recursal/Fanatic-Fandom huggingface dataset:
Crown of Focused Power

**Price** 7,000 gp (normal), 20,000 gp (greater)

**Aura** moderate transmutation; **CL** 9th

**Slot** head; **Weight** 3 lbs

This ornate silver crown seems to have a streak of gold that runs through the length of it, and a four pointed gem adorning the front of it that glows when charged. When its wearer uses the gather power class feature, they can choose to store that power inside of the *crown of focused power* for up to 24 hours. While the crown is charged, the kineticist increases the bonus to attack from elemental overflow by 2, although they cannot use their gather power class feature. As a free action while making an attack with their kinetic blast, the wearer can discharge the crown’s power, reducing the total burn cost of their blast by 1.

A *greater crown of focused power* increases the bonus from elemental overflow by 4 and when discharged can reduce the total burn cost of the wearer’s blast by 2.

**Construction Requirements**

**Cost** 3,500 gp (normal), 10,000 gp (greater)

Craft Wondrous Item, kineticist 9th
Coward's Boots

**Descriptors:** none

**Class:** Guru, Vizier

**Slot:** Feet

**Saving Throw:** none

A fluctuating aura of crystalline energy surrounds your feet and shins, causing each step to propel you forward with increased force.

The Coward’s Boots, despite the name, can propel an intrepid adventurer into the fray just as easily as they can carry him out. A character manifesting this veil increases their base speed by 5 feet.

**Essence:** For each point of essence invested in this ability your base speed is increased by an additional 5 feet.

**Chakra Bind (Feet): [G5, V4]** Binding this veil to your Feet chakra makes you particularly skilled at evading your enemies’ blades. As long as this veil is bound you gain the use of the Essence of Movement feat, even if you wouldn’t otherwise qualify for it, and essence invested in this veil also counts as essence invested in that ability.
Dancing Steel

**School** transmutation; **Level** bard 3, magus 3, medium 3, occultist 3, psychic 3, shaper 3, sorcerer/wizard 3, spiritualist 3, vanguard 3

**Casting Time** 1 standard action

**Components** V, S

**Range** touch

**Target** melee weapon or shield touched

**Duration** 10 min./level or until discharged

**Saving Throw** Will negates (harmless, object); **Spell Resistance** yes (harmless, object)

You animate a weapon or shield to fight in your stead. This grants a weapon the *dancing* special weapon property, or grants a shield the *animated* special armor property. The wielder (or you, if it is unattended) can have the object begin *dancing* or *animating* as part of casting this spell.

The wielder of the weapon or shield can activate the *dancing* or *animated* property one time per three caster levels throughout the spell’s duration (maximum 5), after which the spell is discharged.
Crystal (Psion Discipline)

**Replacement Ability:** The following discipline abilities replace the summoner’s call and ectoplasmic projection abilities of the metacreativity discipline.

### **Crystal Shot (Su)**

Starting at 2nd level, you may expend psionic focus as a swift action to make a ranged attack with a range of 30 feet and two range increments. This attack deals 1d8 piercing damage, threatens a critical hit on a natural 20, and deals triple damage on a critical hit. The damage increases by 1d8 at 5th level and every 3 levels thereafter (2d8 at 5th level, 3d8 at 8th level, and so on). You may use your Intelligence modifier instead of your Dexterity modifier to determine your bonus to the attack roll.

### **Crystal Edge (Su)**

Starting at 8th level, so long as you maintain psionic focus, you add the number of damage dice for your crystal shot ability to all attack and damage rolls with manufactured weapons.
Curse of Chains

**Discipline**: Cursed Razor (Strike)[curse]; Level: 6

**Prerequisites**: Two cursed razor maneuvers

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

**Range**: Melee attack

**Target**: One creature

**Duration**: Instant

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DESCRIPTION

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Phantom chains trail in the wake of your strike and spread through your enemies like wildfire. Make a melee attack. If it hits, it deals weapon damage as normal, and the target must succeed at a Willsave (DC 16 + your initiation modifier) or become cursed and paralyzed for a number of rounds equal to your initiation modifier. While the target is paralyzed by this strike, opponent that ends its turn adjacent must succeed at a Will save (DC 16 + your initiation modifier) or also become cursed and paralyzed for a number of rounds equal to your initiation modifier. Only the initial target spreads its curse in this manner. This strike can paralyze creatures normally immune to paralysis, though such creatures gain a +6 competence bonus on their saving throws.
Corrupting Duality

**School** necromancy; **Level** cabalist 6

**Casting Time** 1 standard action

**Components** V, S

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

**Area** 15-ft.-radius burst

**Duration** instantaneous

**Saving Throw** Fortitude half or Will half, see text; **Spell Resistance** yes

You cannot cast this spell if you are not in either the *formless body* or *opened mind* binding.

A yellowish haze floods the targeted area, withering the bodies and minds of those within before vanishing without a trace. If you are in the *formless body* binding, each creature takes 1d8 Strength, Dexterity, and Constitution damage (Fortitude half). If you are in the *opened mind* binding, each creature takes 1d8 Intelligence, Wisdom, and Charisma damage, instead (Will half).
Collateral Damage

**Discipline:** Metacreativity; **Level:** Marksman 4

**Display:** Material

**Manifesting Time:** 1 swift action

**Range:** Personal

**Target:** You

**Duration:** 1 round

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

**Power Points:** 7

Your arrows explode on impact, ejecting shards of ectoplasmic energy when they hit. Each attack you make with a ranged or thrown weapon this round causes 3d6 points of splash damage to the squares adjacent to your target if you hit. The damage dealt is piercing damage and it is treated as if it were of the same material as your ammunition. Thusly an alchemical silver arrow that strikes your target will deal splash damage that bypasses DR/silver.

If you arrows miss your target, they do not deal any splash damage.

**Augment:** For every two additional power points you spend, the splash damage dealt increases by 1d6.

***Mythic Collateral Damage***

You can change the damage dealt from piercing to the energy type you selected when last you gained psionic focus.

**Augmented (6th):** By expending two uses of mythic power, your splash damage is treated as any alignment your weapon possesses for purposes of bypassing damage reduction. Additionally the duration of this power double to two rounds.
Crystek Attunement

You gain the ability to wield a single crystek device.

**Prerequisites:** Essence Rejection

**Benefit:** You may use crystek devices to emulate the power of akashic veils (see sidebar). You must provide crystallized essence to empower the device. You may re-attune a different crystek device as a move action.

Made by the soul-locked humans of the Brionithic Empire with input from both Zeian and Steamwalker allies, these devices allow extremely limited access to veil abilities for characters without otherwise any capacity to use them. The wielder must be implanted with modified crystals of life and universal essence to become compatible with most crystek devices. Each crystek device is attuned to a single veil from any veilshaping class list when created. They increase the base item cost 50 gp plus 100 gp per effective veilweaving level beyond 1st. An additional 1000 gp cost is added for each potential essence slot beyond the first. A character must have the Crystek Attunment feat and cannot attune a crystek device with a higher effective veilweaver level than they have hit dice. Attuning crystek is a move action. Essence crystals are depleted after one day of powering a crystek device.
Once attuned the user gains access to the base ability of the veil emulated by the device augmented by any currently slotted essence crystals.
Collision

Collision weapons psionically increase their
own mass at the end point of each swing or shot. Such
weapons deal an extra 5 points of damage on each successful
strike, in addition to the weapon’s enhancement bonus.
Bows, crossbows, and slings bestow the extra damage upon
their ammunition.

Moderate metacreativity; ML 10th; Craft Magic Arms and
Armor, *matter manipulation*; Price +2 bonus.
Crystal Hilt

**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 hilt* looks like a crystalline sword with no blade.
A soulknife, or anyone else with the ability to manifest a
mind blade, channels their mind blade through the *crystal*
*hilt* when summoning it. This does not otherwise alter the
action needed to summon a mind blade, the summoner
must simply be wielding the *crystal hilt* and choose to
manifest the mind blade through the hilt.

*Crystal hilts* have 45 hit points and a hardness of 15.

When a mind blade is manifested in this fashion, the
enhancement bonus and the maximum enhancement
bonus of the mind blade is increased by the enhancement
bonus of the *crystal hilt*, although any enhancement bonus
above +5 is lost.

Characters wielding two mind blades only gain the
benefit on the mind blade channeled through the *crystal*
*hilt*. Multiple *crystal hilts* would be needed to affect multiple
mind blades.

Throwing a mind blade while wielding a *crystal hilt* does
not require the crystal hilt be thrown. If forming your mind
blade into two blades, only one is altered by the crystal hilt
unless you are wielding two crystal hilts.

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

**Construction**

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

Not all wilders rely on their emotional instability for
power. The channeler connects to the spiritual realm,
drawing the energy for their outbursts from the spirits
of the environment. The most powerful of their kind
also possess the ability to influence the spirits, gaining
the desired results.

### **Ghost Surge**

The channeler taps the emotions of the
area around her, drawing upon the unquiet dead for
power. She gains the ghost surge surge bond (shown
below).

This ability replaces surge bond.

### **Spectral Memories (Ex)**

Starting at 4th level, when
the channeler uses her wild surge ability, she gains
a +2 morale bonus on one of either attack rolls (calm),
damage rolls (rage), saving throws (fear), or skill checks
(desperation), based on which emotion the wild surge is
currently drawing on.

If the channeler is overcome by psychic enervation
following her wild surge, she still gains the morale
bonus for this use of her wild surge ability, but also
gains a -2 penalty on the other three check types as she is
overwhelmed by ghostly emotions.

At 12th level, the morale bonus increases to +3, and
the penalty is reduced to -1. At 20th level, the bonus
increases to +4, and the penalty is reduced to 0.

This ability replaces surging euphoria.

## **Ghost Surge**

### **Wild Surge and Psychic Enervation**

The channeler
draws power not from her own emotions, but from the
emotions of the spirits of the dead. When a channeler
invokes a wild surge, she chooses one of the following
emotions – calm, desperation, fear, or rage. If the
channeler manifests calm, she reduces the chance for
psychic enervation for this wild surge by 5%. If the
channeler manifests desperation, she gains a number
of temporary hit points equal to her manifester level –
these hit points last five minutes or until the channeler
manifests a different emotion. If the channeler manifests
fear, the power she invoked the wild surge for gains a +1
bonus to its save DC. If the channeler manifests rage, the
power she invoked the wild surge for gains a +2 bonus
on checks made to bypass power resistance. A channeler
overcome by psychic enervation is confused until the
end of her next turn and loses a number of power points
equal to her normal manifester level.

### **Surge Bond**

You gain Negative Energy Affinity as a
bonus feat. You must still meet the normal prerequisites
of the feat.

### **Improved Surge Bond**

At 5th level, the channeler may
share ghostly emotions with allies or enemies. Whenever
she invokes a wild surge, she may share the benefits of
her spectral memories with one ally that she can see
within 20 feet. She may also share ghostly whispers with
an enemy she can see within 20 feet. If they fail a Will
save with a DC equal to 10 + 1/2 the channeler’s level
+ the channeler’s Charisma modifier, they are confused
for one round. This is a mind-affecting emotion effect.
Every four levels beyond 5th, the channeler may choose
one additional target, enemy or ally, for this ability.
Crystal Spaulders

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

**Slot** armor; **Price** 5,600 gp (+1), 22,400 gp (+2), 50,400 gp
(+3); **Weight** 2 lbs

**Description**

*Crystal spaulders* are crystalline plates resembling armor
and are worn on the upper arms and shoulders, although
they take up the armor magic item slot. An aegis, or anyone
else with the ability to create an astral suit or mind armor,
can channel their astral suit or mind armor through the
*crystal spaulders* when creating it. This does not otherwise
alter the action needed to create an astral suit or mind
armor, the summoner must simply be wearing the *crystal*
*spaulder* and choose to create the astral suit or mind armor
through the spaulders.

*Crystal spaulders* have 45 hit points and a hardness of 15.

When an astral suit is formed through *crystal spaulders*,
it gains an enhancement bonus to the armor bonus it grants
equal to the enhancement bonus of the *crystal spaulders*.
In addition, the character gains a number of customization
points to spend equal to the enhancement bonus of the
*crystal spaulders*.

When mind armor is created in this fashion, the
enhancement bonus and the maximum enhancement
bonus of the mind armor is increased by the enhancement
bonus of the *crystal spaulders*, although any enhancement
bonus above +5 is lost.

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

**Construction**

**Requirements** Craft Crystalline Focus, ability to manifest
mind armor or an astral suit; **Cost** 2,800 gp (+1), 11,200
gp (+2), 25,200 gp (+3)
Counter Step

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

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

**Range**: Personal

**Target**: You

**Duration**: Instant

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With a twist of his body or a nimble hop, the disciple of the Broken Blade avoids a blow with a practiced step. The initiator makes an opposed Acrobatics check against an attacker’s melee attack roll. If successful, the initiator may make an immediate 5 ft. step to a location that is not being threatened by his attacker without provoking attacks of opportunity. If no such square exists, then this counter cannot be used.
Circlet of Brass

**Descriptors:** fire

**Class:** Guru, Helmsman, Nexus, Vizier

**Slot:** Headband

**Saving Throw:** none

This veil, first shaped by an ancient efreeti lord, molds Akasha into a brazen circlet that seems to flicker and move like molten flame.

The wearer of this veil is especially potent at controlling the powers of flame. The wearer increases the save DC of any of his spells or abilities which deal fire damage by 1, and gains a +2 insight bonus to damage rolls with those abilities.

**Essence:** For each point of essence invested in this ability, increase the bonus to save DCs by 1 and the bonus to damage rolls by +2.

**Chakra Bind (Headband): [G11, N12, He14, Vi12]** Binding this veil to your headband chakra invests your eyes with fiery energy. As a standard action, you may launch a ray of fiery energy from your eyes with a range of 60 feet. On a successful ranged touch attack, this ray deals 1d6 points of fire damage +1d6 per point of essence invested in this ability.
Crystal Bow

**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 bow* looks like a crystalline bow with no string.
A soulknife with the soulbolt archetype, or anyone else with
the ability to manifest a mind bolt, channels their mind bolt
through the *crystal bow* when summoning it. This does not
otherwise alter the action needed to summon a mind bolt,
the summoner must simply be wielding the *crystal bow*
and choose to manifest the mind bolt through the bow. For
those using their mind bolt in a long variety, the *crystal bow*
need only be on the character’s body to channel the mind
bolt through the *crystal bow*, he does not need to actually
wield the bow.

*Crystal bows* have 45 hit points and a hardness of 15.

When a mind bolt is manifested in this fashion, the
enhancement bonus and the maximum enhancement
bonus of the mind bolt is increased by the enhancement
bonus of the *crystal bow*, although any enhancement bonus
above +5 is lost..

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

**Construction**

**Requirements** Craft Crystalline Focus, ability to manifest
mind bolt; **Cost** 5,600 gp (+1), 22,400 gp (+2), 50,400 gp
(+3)
Current Rider

You have learned how to compensate for water currents.

**Benefit:** For every 5 feet that you sacrifice to fight the effects of a water current, you may subtract 10 feet from how far the current takes you. In addition, you gain a +5 circumstance bonus to any Acrobatics check made to leave a current.

**Normal:** While in a current you travel at a rate equal to the speed of the current, minus any of your base swim speed that you wish to sacrifice to the current.
Crown of Traded Will

**Aura** moderate telepathy; **ML** 11th

**Slot** head; **Price** 20,000 gp; **Weight** 2 lbs.

**Description**

This delicate silver crown bears reflective gems at the
tips of its points. These gems reflect light in strange ways,
creating a dancing swarm of luminescent motes in combat.
As a standard action, the wearer can attempt to briefly swap
minds with another creature. The target must make a DC 19
Will save, or have its mind switched with the wearer’s until
the end of the wearer’s next turn. The crown can be used
once per day.

**Construction**

**Requirements** Craft Wondrous Item, *mind switch*; **Cost**
10,000 gp
Cutthroat

With the ability to create a blade from thin air,
soulknives can be extremely effective assassins.
Cutthroat soulknives work to be even better at
infiltration as well as how to perfectly place strikes
against their opponents.

The cutthroat can expend his psionic focus to double
this bonus for a single Bluff or Stealth skill check.

This ability replaces the bonus feat gained at first level.

a soulknife 8/rogue 1 has a +3d6 sneak attack like a 5th-level rogue, and so on). This ability replaces psychic strike.
Crystal Skin

**Element(s)** earth and light; **Type** utility (Sp); **Level** 2; **Burn** 0

**Prerequisite(s)** flesh of stone and basic photokinesis

Your skin takes on the shine and luster of a perfectly cut gem, allowing your form to catch the light and dazzle opponents. You gain a +1 deflection bonus against rays for every 3 kineticist levels you possess. You can accept 1 point of burn to also apply this bonus against slashing and piercing attacks until you recover burn.
Create Popcorn

**School** conjuration; **Level** Arcanist/sorcerer/wizard 0, cleric/oracle 0, druid 0, hunter 0, warpriest 0

**Casting Time** 1 standard action

**Components** V**,** S

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

**Effect** up to 1 ounce bag of popcorn per caster level

**Duration** instantaneous

**Saving Throw** none; **Spell Resistance** No

Conjures a bag (or bags) of popcorn. Comes with salt and/or butter, although if the caster is of an evil alignment, it can also come with caramel. Although tasty, it is not nutritionally filling and cannot be used as a substitute for actual food. Good for eating with the medic while watching your stalker enact their stupid plan.
Darkness Infusion

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

**Associated Blasts** darklight, gravity, negative, subzero, supernova, void

**Saving Throw** none

Your kinetic blast creates darkness. Treat each square of the path of your ranged attack kinetic blast, the target square of your melee attack kinetic blast, or the area of your area of effect kinetic blast as the center of a darkness effect that lasts until the end of your next turn. This effect counts as a 3rd-level darkness spell with the darkness descriptor.

## **Darkness Infusion, Greater**

**Element(s)** void; **Type** substance infusion; **Level** 6; **Burn** 4

**Prerequisite(s)** darkness infusion

**Associated Blasts** darklight, gravity, negative, subzero, supernova, void

**Saving Throw** none

Your blast creates supernatural darkness, as per the darkness infusion, except it acts as deeper darkness and counts as a 6th-level spell with the darkness descriptor.
Craft Crystalline Focus

You are able to craft crystalline items that focus
psionic energy.

**Prerequisite:** Manifester level 3rd.

**Benefit:** You can craft crystalline focus items that
harness psionic energy such as that for a mind blade,
mind armor, or astral suit. Doing so takes one day for
each 1,000 gp in the item’s base price.
Dark Confinement

**School** illusion (shadow) [darkness, shadow]; **Level** antipaladin 2, cabalist 2, inquisitor 2, nightblade 2, occultist 2, sorcerer/wizard 2, spiritualist 2, witch 2

**Casting Time** 1 standard action

**Components** V, S, M (a spider web)

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

**Target** one creature per level, no two of which can be more than 30 ft. apart

**Duration** 1 round/level

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

Each creature targeted by this spell finds itself unable to enter well-lit areas. As long as *dark confinement* persists, affected creatures must remain within areas of dim light, darkness, or supernatural darkness and cannot willingly enter into areas of normal light or bright light; attempts to do so feel as if struggling against a solid wall. This spell has no effect on creatures that are not in an area of dim light, darkness, or supernatural darkness at the time of casting. If an affected creature is forcefully moved into an area of normal or bright light (such as by a bull rush maneuver), or if the space containing the creature is brought to normal light or brighter, the spell is suppressed for that creature until it moves back into an area of dim light or darker, at which point the effects of *dark confinement* resume (assuming the spell has duration remaining). A creature is not compelled to move back into darker areas if moved in such a manner.
Cyclone

**Element(s)** air or sound; **Type** form infusion; **Level** 4; **Burn** 3

**Associated Blasts** air, blizzard, flashbang, noxious, pollutic, sandstorm, shatterstorm, sonic, sonic boom, thunderstorm, vibration

**Saving Throw** Reflex half

You create a circular rush of wind. All creatures and objects within a 20-foot-radius burst centered on you take half your blast’s normal amount of damage (or full damage for energy blasts). The saving throw DC is Dexterity-based.
Crab Snap

**Discipline:** Surging Shark (Strike) [lock]; **Level:** 2

**Prerequisites:** None

**Initiation Action:** 1 standard action

**Range:** Melee or ranged attack

**Target:** One creature

**Duration:** Instantaneous

Hold fast and don’t let go! Make an attack. If it hits, it deals an additional 1d6 damage and you may attempt to lock the target.

*Call of the Deep:* The target is automatically locked if the attack hits.
Craft Pharmaceutical

You can craft pharmaceuticals.

**Prerequisites**: Technologist, Heal 9 ranks, Knowledge (nature) 9 ranks

**Benefit**: You can create any pharmaceutical or poison. Creating a pharmaceutical takes 2 hours if its base price is 250 gp or less; otherwise, the creation of the pharmaceutical takes 1 day for every 1,000 gp in its price. To create the pharmaceutical or poison, you must use up raw materials costing half of this total price. See Crafting High-Tech Items for more information.
Bred Commander (Mythic)

You possess a long pedigree of ruthless generals and military tacticians, and an army under your command is more difficult to rout as a result.

Prerequisite: Bred Commander.

Benefit: Add half your mythic tier to your class level (instead of just your class level) to your army’s Morale checks in place of your Charisma modifier.
Cross Specialization

**Prerequisite**: 11th level vigilante.

**Benefit**: You are treated as though you possessed either the avenger or stalker specialization for the purposes of which vigilante talents you can select, treating your character level as your vigilante level -4 when selecting vigilante talents with this feat, but for the purpose of the vigilante talents effect, your effective vigilante level is equal to your full character level.

**Normal**: You must select the avenger or stalker vigilante specialization to select talent which require the stated specialization.
Crippling Assault

You are able to paralyze the targets of your ranged and
thrown attacks.

**Prerequisites:** Intimidating Shot, Point-Blank Shot, Staggering Shot, base attack bonus +11.

**Benefit:** To use this feat, you must expend your psionic
focus. As a standard action, you can make a ranged
attack with a ranged or thrown weapon. If the attack
is successful, it deals damage normally and forces the
target to make a Fortitude saving throw (DC 10 + 1/2 your
character level + your Wis modifier) or be paralyzed
until the beginning of your next turn. This paralysis
is only effective against dazed, flat-footed, paralyzed,
staggered, stunned, or unconscious foes. If your attack
misses, you still expend your psionic focus.
Crippling Strike

**Discipline:**Primal Fury (Strike)

**Level:**2

**Initiation Action:**1 standard action

**Range:**Melee attack

**Target:**One creature

**Duration:** Instantaneous

By specifically targeting a victim’s most vulnerable areas, the disciple is capable of rending arterial injuries into his foe. The initiator initiating this maneuver inflicts an additional 2d6 points of damage upon a successful melee attack, and his victim gains the bleeding condition suffering 1d3 points of damage per round until the application of any spell or effect that cures hit point damage or someone staunches the blood with a DC 15 Heal check.
Darkwalker Hood

**Descriptors**: Darkness

**Class**: Eclipse, Promethean, Vizier

**Slot**: Head

**Saving Throw**: None; see text

*“Was it a cloak? A mask? A hood? It shrouded*
*his face, but also everything else. We only knew*
*where he was by looking for what we couldn’t see.”*
*—Bortus the Broken, who lost his arm and his*
*mind on the Night of Long Shadows*

Shaping this veil covers you in a hood of supple
umbral cloth, granting you a +2 insight bonus to
Perception and Sleight of Hand checks.

**Essence:** For each point of essence invested in this veil
the insight bonus to Perception and Sleight of
Hand checks increases by +1. As long as you have
at least 2 points of essence invested in this veil,
you gain the benefits of a constant *see invisibility*
effect whenever you are in an area of dim light or
darkness. If you have at least 5 points of essence
invested in this veil, you gain a constant *true*
*seeing* effect as long as you are in an area of dim
light or darkness.

**Chakra Bind (Head): [E9, P6, V6]** Binding this veil to your Head chakra allows
you to see weaknesses darkness would normally
conceal. As long as you and the target of your
attack are in an area of dim light or darkness, you
add your veilweaver level as precision damage
on all damage rolls. For each point of essence
invested in this veil, you deal an additional 2
points of precision damage. In addition, you gain
a +2 insight bonus on all Knowledge checks made
to identify a creature or its weaknesses, +1 per
point of essence invested.
Blind Warrior

Without sight, you’ve learned to perceive the environment through heightened senses and dedicated training.

**Benefit:** You gain blindsense 30 feet and blindsight 5 feet as long as you are unable to see. For every three hit dice you possess, your blindsense increases by 5 feet. For every six hit dice you possess, your blindsight increases by 5 feet.

**Special:** Upon selecting this feat, you are permanently blinded (if you weren’t previously blind). If you would somehow regain your sight, you immediately lose this feat, and must retrain it instantly.

If a player has chosen to play a blind character via either backstory or taking the Blind Warrior feat, the GM should allow players to stop playing a blind character during the campaign if a player already is or becomes uncomfortable with the concept. Flavour it as magic, a miracle, a result of training, or any other suitable excuse that seems fitting. On the other hand, don’t force a “cure” on the players if they don’t want one, whether through in-game actions or out-of-game decrees. If a player is uncomfortable with another person’s depiction of a blind character, err on the side of deferring to them and asking the player of the blind character to stop. Blind people are the authorities on how to respect blindness.

As a team with disabled members, we encourage you to play blind characters with maturity and to explore the realities of living with blindness. When treated with respect towards blind people, exploring blind characters can be a rewarding learning experience and add gravity to your roleplaying. If you yourself are blind, we hope that we made representing disability positively at the table easier for you.

DISABILITY AND FANTASY
Dark Lord's Ring of Essence-Binding

**Descriptors:** evil

**Class:** Vizier

**Slot:** Ring

**Saving Throw:** none

The tainted essence flowing through this darksome Veil attaches itself to the fading life energy residing in a corpse bringing it back to a crude semblance of life.

The wearer of this veil gains the ability to transform a recently deceased medium humanoid body into a zombie under their control. Use the statistics for a human zombie found in the Pathfinder Roleplaying Game Bestiary. You can only have one creature created by this ability at any time.

Using this ability while a prior instance is still active causes the first creature to collapse into dust.

**Essence:** For each point of essence invested in this ability, the zombie gains an additional 5 hit points and a +1 profane bonus to attacks, armor class, damage, save, turn resistance, and the DCs of any special abilities the zombie may have.

When at least 2 essence is invested, the zombie gains the disease and death burst abilities of the plague zombie. The zombie rot inflicted by this creature dissipates after 24 hours, or when you reshape this veil. Any plague zombies created as a result of being infected also die as the force animating them dissipates. If the wearer invests 4 points of essence in this ability, the zombie’s size increases by 1 category (as the enlarge person spell, but affecting undead).

**Chakra Bind (Ring): [Vi9]** Binding this veil to your Ring chakra causes the zombie to undergo a hideous transformation, becoming a Cairn Wight under the wearer’s control. Because the dark energies animating this creature are magical simulations, this wight cannot create spawn.
Curse of Impending Doom (maneuver)

**Discipline:** Eternal Guardian (Strike) [curse, fear]

**Level:** 7

**Prerequisites:** Two Eternal Guardian maneuvers

**Initiation Action:** 1 standard action

**Range:** Melee or ranged attack

**Target:** One creature

**Duration:** Instantaneous (see text)

The disciple’s curse seeps into the foe’s subconscious, forcing
it to believe failure is just around the corner. Make an
attack. If it hits, it deals weapon damage as normal plus an
additional 6d6 points of damage, and the target becomes
cursed for 24 hours. While cursed by this strike, the target
suffers a –2 penalty on attack rolls, saving throws, and skill,
checks. Whenever an affected target succeeds on an attack
roll, saving throw, or skill, check, the penalty imposed by
this strike increases by –2. Whenever an affected target
fails on such a roll, it must succeed at a Will save (DC 17
+ your initiation modifier) or become panicked for one
round, and the penalty imposed by this maneuver is reset
to –2. A creature under the effect of this strike can choose
to intentionally fail on any of these rolls to make another
saving throw against this effect. If it does, failure does not
cause it to become panicked, nor does it reset the penalty
to –2.
Crush

**Design** manipulation (gravity); **Level** 4

**Casting Time** 1 standard action

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

**Target** one creature or object

**Duration** instantaneous and 1 round, see text

**Saving Throw** Fortitude partial (object); **Spell Resistance** yes (object)

A surge of gravitational force hammers down upon the creature. The target takes 1d6 damage per caster level (max 10d6) from the force. A creature affected is knocked prone and dazed for 1 round. If the target creature or object is not on the ground, the target is immediately shoved downwards, falling up to 5 feet per caster level. If this causes it to strike the ground, it takes double the normal fall damage. A successful Fortitude save halves the damage, halves the distance the target falls (if midair), and negates the prone and daze effects. Whether it makes it saving throw or not, the target is affected as if it were within the area of a *gravity surge* script for 1 round.

**Overload**: For every runic charge overloaded into this script, the damage increases by 1d6 and the maximum distance the creature can be pushed downwards increases by 10 feet.
Call of the Wild

**Design** invocation (natural) [animal]; **Level** 5

This script functions as *call of the hunt*, except you manifest more powerful creatures. When you cast this script, choose one of the following animals: dire apeB1, dire boarB1, dire wolfB1, giant waspB1, grizzly bearB1, lionB1, or young orca (dolphin)B1 (if underwater). You manifest 1d3 of the chosen animal type.

You can only have one casting of *call of the hunt* or *call of the wilds* in effect at the same time. Casting it again dismisses the previously-invoked animals, ending the script early.

**Overload**: For every two runic charges overloaded into this script, you manifest another animal of the same type. Each animal manifested grants a stacking +2 bonus on Survival checks to track.
Cufflinks of the Telekinetic

**Descriptors:** None

**Slot:** Wrists

**Saving Throw:** None

*Weightless pins of silvery akasha form themselves in the wrist-cuffs of your shirt, granting you minor telekinetic abilities.*

Shaping this veil allows you to conjure a hand of telekinetic force to life objects for you. As a move action, you can point to a single unattended object within 25 feet that weighs up to 5 lbs and conjure a hand of telekinetic force to lift and move it up to 15 feet in any direction. The hand floats in place holding the item until the end of your next turn. This hand can be sundered as if it were one of your veils, save that it has no hardness and only needs to be dealt damage equal to your veilweaving level in a single blow to be destroyed.

**Essence:** For each point of essence invested in this veil, the range at which you can affect an item increases by 5 feet and the maximum weight of objects you can lift increases by 2.5 lbs. For every 2 points of essence invested in this veil, the range at which you can move the lifted items increases by 5 feet.
Cutting Gale

**Discipline:**Tempest Gale (Strike)

**Level:**4

**Prerequisites:**One Tempest Gale maneuver

**Initiation Action:**1 standard action

**Range:**Ranged attack

**Target:**One creature

**Duration:**Instantaneous

Your arrows leave wounds which bleed more fiercely than the pinpricks of a thousand lesser archers. Make a ranged attack. If it hits, it deals weapon damage as normal plus an additional 5d6 points of damage and automatically overcomes damage reduction. In addition, a struck target must succeed at a Fortitude save (DC 14 + your initiation modifier) or take points of bleed damage equal to your initiation modifier. The target continues to bleed until the bleeding is stopped via magical healing or a successful DC 15 Heal check.
Crippling Bite

You can bite your opponent’s limbs off.

**Prerequisite:** Carchardian race, Weapon Focus (bite), Str 15, Improved Critical (bite).

**Benefit:** Once per combat, on a successful critical hit you sever a limb. Roll randomly based on the number of limbs possessed by the target. The head cannot be severed with this maneuver.
Creature of Habit’s Medallion

**Aura** faint telepathy; **ML** 1st

**Slot** neck; **Price** 2,000 gp; **Weight** --

**Description**

This silver medallion bears the inscription of an hourglass,
each grain of sand a tiny chip of sapphire. It grants the
wearer the ability to force another creature to repeat its
actions time and again.

When the wearer is successfully hit by an opponent, he
may spend an immediate action to mesmerize that creature,
compelling it to take the same action again on its next turn,
unless it can make a DC 11 Will save. If the situation changes
in such a way that the creature can no longer perform the
same action, it will stand still and take no action for one
turn. This has no other effect on the creature, and it will
defend itself as normal.

**Construction**

**Requirements** Craft Wondrous Item, *déjà vu*; **Cost** 1,000 gp
Crystal Torrent

*Wind begins to swirl, pulling crystalline shards from the air into cyclones of whirling, frigid death.*

**Prerequisite:** Ability to shape two or more Storm veils, ability to shape The Crystalline and The Cyclone Storm veils.

**Benefit:** When at least 3 points of essence are invested in both The Crystalline and The Cyclone, the storms merge in effect, carrying shards of dangerous crystal ice along with the cyclones. If a cyclone you have created enters one of your crystal pillars, or if you create a crystal pillar on top of one of your cyclones, the pillar is picked up by the cyclone, causing it to swirl with deadly ice, destroying the pillar. A cyclone can only pick up a single crystal pillar. Until the end of your next turn, you gain a +1 bonus to your CMB when making bull rushes using that cyclone, plus an additional +1 per 3 essence invested in The Crystalline, and the first creature bull rushed by the affected cyclone is affected as if it triggered the crystal pillar, with a +1 increase to its saving throw DC per 3 points of essence invested in The Cyclone.
Crisis of Breath, Kozak’s

**Discipline:** Telepathy (Compulsion) [Mind-Affecting]; **Leve**l**:** Telepath 3, vitalist 3

**Display:** Auditory

**Manifesting Time:** 1 standard action

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

**Target:** One breathing humanoid

**Duration:** 1 round/level

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

**Power Points:** 5

You compel the subject to purge its entire store of air in
one explosive exhalation, and thereby disrupt the subject’s
autonomic breathing cycle. The subject’s lungs do not
automatically function again while the power’s duration
lasts.

If the target succeeds on a Will save when *crisis of breath*
is manifested, it is unaffected by this power. If it fails its Will
save, it can still continue to breathe by taking a standard
action in each round to gasp for breath.

An affected creature can attempt to take actions normally
(instead of consciously controlling its breathing), but each
round it does so, beginning in the round when it failed its
Will save, the subject risks blacking out from lack of oxygen.
It must succeed on a Fortitude save at the end of any of its
turns in which it did not consciously take a breath. The DC
of this save increases by 1 in every consecutive round after
the first one that goes by without a breath; the DC drops
back to its original value if the subject spends an action to
take a breath.

If a subject fails a Fortitude save, it is disabled (0 hp). In
the following round, it drops to –1 hit points and is dying.
Curing powers or spells can revive a dying subject normally,
so long as this power’s duration has expired; if the power is
still in effect, a revived creature is still subject to Fortitude
saves in each round when it does not consciously breathe.

**Augment:** You can augment this power in one or more of
the following ways.

* If you spend 2 additional power points, this power can also affect an animal, fey, magical beast, or monstrous humanoid.
* If you spend 4 additional power points, this power can also affect an aberration, dragon, elemental, or outsider in addition to the creature types mentioned above.
* If you spend 6 additional power points, this power can affect up to four creatures all within a 20-ft.-radius burst.

In addition, for every 2 additional power points you spend to achieve any of these effects, this power’s save DC increases by 1.

## Mythic Kozak’s Crisis of Breath

Continuing to breathe requires a full-round action instead of a standard action.

**Augmented (5th):** If you expend three uses of mythic power, the target must make a successful save each round it attempts to continue to breathe. Failing the save means the attempt to breathe failed and the action is wasted.
Cortex Strike

You have learned how to overwhelm your enemies
with a burst of energy just before your strike hits,
allowing you to gain that final edge needed to strike a
telling blow.

**Prerequisites:** Psicrystal Affinity, Psionic Weapon,
sneak attack +2d6, Superior Psicrystal (psicrystal
weapon variant).

**Benefit:** When you expend your psionic focus for the
purpose of your Psionic Weapon feat with a psicrystal
weapon, you can add your sneak attack damage to the
regular +2d6 damage this feat provides, even if the
creature isn’t denied its Dexterity bonus. This extra
damage does not affect a creature immune to sneak
attacks.
Crippling Wound

**Discipline:** Leaden Hyena (Strike)

**Level:** 7

**Prerequisites:** Three Leaden Hyena Maneuvers

**Initiation Action:** 1 standard action

**Range:** Melee or Ranged

**Target:** One creature

**Duration:** Instantaneous

Inflicting a massive and strategically-placed wound, you leave your target pouring blood as they become increasingly weaker. Make an attack roll against a creature, dealing 8d6 damage and 2d6 bleed damage on a successful hit. The bleeding can be cured by a Heal check (DC 15 + your initiator level) or by magical healing. However, any attempting to magically Heal the creature must make a caster level check (DC equal to the Heal check DC) or have the spell fail to stop the bleeding. For every round that the bleeding persists, the target suffers a cumulative -1 penalty on attack rolls, AC, and saving throws.
Darkened Axe Style

**Discpline:** Unquiet Grave (Boost); **Level:** 3

**Prerequisites:** 1 Unquiet Grave maneuver

**Initiation Action:** 1 swift action

**Range:** Personal

**Target:** You

**Duration:** 1 round

**DESCRIPTION**

You infuse your attacks with negative energy, draining the life of your victims. When you initiate this boost, your melee attacks deal an additional 2d8 points of negative energy damage for 1 round.
Crown of the Wildspeaker

**Descriptors:** Compulsion

**Class:** Huay, Radiant, Stormbound, Vizier

**Slot:** Head

**Saving Throw:** See text

*A crown of twisted branches, feathers, and gilded leaves rests upon your brow, marking you as a friend to nature.*

You gain the effects of *speak with animals* as a continuous effect, and the starting attitude of animals with 2 or less Intelligence towards you is increased by one step (to a maximum of Helpful). When speaking with animals, you gain a +2 insight bonus on Bluff, Diplomacy, and Sense Motive checks.

**Essence:** For each point of essence invested in this veil the bonus to skill checks made while speaking with animals increases by 1.

**Chakra Bind (Head): [Hu6, R6, St6, Vi6]** Binding this veil to your Head chakra grants you true dominion over the beings of nature. You gain the ability to use *mass suggestion* as an at-will spell-like ability, using your veilweaving level as your caster level and your saving throw with this veil in place of its normal saving throw, however you may only use this spell-like ability to affect animals.

Animals with 2 or less Intelligence who have an attitude of Helpful towards you do not receive a saving throw against this ability. Creatures who succeed on their save against this ability cannot be compelled to perform the same action again for 24 hours, though you may attempt to use this ability on them again if you make a different suggestion.
Crawling in My Skin

*All things are connected, even when they seem separate.*

**Prerequisites:** Veilweaver level 11th, improved skin shift class feature

**Benefits:** You gain the ability to use your skin shift as *swarm skin*. This special skin shift has an essence investment requirement of 3. When taking swarm forms, you treat your veilweaver level as your caster level when determining the effects of the spell.
Dashing Skith

Your swirling skith leads you through the battlefield.

**Prerequisite:** Sorsalsel Style, Disorienting Skith, Acrobatics 8 ranks

**Benefit:** While wielding a skith, you ignore difficult terrain when you charge, run, or withdraw. In addition, when charging with a skith, a hit allows you to roll the skith’s damage dice twice and add the results together before adding modifiers (such as from Strength) or extra dice (such as precision- based damage or dice from weapon abilities). The extra damage dice are not multiplied on a successful critical hit.
Cycling Burst

**Aura** strong evocation; **CL** 13th

**Slot** none (weapon quality); **Price** +3 bonus; **Weight** —

A *cycling burst* weapon functions as a *cycling* weapon, but instead of the weapon switching between the *corrosive*, *flaming*, *frost*, or *shock* properties, it instead allows the wielder to switch between *corrosive burst*, *flaming burst*, *icy burst*, and *shocking burst*.

Even if the *cycling* ability is not active, the weapon still deals its extra elemental damage on a successful critical hit (for whichever property was last active).

**Construction Requirements** Craft Magic Arms and Armor, *elemental touch*APG; **Price** +3 bonus
Crystallize, Ruelle’s

**Discipline:** Metacreativity; **Leve**l: Gambler 6, shaper 6

**Display:** Auditory

**Manifesting Time:** 1 standard action

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

**Target:** One living creature

**Duration:** Permanent

**Saving Throw:** Fortitude negates; **Power Resistance:** Yes

**Power Points:** 11

You seed the subject’s flesh with supersaturated crystal. In
the blink of an eye, the subject’s form seems to freeze over,
as its flesh and fluids are instantly crystallized. Following
the application of this power, the subject appears lifeless.
In fact, it is not dead (though no life can be detected with
powers or spells that detect such).

This power has a chance of being dispelled only by a
manifester of a higher level than you when you manifested
this power. When the power is dispelled, crystal melts back
into flesh, and the subject is in exactly the state he was prior
to being affected by *crystallize.*

## Mythic Ruelle’s Crystallize

Non-mythic effects cannot negate the effect. You can end the effect as a standard action.

**Augmented (5th):** If you expend two uses of mythic power, you can target non-living creatures.