 hour/level (D)

**Power Points:** 5

You can sense the presence of danger before your senses would normally allow it. Your intuitive sense alerts you to danger from traps, giving you a +4 insight bonus on Reflex saves to avoid traps and a +4 insight bonus to Armor Class against attacks by traps.

**Augment:** If you spend 3 additional power points, this power also gives you the uncanny dodge ability; if you spend 6 additional power points, this power gives you the improved uncanny dodge ability as well.

## Mythic Danger Sense

The insight bonus is increased to +6.

**Augmented (3rd):** If you expend one use of mythic power, the insight bonus also applies during any surprise round in which you do not get to act.
Crystal Bookmark

**Aura** faint psychokinesis; **ML** 3rd (+1), 6th (+2), 9th (+3)

**Slot** weapon; **Price** 11,200 gp (+1), 44,800 gp (+2), 100,800 gp (+3); **Weight** 2 lbs

**Description**

Like all soulknives, a living legend can empower himself
with psionically-imbued crystals. A *crystal bookmark* is the
crystalline focus item for living legends.

A *crystal bookmark* looks like a small, thin rectangle of
crystal. A soulknife with the living legend archetype, or
anyone else with the ability to manifest a storied sword,
channels their mind blade through the *crystal bookmark*
when summoning it. This does not otherwise alter the
action needed to summon a storied sword; the summoner
must simply be holding the *crystal bookmark* and choose to manifest their weapon through the crystal. *Crystal bookmarks*
have 45 hit points and a hardness of 15.

When a storied sword is manifested in this fashion, the
enhancement bonus and the maximum enhancement
bonus of the storied sword is increased by the enhancement
bonus of the crystal bookmark, although any enhancement
bonus above +5 is lost. The *crystal bookmark* affects all of
the wielder’s storied blades, regardless of which role is his
active role or if he is wielding multiple weapons. Throwing
a storied blade while wielding a *crystal bookmark* does not
require the bookmark be thrown.

*Crystal bookmarks* may only be made with a +1, +2, or +3
enhancement bonus.

**Construction**

**Requirements** Craft Crystalline Focus, ability to manifest a storied blade; **Cost** 5,600 gp (+1), 22,400 gp (+2), 50,400 gp (+3)