recursal/Fanatic-Fandom huggingface dataset:
Arctic Adaptation (Mythic)

You are one with the ice and snow.

**Prerequisite**: Arctic Adaptation.

**Benefit**: Add half your mythic tier to all bonuses granted by the Arctic Adaptation feat. You treat cold environments as though they were two steps less severe than normal. If you would die from non-magical cold, you may spend uses of mythic power. You then fall into a deep slumber instead of dying. You survive despite cold, lack of food, water and air for a number of decades equal to the uses of mythic power you spent. If at any point during that time the temperature rises above cold, you wake up in the same condition you were just before you would have died. If you remain cold until your time is up, you die.
Blade-Breaking Counter

**Discipline:**Primal Fury (Counter)

**Level:**3

**Prerequisites:**One Primal Fury maneuver

**Initiation Action:**1 immediate action

**Range:**Personal

**Target:**You

**Duration:** Instantaneous

An opponent cannot hurt you with his weapon if a weapon does not exist to do it. The Primal Fury disciple takes this to heart with a powerful parrying blow designed to shatter the weapon that his opponent uses before it can strike him. When being attacked, this counter is initiated after a successful hit but before damage is inflicted. The initiator then makes an immediate sunder attempt with a +2 circumstance bonus on his foe’s weapon (which does not provoke attacks of opportunity), and if the weapon is reduced to half of its hit points, then it gains the broken condition and the disciple takes half damage from the attack. If this sunder attempt reduces the opponent’s weapon to 0 hit points, then the weapon shatters and the disciple takes no damage. If the initiator possesses the Greater Sunder feat, excess damage is applied to the target as per normal.
Apex Predator

**School** transmutation (polymorph) [animal]; **Level** druid 9, shaman 9

**Casting Time** 1 round

**Components** V, S, DF

**Range** touch

**Target** animal touched

**Duration** 1 min./level

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

After an intense channeling, you infuse a single animal with primal strength and vigor, turning it into a ferocious avatar of nature. Such power is tremendous, but comes at a cost.

The animal grows to Huge size, or increases in size by one category if it is already Huge or larger. It gains a +8 size bonus to Strength and Constitution, a +3 natural armor bonus (that stacks with existing natural armor bonuses), cold resistance 20, fire resistance 20, and Damage Reduction 10/–. Hit points gained by the temporary increase in Constitution score are not temporary hit points, and go away when the target’s Constitution drops back to normal.

The creature also becomes immune to mind-affecting effects, death effects, energy drain, ability score damage and drain, poison, disease, and stunning effects. It’s natural weapons always deal lethal damage and their critical threat range is doubled: this increase does not stack with other effects that increase critical threat range, such as Improved Critical. Finally, the creature is treated as under the effects of *haste* for the duration of this spell.

At the end of the spell’s duration (including if it is dispelled), the animal becomes exhausted, gains two temporary negative levels, and is finally reduced to 0 hit points if its hit points are above 0. These temporary negative levels are removed automatically after 24 hours have passed but cannot otherwise be removed by any means. This spell cannot target the same creature more than once in a 24 hour period: attempting to do so exhausts the target creature (no save), and the spell fails.
Awakened Animus

You can use mental power to modulate the roiling
energies within your soul.

**Prerequisites:** Animus pool or equivalent ability
(such as a rubato bard’s tempo class feature or the Tap Animus feat).

**Benefit:** When initiating maneuvers with a psionic
augment, you may spend points of animus as if they
were power points. In addition, you gain a reserve of
1 power point and the psionic subtype, allowing you to
take psionic feats, metapsionic feats, and psionic item
creation feats, and to gain psionic focus.
Aurora Soul

**Parent Class:** Mystic

Some mystics learn to focus their martial power differently than others, strengthening their bodies and passively generating a tangible field of animus around their body, aiding both their offensive and defensive capabilities. These mystics are known as aurora souls— so named because this passive field shimmers and scintillates with colors similar to the lights in the sky in the far north.

### **Weapon and Armor Proficiency**

An aurora soul is proficient with all simple weapons and with light armor, but not with shields. When wearing medium or heavy armor, using a shield, or carrying a medium or heavy load, an aurora soul loses the benefits of her mystic combat and defensive aura class features.

This ability replaces the mystic’s normal weapon and armor proficiencies.

### **Maneuvers**

The disciplines available to an aurora soul are Broken Blade, Elemental Flux, Riven Hourglass, Steel Serpent, Thrashing Dragon, and Veiled Moon. An aurora soul gains Heal as a class skill. She otherwise learns, readies, and initiates maneuvers as a standard mystic.

This ability alters maneuvers.

### **Mystic Combat (Su)**

An aurora soul learns how to passively channel animus through her body, increasing the strength of her bare-handed blows. An aurora soul’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. In addition, she gains the following benefits:

* At 1st level, an aurora soul gains Improved Unarmed Strike as a bonus feat.
* At 3rd level, an aurora soul gains Greater Unarmed Strike as a bonus feat, even if she does not meet the prerequisites.
* Starting at 7th level, an aurora soul adds her aurora soul initiation modifier as a bonus on damage rolls with unarmed strikes, and her unarmed strikes are treated as magic weapons for the purpose of overcoming damage reduction.
* Starting at 12th level, an aurora soul adds her aurora soul initiation modifier as an insight bonus to combat maneuver checks and to her combat maneuver defense when fighting unarmed.
* Starting at 17th level, an aurora soul adds her aurora soul initiation modifier as an insight bonus on critical confirmation rolls made with unarmed strikes.

This ability replaces bonus feats.

### **Defensive Aura (Su)**

Starting at 2nd level, an aurora soul’s animus creates a shimmering shield around her body, warding off blows and pulsing with scintillating colors. Whenever the aurora soul has at least one point of animus in her animus pool, she adds her aurora soul initiation modifier to her AC. This bonus to AC applies even against touch attacks or when the aurora soul is flat-footed. Note that the aurora soul’s defensive aura comes into being at the start of her first turn in a combat (at the same time as her animus pool); she does not gain this against attacks made before she acts. The defensive aura dissipates after combat, at the same time the aurora soul’s animus pool does.

This ability replaces mystic artifice.
Band of Destruction

**Descriptors**: none

**Class**: Vizier

**Slot**: Ring

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

*The warlord of the orcs was gifted a ring to sow the destruction he so sought.*

Shaping this veil allows you to infuse your touch with destructive energies. You can use this ability to make a sunder attempt using this veil as a standard action that does not provoke attacks of opportunity a number of times per day equal to 3 + your veilweaving modifier. When making this attempt, you use your veilweaving level in place of your base attack bonus and your veilweaving modifier in place of your Strength.

On a successful hit, you deal damage equal to 2 x your veilweaving level + your veilweaving modifier. This damage ignores any hardness less than 20. Any abilities that increase your damage made with sunder attempts also increases the damage of this veil.

**Essence**: For each point of essence invested in this veil, you treat your veilweaving level with this veil as 1 higher.

**Chakra Bind (Ring): [Vi9]** Binding this veil to your Ring chakra dramatically improves its destructive capabilities, allowing it to sunder magic itself. When you successfully sunder a veil using the abilities of this veil, it is suppressed for 1d4 minutes instead of 1d4 rounds.

Additionally, you gain the ability to sunder spells and magical effects using the ability of this veil. The CMD of a magical effect is equal to 15 + the effect’s caster level (or veilweaving level, for magical effects created by veils). To sunder an effect on a creature, you must succeed at a normal sunder combat maneuver against the creature’s CMD + 5, ignoring any miss chance caused by a spell or spell-like ability.
Blood Reveler

You delight in the pain inflicted by your lifeblood
resonance.

**Prerequisites:** Lifeblood resonance class feature.

**Benefit:** Once per round, when you deal damage to
a creature with your lifeblood resonance, you may add
your Charisma modifier to the damage of the ability and
gain temporary hit points equal to the damage dealt by
it. At 8th and 15th levels, you can apply this effect to an
additional use of your lifeblood resonance each round.
Boar

STARTING STATISTICS

Size Small; Speed 40 f.; AC +6 natural armor; Attack gore (1d6); Ability Scores Str 13, Dex 12, Con 15, Int 2, Wis 13, Cha 4; Special Qualities low-light vision, scent.

4TH-LEVEL ADVANCEMENT

Size Medium; Attack gore (1d8); Ability Scores Str +4, Dex –2, Con +2; Special Attacks ferocity.
Arrow Mutation

While kinetic blasts tend to be large masses of elemental energy and matter, some individuals shape their blasts into condensed, precise forms.

**Restrictions**: Must possess a kinetic blast.

**Benefit**: A kineticist with this mutation increases the critical threat range of their blast by 1. This effect stacks with other effects which increase a blast’s critical threat range, but is applied last. Any bludgeoning or slashing damage dealt by their blast is converted to piercing damage.

**Drawback**: A kineticist with this mutation does not deal full damage to swarms, instead dealing damage to it as a normal weapon depending on the swarm’s size (half damage to swarms of Tiny creatures, no damage to swarms of Diminutive or Fine creatures). In addition, their blast’s damage is reduced by 1 step (1 > d2 > d3 > d4 > d6 > d8 > d10 > d12).

**Special**: Blasts used with infusions which cause them to affect an area (such as explosion or cloud) still affect swarms as normal for area of effect attacks (dealing half again as much damage to them).
Armor Penetration

Some of the new weapons featured later in this document will feature a special ability listed as AP followed by a number. AP stands for “Armor Penetration” and marks a weapon’s ability to penetrate or bypass conventional armor and defenses. Each point of AP bypasses that total value from a target’s armor, natural armor, and/or shield bonuses to armor class. AP is calculated against the target’s total armor class, not individually against each component. A weapon’s AP automatically increases when it is enhanced through magical or technological means by an amount equal to its total enhancement bonus. For example, a monofilament stiletto has AP 3, meaning it bypasses the first 3 points of a target’s armor class from armor, natural armor, or shields, and a *+1 monofilament stiletto* has AP 4. If a nonmagical monofilament stiletto is used against a target with an armor class of 19 (10 base + 5 armor + 2 natural armor + 2 shield) the wielder would only need to roll a 16 or better to successfully strike the target. Ranged weapons only benefit from AP against targets within their first range increment.

Firearms presented in this supplement use the AP system and do not target touch AC, nor do they incur a misfire chance.

## **AP and Existing Weapons**

You may find that it makes a lot of sense to apply the AP system to some existing weapons, such as early firearms or crossbows. For your convenience, we’ve added a table below featuring a selection of commonly used weapons and firearms with suggested AP ratings. Firearms using the AP system should not target touch AC or incur a misfire chance.
Bad Karma

**Discipline**: Cursed Razor (Counter)[curse]; Level: 2

**Initiation** **Action**: 1 immediate action

**Range**: Personal

**Target**: One creature

**Duration**: Instant

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Invoking the basic laws of fortune and punishment, you curse a creature that attempts to harm you. You can initiate this counter in response to being targeted by an attack, ability, maneuver, power, or spell. The creature targeting you must succeed at a Will save (DC 12 + your initiation modifier) or become cursed and take a –4 penalty on all d20 rolls for 1d4 rounds.
Athanatism (Psion Discipline)

A psion who specializes in athanatism is known as a conduit. Where most psions interact with the world by manipulating raw forces, the conduit has learned to interact with the energy of the dead. She understands that spiritual energy is simply another type of energy that can be used just as a kineticist manipulates fire or electricity, or can be shaped like ectoplasm.

### **Spirit Affinity**

At 2nd level, the conduit gains the Negative Energy Affinity feat as a bonus feat. In addition, once per day when meditating for power points, you can commune with your ancestral spirits to exchange one of your powers known from the anathatism discipline for another power from the athanatism discipline of an equal level.

### **Poltergeist Aura (Su)**

Beginning at 8th level, you gain an aura that emanates in a 30-foot radius from you. You can emanate this aura for a number of rounds per day equal to your conduit level and the aura can be activated or deactivated as a free action on your turn. All enemies inside this aura are battered by angry spirits. The affected creatures treat the area within the aura as difficult terrain, can’t make attacks of opportunity while in the aura, and take a penalty to attacks equal to half your Intelligence modifier (minimum -1 penalty). You can expend your psionic focus as a swift action to have the spirits concentrate on one enemy in the aura, making that creature gain the staggered condition in addition to the other penalties unless the target creature succeeds on a Fortitude save (DC 13 plus your Intelligence modifier).

### **Hand of the Grave (Su)**

Once per day beginning at 14th level, you can make a melee touch attack against a creature. You are treated as incorporeal for the purposes of this attack, ignoring natural armor, armor, and shield bonuses to armor class, but are affected by deflection bonuses and force effects. If the attack is successful, the creature dies and its soul becomes a shadow spirit (as the *blackest shade* power) for 1 minute per level. This is considered a death effect. At the end of the duration, the soul returns to the body, which is at -1 hit points but stabilized.

### **Straddling Both Worlds (Su)**

The conduit’s armor (if any) and weapons (if any) are always treated as if they have the *ghost touch* special ability. By expending psionic focus, the conduit can become incorporeal for a number of minutes equal to his Intelligence modifier. In addition, the conduit can choose to affect any incorporeal creature as if they were corporeal, for the purpose of his powers or abilities.
Autobuffer

**Prerequisite(s)**: Burn and internal buffer class features.

**Benefit**: Whenever you accept burn on a wild talent, you have a 20% chance to gain a point in your internal buffer at the beginning of your next turn. Each time you fail at this chance, it increases by 20% the next time you accept burn on a wild talent, up to a maximum of 100%. If the chance succeeds, the success rate is reset to 20% for the next time you accept burn on a wild talent. This feat has no effect if you already possess the maximum number of points in your internal buffer and can only add 1 point to your internal buffer per round.

**Special**: If you possess battle burn, this feat does not trigger when accepting points of battle burn.
Armor Master

### **Deflective Shield (Ex)**

At 2nd level, an armor master specializes in using his shield to deflect attacks. He gains a +1 bonus to his touch AC, and this bonus increases for every four levels beyond 2nd (to a maximum of +6 at 20th level); however, this bonus cannot exceed the sum of the armor and enhancement bonus to AC provided by the shield that the armor master is currently carrying.

This ability replaces determination.

### **Active Defense (Ex)**

At 5th level, an armor master gains DR 1/— when wearing light armor, DR 2/— when wearing medium armor, and DR 3/— when wearing heavy armor. Each of these DRs increase by 1 for every 4 levels beyond 5th level. This damage reduction stacks with that provided by armor and fighter class features, but not with other forms of damage reduction. This damage reduction does not apply if the armor master is stunned, unconscious, or helpless.

This ability replaces the advanced weapon training options gained at 5th level and 13th level.

### **Fortification (Ex)**

At 9th level, an armor master can use his armor to protect critical areas from injury. He treats any armor he wears as if it had the light fortification special ability. At 13th level, he treats any armor he wears as if it had the moderate fortification special ability, and at 17th level treats it as if it had the heavy fortification special ability. This fortification does not stack in any way with armor that has these special abilities. In these cases the armor master takes the better of the two fortifications.

This ability replaces the advanced weapon training options gained at 9th level and 17th level.

### **Indestructible (Ex)**

At 20th level, an armor master gains complete immunity to critical hits and sneak attacks while he is wearing armor. In addition, unless his armor has the fragile armor quality, it cannot be sundered while he is wearing it.

This ability replaces weapon mastery.
Banish to the Beyond

**Discipline:**Veiled Moon (Strike) [Teleportation]

**Level:**9

**Prerequisites:**Four Veiled Moon maneuvers

**Initiation Action:**1 standard action

**Range:**Melee touch

**Target:**One creature

**Duration:**Special (see text)

The ultimate technique of the Veiled Moon disciple is the ability to lay a mark against a target and shunt it gently into the Astral plane where it may ponder its reasons for crossing the likes of a master. The initiator makes a melee touch attack against a target, who then makes a Will save (DC 19 + initiation modifier). Failure indicates that the target is shifted fully into the Astral plane, body and all, and the target may not return to the Material plane for one hour. If the foe has no way to return to the Material plane after this duration has expired, he is effectively stranded and must find his own way back to his world. If the target succeeds his saving throw, he is still shunted to the Astral plane, but returns automatically to the Material plane after one minute. While in the Astral plane, the target is tethered to his body at the location he occupied before being pushed into the Astral Plane with a silver cord as normal (per *astral projection*).
Archon Justice (Mythic)

You throw yourself in front of blows meant for allies, giving those allies a chance to strike back against the enemy once they have attacked you.

**Prerequisite**: Archon Justice.

**Benefit**: You can activate the effect to grant nearby allies a bonus to AC as a free action, but only once per round, and cannot do so as a swift or move action as well. You can expend a use of mythic power to grant allies making an attack of opportunity against a diverted opponent a bonus on their attack roll equal to half your mythic tier.
Azata Style (Mythic)

Your grace and agility parallels that of blessed Elysian beings.

**Prerequisite**: Azata Style.

**Benefit**: While using Azata Style, during any round in which you move at least 5 feet, you gain a +2 dodge bonus to your AC. This bonus lasts until the beginning of your next turn. If you expend one use of mythic power, as an immediate action you can grant yourself an additional +10 dodge bonus to AC for that round.
Archivist Studies

Rather than attempt to master all runic magic, archivists instead focus on a specific script design. An archivist must decide his study at 1st level. Choosing a study grants a number of abilities to the archivist, which are obtained at 2nd, 8th, 14th, and 20th levels. The abilities granted are described in each study’s entry. The archivist’s chosen study also determines his study synergy ability.

The following six studies each focus on a different design of runic script, granting the archivist deeper insight into their chosen specialization. An archivist’s study must be chosen at 1st level, and once selected cannot be changed.

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

The focused studies for each particular archivist study are listed underneath it.

* Study of Alteration
	+ Debilitation Study
	+ Polymorph Study
* Study of Creation
	+ Animation Study
	+ Healing Study
* Study of Destruction
	+ Affliction Study
	+ Unraveling Study
* Study of Invocation
	+ Blessing Study
	+ Natural Study
* Study of Manipulation
	+ Conviction Study
	+ Gravity Study
* Study of Revelation
	+ Detection Study
	+ Thought Study
Aquatechnics

**School:** transmutation; **Level:** sorcerer/wizard 2

**Casting Time:** 1 standard action

**Components:** V, S, M (coral reef or seaweed)

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

**Target:** one coral reef or patch of seaweed, up to a 20-ft. cube

**Duration:** 1d4+1 rounds, or 1d4+1 rounds after creatures leave the plankton cloud; see text

**Saving Throw:** Will negates or Fortitude negates; see text;

**Spell Resistance:** yes or no; see text

Aquatechnics turns a coral reef or patch of seaweed into either a burst of deafening popping shrimp or a thick cloud of choking plankton, depending on the version you choose.

Popping Shrimp: Popping Shrimp are a cacophonous bunch of tiny crustaceans common to most coral reefs and seaweed patches that simultaneously begin the clatter for which they are named for. This effect causes creatures within 120 feet of the affected area to become deafened for 1 d4+ 1 rounds (Will negates). These creatures must be able to hear to be affected. Spell resistance can prevent deafness.

Plankton Cloud: A writhing stream of tiny plankton exudes out from the source, forming a choking cloud. The cloud spreads 20 feet in all directions and lasts for 1 round per caster level. All sight, even darkvision, is ineffective in or through the cloud. All within the cloud take –4 penalties to strength and Dexterity (Fortitude negates). These effects last for 1d4+1 rounds after the cloud dissipates or after the creature leaves the area of the cloud. Spell resistance does not apply.

A coral or plant-based creature used as a source is not harmed by this spell and is immune to its affects.
Animus Overload

**Discipline:** Metacreativity; **Level:** Gifted blade 1, highlord 1, psion/wilder 1, psychic warrior 1, tactician 1

**Display:** Auditory, Material, Visual

**Manifesting Time:** 1 standard action

**Range:** Touch

**Duration:** Instantaneous

**Saving Throw:** Fortitude partial; **Power Resistance:** No

**Power Points:** 1

This power allows the manifester to cause the power of the already-unstable animus within a target to lose containment and become explosive within the target’s body. When manifesting this power, the manifester makes a touch attack against the target and he may cause 1d4 points of animus in the target to erupt within them (consuming the point of animus), causing 5 points of damage per animus point consumed with this ability. Th target of this ability may make a Fortitude save to negate the damage while they release the dangerous animus from their body, but the animus targeted by this power is consumed. If the target does not possess animus, this power has no effct.

**Augment:** If you spend an additional 2 power points points, you may alter the range of this power to close range (25 feet + 5 feet per two manifester levels) and make the attack as a ranged touch attack.

If you spend an additional 2 power points, you may consume and explode an additional 1d4 points of animus within the target.
Apprentice Chef

*You have begun to take your first steps in becoming a chef.*

**Benefit:** You gain the ability to shape the Chef’s Armory veil. If you do not have any class levels in a veilweaving class, you may choose to use intelligence, wisdom, or charisma for your veilweaving attribute. If you later gain a level in a veilweaving class, this veil uses that class’s veilweaving modifier for this veil. Treat your veilweaving level as 1/2 of your non-veilweaving class levels higher (minimum 1) for determining effects related to the Chef’s Armory veil. This effect cannot give you more veilweaving levels than you have hit dice.

You gain 1 point of essence.
Appraiser's Goggles

**Aura** moderate divination; **CL** 9th

**Slot** eyes; **Price** 14,600 gp; **Weight** 1/2 lbs.

These goggles come complete with several magnifying glasses to aid in inspection of rare and mysterious items. It grants the wearer a +2 competence bonus on Appraise checks and Spellcraft checks to identify magic items. Once per day as a move action the wearer can examine a single target within 100 feet, learning its properties as an *analyze construction* spell.

**Construction Requirements** Craft Wondrous Item, *analyze construction*; **Price** 7,300 gp
Black Market Dealings

You walk dark alleys and trade in secrets.

**Benefit(s):** You gain a +4 bonus on Diplomacy checks to access black markets and do not pay the gp cost to do so. You suffer no consequences for failing the check unless you fail by 10 or more.

In addition, you can use the Diplomacy skill to locate merchants who have deeper pockets in a black market or settlement. If you are looking inside a black market, the DC is equal to the black market’s access DC. If you are looking more widely in a settlement, use the black market’s access DC + 5 (if a settlement has no black market, the DC is 30; PCs can apply the settlement’s Crime modifier to their checks). If successful, you can treat the black market or settlement as one step larger for the purposes of base value, items available, and purchase limit. If the settlement was already a metropolis, nearly all minor and medium magic items are for sale, as well as 3d8 major magic items; the base value is 32,000 gp; and the purchase limit is 200,000 gp. If the black market was already an underworld, nearly all minor and medium magic items are for sale, as well as 4d8 major magic items; the base value is 64,000 gp; and the purchase limit is 300,000 gp. This benefit does not stack with other ways to increase the effective size of a black market or settlement (such as the black market connections rogue talent). You can attempt this check only once per week.
Balor Whip (Mythic)

You can drag distant foes toward you with your whip.

Prerequisite: Balor Whip.

Benefit: You gain a bonus equal to half your tier on drag combat maneuver checks with your whip. This bonus stacks with that granted by Balor Whip.

Furthermore, you can make an attack of opportunity with your whip against any creature that attempts a drag maneuver against you, unless it also has this feat.
Argent King’s Scepter

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

**Level:**6

**Prerequisites:**Two Silver Crane maneuvers

**Initiation Action:**1 standard action

**Range:**Melee attack

**Target:**One creature

**Duration:** Instantaneous

The initiator of this strike holds his weapon aloft briefly, allowing it to fill with holy wrath before striking the blazing weapon down with righteous finality. This strike inflicts an additional 12d6 points of damage and heals the initiator for 60 points of damage.
Armored Blade

Although most soulknives choose to focus their
psionic energy into weapons they can wield, some have
chosen to channel their energy into a more defensive
form, creating armor to protect themselves as well as
the weapons to strike at their enemies.

Mind armor can be formed as light, medium, or heavy
form. Light form is treated in all ways (except visually)
as a masterwork chain shirt. Medium form is treated
in all ways (except visually) as masterwork chainmail.
Heavy form is treated in all ways (except visually) as
masterwork splint mail. Mind armor is treated like a
mind blade in all other ways (breaking, null psionics
fields, etc) and can be dismissed as a free action.
An armored blade is always considered proficient in
her mind armor.

This replaces the form mind blade class feature,
but counts as form mind blade for prerequisites or
requirements.

This replaces the shape mind blade class feature,
but counts as shape mind blade for prerequisites or
requirements.

as indicated on **Table: Mind Armament Progression** (below). The enhancement bonus for mind armor is
unaffected if the armored blade shapes two mind blades. The armored blade can select armor special abilities from the following.

This replaces the enhanced mind blade class feature,
but counts as enhanced mind blade for prerequisites or
requirements.
Arrow of Forgotten Graves

**Aura** strong necromancy; **CL** 13th

**Slot** none; **Price** 456 gp; **Weight** –

An *arrow of forgotten* graves has various religious symbols of death and burial rites etched along its shaft. This *+2 phantom ammunition arrow* bears a powerful curse. If an *arrow of forgotten graves* is used to kill a living creature, the arrow’s curse is placed upon the corpse. Anyone that views the corpse must make a DC 19 Will save or forget ever seeing the corpse. The creature treats the corpse as if it didn’t exist for the next three days, failing to notice its presence, smell, and so on. At the end of this time, if the creature perceives the corpse again, it must make the saving throw again or forget seeing the corpse for another three days, repeating this cycle until it makes its saving throw. This is a mind-affecting effect. A creature that witnessed the victim being killed by an *arrow of forgotten graves* gains a +2 bonus on their save against the memory-altering effect. A creature that succeeds on its Will save does not need to make any further saves to perceive the corpse, regardless of how much time passes. The creature that fired the *arrow of forgotten graves* automatically succeeds on its saving throw to perceive the corpse. The curse upon the corpse is permanent, but can be removed with a *break enchantment*, *limited wish*, *miracle*, *remove curse*, or *wish* spell (DC 24 to remove).

**Construction Requirements** Craft Magic Arms and Armor, *disintegrate*, *major curse*UM, and either *memory lapse*APG or *modify memory*; **Price** 228 gp
Apprentice's Whetstone

**Aura** faint transmutation; **CL** 4th

**Slot** none; **Price** 1,250 gp; **Weight** 1 lb.

At first glance, this appears to be a simple whetstone, and can be used as such to keep weaponry in good condition. However, an *apprentice’s whetstone* makes weapons sharper than most. By spending 15 minutes sharpening a bladed weapon, the weapon gains a +1 bonus to damage rolls for the next 8 hours or until the weapon loses any hit points, whichever comes first. This effect works on both mundane and magical items. In addition, three times per day the user can press the whetstone to any item and speak a command word to repair it, as the spell *mending*. This effect always works on magic items, regardless of their caster level.

**Construction Requirements** Craft Wondrous Item, *keen edge*, *mending*; **Price** 625 gp
Bogger

Boggers were once seafolk. However, that connection is distant and, at best, rarely spoken of. Transformed and mutated by their dark devotion to the goddess of suffering, Sarla, boggers are vicious and vile representations of seafolk.

Not only have their bodies twisted to better represent their feral nature, but their minds and outlook have as well. Bogger societies (a loose term at best) are disgusting parodies of civilized politics. Faux courts are ruled by the bogger with the strongest arm. Disputes are not handled civilly, and often result in the weakest bogger being eaten by the strongest. Despite the cruelty of these ‘courts,’ boggers do affect the titles and procedures they imagine the other races do.

Though physically weaker than most merfolk species, boggers are not to be taken lightly. Years of being bullied and beat back has taught the boggers to rely on stealth, subterfuge, and shock. Boggers as a whole are remarkably sneaky; backstabbing and assassination are considered proper forms of combat to them. In addition to these underhanded tactics, boggers are also masters of cavalry combat. They seem to have an almost empathic bond with sea cats, their favored mounts.

## BOGGER CHARACTERS

* **+2 Dexterity, +2 Constitution, -2 Strength, -4 Charisma:** Boggers are flexible and sturdy; however, their deformations have left them diminutive and grotesquely feral-looking.
* **Small:** Boggers are Small creatures. They gain a +1 size bonus to AC and attack rolls, a -1 penalty to CMB and CMD, and a +4 size bonus on Stealth checks.
* **Aquatic:** Boggers are aquatic and can breathe water. Their land speed is only 5 feet, but their swim speed is 60 feet. They are amphibious but dislike spending time above water.
* **Vision:** Boggers’ eyesight is well-adapted for life beneath murky waters. They possess low-light vision and have darkvision out to 60 feet.
* **Claws:** Boggers have a natural claw attack.
* **Sea Riders:** Boggers receive a +4 racial bonus on Ride checks.
* **Languages:** Boggers begin play with Common and Aquan. For bonus languages they can choose from any of the common undersea tongues.
Believer's Boon (Mythic)

Your deity rewards you for your faithfulness.

Prerequisite: Believer’s Boon.

Benefit: You add your mythic tier to your effective cleric level to determine the effect of the 1st-level domain power you select, and you add one-half your mythic tier (minimum 1) to the number of rounds or times per day you can use that domain power.

In addition, if your mythic tier equals or exceeds the minimum level for a domain power granted beyond 1st level, you can expend one use of your mythic power to use that ability once (or to use that ability for a number of minutes equal to your mythic tier, if it is a constant ability like the fire resistance ability granted by the Fire domain), with your effective cleric level for this ability as described above for all purposes other than the number of uses you gain of the ability.

Special: If you have taken the non-mythic Believer’s Boon feat two times, this mythic feat’s benefits apply to both domains.
Arcane Mind

Not all psionic initiates have access to a tradition of
masters passing down uncovered secrets and techniques
to help them unlock the powers of their mind. Rather,
some are students of the wizardly arts who, through the
mental discipline of arcane magical training and ritual,
have instead discovered how to tap into and focus their
own psionic power. Some of these psions might be
from savage tribes; others might hail from lands where
psionics are simply not commonplace; some are merely
aspiring students of wizardry whose innate psionic
talents far outshine the arcane potential they had
attempted to awaken.

### **Arcane Trappings**

The arcane mind replaces all
displays with verbal and somatic components, as his
training and studies have caused him to use ancient
words and mystic movements to manifest his powers.
In addition, he suffers from arcane spell failure when
wearing armor, but rolls the chance twice and takes the
better result.

### **Mysterious Magic**

Since he is actually manifesting
psionic powers, but with all the arcane trappings, this
makes it difficult to correctly identify what the arcane
mind is actually doing. The DC of Spellcraft checks to
recognize the power the arcane mind is manifesting is
increased by the arcane mind’s Intelligence modifier.

### **Strange Synergy**

The arcane mind’s study of arcane
magic coupled with his psionic abilities allows him to
easier push through innate resistances. When making a
manifester check to overcome spell or power resistance,
the arcane mind gains a +1 bonus to his rolls. This bonus
increases to +2 at 10th level.

### **Mystic Bond**

An arcane mind gains a familiar as a
wizard, but the familiar has the share power ability
of a psicrystal instead of the share spell ability of the
familiar. The familiar counts as having Psicrystal
Affinity for the purposes of feat prerequisites, including
for Psionic Containment.

This ability replaces the bonus
feat normally gained at 1st level.
Bestial Dash

**Discipline:** Brutal Crocodile (Strike)

**Level:** 2

**Initiation Action:** 1 standard action or [G]

**Range:** Melee

**Target:** One creature

**Duration:** Instant

Prey in hand, the initiator rushes across the battlefield. Make a move action using your standard movement speed as opposed to your diminished grappled speed. This movement provokes attack of opportunity as normal. Creatures you are grappling move with you, maintaining the same relative position to you all throughout the movement. If a grappled creature would end its turn in the same space as another creature or object or would collide with an object or creature in a way that would stop it being moved, both entities take 2d10 damage.
Athanatic Channeler

Athanatic channelers are capable of manipulating the
energy of death, capable of turning the dark energies
of the dead against them in an almost ironic form:
Fear. Furthermore, their familiarity with the powers of
death—and with their own fear of mortality—allows
them to create a phantom wholesale from their own
minds.

per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Power Points). Her race may also provide bonus
power points per day, as may certain feats and items.

### **Powers Known**

An athanatic channeler begins play
knowing one athanatic channeler power of her choice.
Each time she achieves a new level, she unlocks the
knowledge of a new power.

Choose the powers known from the dread power list
in chapter 5 of *Ultimate Psionics*. (*Exception*: The feat
Expanded Knowledge does allow an athanatic channeler to
learn powers from the lists of other classes.) An athanatic
channeler can manifest any power that has a power point
cost equal to or lower than her manifester level.

The total number of powers an athanatic channeler
can manifest in a day is limited only by her daily power
points.

An athanatic channeler simply knows her powers;
they are ingrained in her mind. She does not need to
prepare them (in the way that some spellcasters prepare
their spells), though she must get a good night's sleep
each day to regain all her spent power points.

The Difficulty Class for saving throws against
athanatic channeler powers is 10 + the power's level + the athanatic channeler's Wisdom modifier.

This ability replaces spells.

### **Talents**

Athanatic channelers learn minor powers
they can use at will to aid them in a variety of ways. At
1st level, an athanatic channeler gains two talents from
the dread talent list.

This ability replaces knacks.

### **Psionic Bond (Su)**

At the athanatic channeler’s option,
she can have any power (but not any psi-like ability)
she manifests on herself also affect her phantom. The
phantom must be within 5 feet of her at the time of the
manifestation to receive the benefit. If the power has a
duration other than instantaneous, it stops affecting the
phantom if the phantom ends its movement more than 5
feet away from the athanatic channeler.

This ability replaces the share spells ability of
the athanatic channeler’s phantom. If the athanatic
channeler does not have a phantom, they can still gain
this archetype, although they do not gain this ability.

### **Nightmares Made Real (Sp)**

At 4th level, an athanatic
channeler can detect beings who are normally impervious
to common fears, and show them the full reality of
their mortality. This ability functions as the normal
spiritualist's *detect undead* spell-like ability, except that
it detects creatures that are immune to mind-affecting
and/or fear effects rather than undead. Whenever an
athanatic channeler detects a creature with this ability,
she can treat that creature as if it was not immune to
such effects for the purposes of being affected by her
athanatic channeler powers for a number of rounds
equal to her Wisdom modifier.

This ability alters detect
undead.
Axe of the Hungering One

**Descriptors:** Enhanced (greataxe), Variant

**Class:** Daevic, Kheshig, Soulforge

**Slot:** Wrists

**Saving Throw:** None

*Gore drips from the blood-soaked silk that wraps your wrists, flowing into your awaiting hands to form a massive axe that hungers for the vitae of your* foes.

This veil is a variant of the Cernavog’s Blood Hunger veil.

Shaping this veil allows you to conjure a rusted axe of bloody demonic akasha. This axe functions as a greataxe, save that it deals 3d6 damage on a hit (2d6 for a small creature, 4d6 for a large creature). At the beginning of each of your turns while wielding this axe, you suffer a -2 penalty to your AC to gain a number of points of temporary HP equal to 3 + your base attack bonus until the beginning of your next turn. This ability also triggers immediately upon conjuring the axe if this ability has not triggered yet this round.

Whenever you successfully damage a creature using this axe, it drinks from the blood and vitae of your foe and grants you temporary hit points equal to your veilweaving modifier (minimum 2). These temporary hit points do not stack with themselves, last for 1 minute, and stack with the temporary hit points granted by the base effects of this veil. You do not gain these temporary hit points when striking a creature with fewer Hit Dice than half of your veilweaving level (rounded down) or when striking creatures immune to bleeding.

**Essence:** For each point of essence invested in this veil, you gain an additional 2 temporary hit points when you strike a target with the axe created by this veil.

**Chakra Bind (Wrists):** Binding this veil to your Wrists chakra causes the veil to hunger for the blood of foes it has tasted once before. Whenever you hit and damage a creature that isn’t immune to bleeding using the axe created by this veil, the veil begins to hunger for the blood of that creature. You can locate creatures the veil hungers for within 60 feet of you, as per the lifesense universal monster ability. You can track this creature as if you had the scent ability, and may use your veilweaving level in place of your ranks in the Survival skill for these purposes. These bonuses last for 24 hours, until the axe begins to hunger for a different creature, or until the veil is unshaped (whichever happens first). For each point of essence invested in this veil, you gain a +2 insight bonus to Survival checks made to track creatures the veil hungers for.

You can cause the veil to hunger for the blood of a specific creature by pouring a vial of the creature's blood over the blade of the axe, granting you the above benefits against that creature as if you had damaged them using the axe.

Whenever you strike a creature the veil hungers for, your attack deals an additional 2 points of bleed damage, or 6 bleed damage on a critical hit. This bleed damage stacks with itself, and with all other sources of bleed damage. For every 2 points of essence invested in this veil, this bleed damage increases by 1 point (or 3 points, on a critical hit).
Aqueous Coalescence

**Discipline:** Psychokinesis; **Level:** Aquanaut 4, psychic warrior 4

**Display:** Mental and visual

**Manifesting Time:** 1 standard action

**Range:** 20-ft.

**Area:** 20-ft. radius emanation, centered on you

**Duration:** 1 min./level

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

**Power Points:** 7

Using kinetic energy, you strengthen the bonds of the water molecules around you, thickening the water in the affected area into a gel-like consistency. The effect remains centered on you, and does not hamper you in any way. However, other creatures moving through the area of affect swim at half their normal speed and take a –2 penalty on all melee attack and melee damage rolls. The thickened water prevents effective ranged weapon attacks (except for magic rays and the like). Buoyancy acceleration is canceled out for a creature or object that moves through the area of effect. While inside of the area, the maximum rate of movement due to buoyancy is 10 feet per round (sinking or floating).A creature cannot take a 5-foot-step while within this area. Water currents moving slower than 100 feet are negated within the effect of this power. Currents moving 100 feet or faster instantly dissipate this power.
Antipaladin

## Archetypes

* Abyss Wielder (Akashic)
* Bloodmaven (Path of War)
* Perilous Rider (Akashic)
* Warrior of Darkness (Paths of Magic)

## Class Options

* Antipaladin Spells
* Cruelties

## Favored Class Bonuses

* **Ethumion:**Add +1 foot to the size of all the antipaladin's aura class features. This option has no effect unless the antipaladin has selected it 5 times (or another increment of 5); an aura of 14 feet is effectively the same as a 10-foot aura, for example.
Aura of Decay

**Discipline:** Athanatism; **Level:** Psion/wilder 4, vitalist 4

**Display:** Material and olfactory

**Manifesting Time:** 1 standard action

**Range:** Object touched

**Area:** 40-ft. radius emanating from the touched object

**Duration:** 2 hours/level

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

**Power Points:** 7

You deeply infuse one object with the power of decay.
Creatures in the area of this power must succeed on a
Will save or suffer a -2 penalty on saving throws against
ghost special attacks (such as malevolence, corrupting
gaze, etc.). This penalty increases by one for each hour
that they remain within the area of this power. Those
that succeed on the saving throw are immune to this
manifestation of this power. In addition, non-magical
objects also rot away over time when exposed to this
power, suffering 1d10 points of damage each hour,
ignoring hardness.

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

1. By expending your psionic focus, you and any objects you carry or wield are immune to this manifestation.

2. You may spend an additional 2 power points to cause rapid aging in those affected. Those that fail the Will save also suffer 1 point of ability damage to Strength, Dexterity, and Constitution for each hour that they remain in the area of this power.

3. By spending 4 additional power points, you reduce the hardness of all non-magical objects in the area by 2. For each hour that an object remains in the area of this power, its hardness is reduced by a further 2. After two hours have passed, and after every two hours that passes thereafter, the hardness of magical objects in the area is reduced by 2 as well. These objects receive their own Will save to resist this power.