recursal/Fanatic-Fandom huggingface dataset:
Conjure Siege Weapon

**School** conjuration (creation); **Level** sorcerer/wizard 6, vanguard 5

**Casting Time** 1 minute

**Components** V, S, F (a miniature replica of the siege weapon to be summoned worth 1/10gp the original’s cost, see text)

**Range** 0 ft.

**Effect** one siege weapon plus ammunition, see text

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

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

You conjure the components of a common siege weapon. You can summon any siege engine that is Huge or smaller with a base value of 1,000gp or less, such as a light ballista or trebuchet. It must be a siege weapon (i.e. a siege engine that deals damage); for example, you could summon a ram or catapult, but not an assault bridge or a siege tower. You must provide a matching focus for the siege weapon you wish to conjure; the focus is an intricate, silvered replica that costs 1/10 the base gold value of the siege weapon in question.

The siege weapon must be created in an open space adjacent to you. You are not given any specific proficiency in the siege weapon and must still have a crew operate it as normal. The siege weapon is created with one piece of ammunition per two caster levels you have. This ammo is generated in a single, organized stack or pile (as appropriate) in the same space as the siege weapon itself. The created ammo does not have any special properties, but can be enhanced further with magic.
Chilling Grave Defense

**Discipline:** Unquiet Grave (Counter); **Level:** 2

**Prerequisites:** None

**Initiation Action:** 1 immediate action

**Range:** Close (25 ft. plus 5 ft. per 2 levels)

**Target:** 1 creature

**Duration:** 1 round

**DESCRIPTION**

You afflict an attacker with the chill of the grave, sapping the strength from their limbs. You may activate this counter in response to a melee or ranged attack being made against you. The creature making that attack suffers a -4 penalty to its Strength and Dexterity for 1 round. Apply these penalties before calculating the attack and damage rolls for the attack (this may cause the attack to miss).
Classes

### **Classes by System**

The following lists group classes by system, in case you are running a single-system game or simply want to compare classes.

**Akashic:** Crux, Daevic, Eclipse, Fisherking, Guru, Helmsman, Huay, Kheshig, Nexus, Promethean, Radiant, Rajah\*, Soulforge, Spellweaver\*, Stormbound, Thug, Transcendent, Vizier, Volur, Zodiac

**Cerulean Seas:** This page contains rules for converting existing classes to the Cerulean Seas setting, as well as classes specific to that setting.

**Gonzo:**

**Legendary Classes:** Legendary Classes are upgraded and streamlined versions of vanilla classes. They stick to the core idea of the class, but reshape it in a way that makes it unique compared to similar classes.

**Path of War:** Epilektoi, Harbinger, Medic, Mystic, Parasite, Rajah\*, Stalker, Voltaic, Warder, Warlord, Zealot\*

**Paths of Magic:** Archivist, Cabalist, Elementer, Invoker, Nightblade, Saboteur, Shaper, Vanguard, Warden

**Psionics:** Aegis, Cryptic, Dread, Genesis, Highlord, Marksman, Psion, Psychic Warrior, Skipper, Soulknife, Tactician, Thug\*, Vitalist, Voyager, Warpmind, Wilder, Zealot\*

**Spheres of Power:** Archetypes for Spheres classes that interact with other rules on the Library, such as Akasha.

**Other:** Artisan, Godhand, Malefex, Pale Theologian

\* Class falls into two groups.

For a more detailed comparison between various kind of casters, manifester, initiators, and veilweavers, as well as their archetypes, please see this table. (It is unfortunately too large to fit on this website.)

## Retraining

**Editor's Note:** The following is non-official. Several users have requested a retraining synergy ruleset, so I have provided a suggestion.

Hybrid, Alternate, and Legendary classes count as (and have retraining synergy with) their parent classes when determining synergy. For other classes not on the normal list, they count as (and have synergy with) the following classes when determining synergy:

* Alchemist - Cryptic, Kineticist, Medic, Occultist, Parasite
* Barbarian - Warder
* Bard - Highlord, Mesmerist, Rajah
* Cleric - Radiant, Vitalist
* Druid - Stormbound
* Fighter - Aegis, Voltaic, Warlord, Zealot
* Paladin - Daevic, Dread, Soulknife
* Magus - Harbinger, Mystic, Psychic Warrior, Voyager
* Monk - Guru, Medium
* Ranger - Marksman
* Rogue - Eclipse, Stalker
* Sorcerer - Nexus, Psychic, Wilder
* Summoner - Helmsman, Spiritualist, Zodiac
* Witch - Malefex
* Wizard - Psion, Tactician, Vizier

Gonzo classes to be added once they're all actually on the Library.
Combat Training

**Category:** Combat

You learn one 1st-level maneuver from a discipline of your choice. If you are not a member of an initiating class, you can ready this maneuver by spending ten minutes practicing it, and can recover it by taking a standard action to focus. Your initiation modifier for this maneuver is the key ability of its discipline’s associated skill (for example, a discipline with Acrobatics as its associated skill would make Dexterity your initiation modifier), and your initiator level for this maneuver is 1. If you can already initiate other maneuvers or later gain the ability to, the maneuver granted by this trait is added to your list of maneuvers known, and you can recover it as normal for your class. You cannot exchange this maneuver for another maneuver as you level up, nor does it add its discipline to your list of available disciplines.
Cold Snap

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

**Prerequisite(s)** cold adaptation, shroud of water

You chill your shroud of water and send the cold around you, creating an aura of numbing cold around yourself. Until the next time your burn is removed, you can begin or end the cold aura at will as a swift action. The temperature in the area 30 feet around you lowers by 5° F per kineticist level you possess, to a minimum modified temperature of –10° F. If this brings the temperature in the area below 40° F, all creatures within 5 feet of you take a –4 penalty to Dexterity. You are immune to these effects, as are creatures that are immune to cold or that benefit from effects that protect against temperature, such as endure elements.
Control Sound

**Discipline:** Psychokinesis [Sonic]: **Level:** Cryptic 2, Gambler 2, Psion/Wilder 2, Thug 2

**Display:** Auditory; see text

**Manifesting Time:** 1 standard action

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

**Target:** One sound or mixture of related sounds

**Duration:** Concentration, up to 1 min./level; see text

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

**Power Points:** 3

You shape and alter existing sounds. You can target one sound, such as a person speaking or singing, or a group of related sounds, such as the patter of many raindrops or the tramp of soldiers passing by. A sound as quiet as a snapping finger can be controlled. You can substitute any sound you have heard for the target sound. If you attempt to exactly duplicate the voice of a specific individual, or an inherently terrifying sound (such as a dragon’s roar), you must succeed on a Bluff check with a +5 circumstance bonus opposed by the intended listener’s Sense Motive check to avoid arousing suspicion.

You can entirely muffle a noise or magnify a sound to such loudness that it drowns out all other conversation in the immediate area. In this way, you can provide yourself or any with a +4 circumstance bonus on Stealth and audio-based Perception checks.

Alternatively, you can use up the power in an instant. You do this by modulating a sound into a one-time destructive impetus that shatters nonmagical/nonpsionic, unattended objects of crystal, glass, ceramics, or porcelain (vials, bottles, flasks, jugs, mirrors, and so forth) in the area.

## Mythic Control Sound

Add your tier to any Bluff check, Stealth check, or audio-based Perception check while using the power. You can make a 5 foot square completely silent, negating all sound from that square or entering that square. Among other things, this means any creature in that square cannot speak, nor hear, nor perform any action requiring speaking or verbal components.

**Augmented (3rd):** If you expend one use of mythic power, you can cause a number of creatures equal to your tier in range to be deafened for a number of rounds equal to your tier. A successful Fortitude save negates the effect.
Charms of Friendly Interception

**Aura** faint psychoportation; **ML** 3rd

**Slot** varies (see text); **Price** 12,000 gp (pair); **Weight** --

**Description**

These charms come in pairs, consisting of a matching
image etched in a disc of crystal on a small chain. They can
be worn in any slot, but must be worn in the same slot by
two different creatures to be effective. As a standard action,
either character can activate the charm, instantly switching
places with the wearer of the mated charm, as long as they
are within 30 feet (a DC 12 Will save negates if the target is
unwilling). There must be space for each creature in their
new location, or this effect automatically fails.

**Construction**

**Requirements** Craft Wondrous Item, *dimension swap*; **Cost** 6,000 gp (pair)
Charge Psychic Strike

**Discipline:** psychokinesis; **Level:** gifted blade 1

**Display:** Audible, Visual

**Manifesting Time:** 1 move action

**Range:** Personal

**Duration:** Instant

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

**Power Points:** 1

You quickly channel energy from your power pool into your mind blade to create a psychokinetic charge which is released as a free action as part of an attack. This charge inflicts an additional 1d8 points of damage. This functions exactly like the psychic strike class feature and may be used to power blade skills or feats that require the expenditure of the gifted blade’s psychic strike.

**Augment:** For every 4 power points spent, this psychokinetic charge inflicts an additional 1d8 points of damage. If you spend 8 or more power points on manifesting this power, you may manifest it as a swift action.
Conceal Thoughts

**Discipline:** Telepathy [Mind-Affecting]; **Level:** Cryptic 0, dread 0, gambler 0, gifted blade 1, highlord 0, marksman 0, psion/wilder 0, psychic warrior 0, tactician 0, voyager 0

**Display:** Mental

**Manifesting Time:** 1 standard action

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

**Target:** One willing creature

**Duration:** 1 hour/level

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

**Power Points:** Psionic focus or 1

You protect the subject’s thoughts from analysis. While the duration lasts, the subject gains a +10 circumstance bonus on Bluff checks against those attempting to discern its true intentions with Sense Motive. It also gains a +4 bonus on its saving throw against any power or spell used to read its mind (such as *read thoughts* or *mind probe*).

*Librarian Note:* Prior to Ultimate Psionics, this was both a psionic talent and a 1st-level psionic power. They are essentially the same power, with the only difference being that it was a 1st-level power for psions and psychic warriors. As such, they are both on the same page.
Constructed Anatomy

**School** transmutation (polymorph) [metal]; **Level** alchemist 3, magus 3, sorcerer/wizard 3, vanguard 3

**Casting Time** 1 standard action

**Components** V, S

**Range** personal

**Target** you

**Duration** 1 min./level (D)

A low rumble of grinding gears and crackling flames can be heard as you cast this spell. Your appearance becomes slightly different, your flesh shimmering almost like polished steel, your movement more precise and calculated.

This spell turns you partially into a construct. You gain the half-constructARG subtype. This grants you a +2 bonus on saving throws against disease, mind-affecting effects, poison, and effects that cause either exhaustion or fatigue. You do not need to breathe, eat, or sleep for the duration, unless you want to gain some beneficial effect from one of these activities. If you already have the half-construct subtype, this has no effect.

In addition to the above effects, you also receive a +2 size bonus to Strength and a +2 bonus to natural armor, as well as low-light vision and darkvision 60 feet.
Clipped Wings

**School** transmutation; **Level** druid 2, elementer 2, invoker 2, ranger 2, saboteur 2, shaman 2, witch 2

**Casting Time** 1 standard action

**Components** V, S

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

**Target** one creature

**Duration** 1 min./level (D)

**Saving Throw** Fortitude partial; **Spell Resistance** yes

Your magic brings a creature to the ground. On a failed saving throw, the target loses its flying speed and begins to fall. It falls safely to the ground, similar to when a *fly* spell ends. The creature is unable to fly for the duration of this spell’s effects, and takes a penalty to Acrobatics and Fly checks equal to your caster level (max -10). It is still able to leave the ground by non-flying means, such as *levitate*.

A Fortitude save prevents the creature from losing its fly speed and reduces the Acrobatics and Fly check penalties by half (max -5).
Circlet of Life and Death

**Descriptors:** None

**Slot:** Head

**Saving Throw:** Will (see text)

*Entwined bands of silver and onyx akasha wind their way around your head, forming a tight-fitting circlet.*

Shaping this veil grants you the ability to manipulate the life energy of dying creatures. As a standard action, you can affect a living creature with 0 or fewer hit points within 5 feet of you and affect it with the powers of life or death.

If you choose to use life, the creature is automatically stabilized and does not lose any further hit points. If it later takes damage, it continues dying normally.

If you choose death, the creature must make a Will saving throw. If it fails, it takes 1 point of damage and begins dying. It can be stabilized later normally.

**Essence:** For each point of essence invested in this veil, the range at which you can affect creatures with this veil increases by 10 feet.
Clan Warden (Xeph)

To most xeph, the clan and hearth are the most
important aspects of life itself. The clan warden always
works to keep them safe against all threats, keeping an
ever watchful eye on the horizon, as well as visitors.
Should danger arise, he is the first to act and the most
decisive of the clans defenders.

### **Weapon and Armor Proficiencies**

The clan warden
does not gain the favored weapon of his diety (if any),
and instead gains proficiency with the xephyr dagger
and rapier.

### **Domain**

The clan warden’s domain must be selected
from the community, liberation, protection, travel, or
war domains.

### **Judgment**

When defending his home community, the
clan warden treats his class level as three higher when
determining the effect of his judgment. The clan warden
chooses his home community by residing there for at
least a month and may only have one home community
at any time.

### **Warden’s Gaze (Ex)**

Clan wardens are skilled at
noticing threats and deception in their community.
The clan warden gains a +2 bonus on initiative checks
and Knowledge (geography), Perception, Stealth, and
Survival skill checks when he is in his home community.
At 8th level and every five levels thereafter, the skill
bonus and initiative bonus increases by +2.

This ability
replaces stern gaze.

### **On the Scene**

Starting at 2nd level, a clan warden’s
natural speed and agility is bolstered while within his
home community, granting him a +5 ft. morale bonus to
his base speed. This ability does not function if the clan
warden is wearing medium or heavy armor or when
carrying a medium or heavy load.

This ability replaces
track.

### **Tactician (Ex)**

At 3rd level, a clan warden receives
a teamwork feat as a bonus feat. He must meet the
prerequisites for this feat. As a standard action, the clan
warden can grant this feat to all allies within 30 feet who
can see and hear him. Allies retain the use of this bonus
feat for 3 rounds plus 1 round for every two levels the
clan warden possesses. Allies do not need to meet the
prerequisites of these bonus feats. The clan warden
can use this ability once per day at 3rd level, plus one
additional time per day at 5th level and for every 5 levels
thereafter.

This ability replaces solo tactics.

### **Protect the Community**

At 6th level, the clan warden
has learned to share his innate abilities to protect his
allies. As a swift action, the clan warden can expend his
psionic focus to grant a number of allies up to half his
Wisdom modifier (minimum 1) the benefits of his racial
burst ability. This consumes a daily use of the racial
ability and the clan warden does not gain the benefit of
the racial ability.

This ability replaces the teamwork feat
normally gained at 6th level.
Construct Hacker

**Element(s)** machine; **Type** utility (Su); **Level** 4; **Burn** 0

**Saving Throw** Fortitude negates; **Spell Resistance** no

With a thought, you can take control of most machines. You can force a construct within 60 feet of you to make a Fortitude save; if it fails, it is treated as having a friendly attitude towards you for a number of minutes equal to your Constitution modifier, despite being mindless. A construct that successfully saves cannot be affected by this wild talent again for 24 hours. While under the effect of this wild talent, you can touch the construct as a standard action and accept 1 burn to increase the duration of this effect to a number of hours equal to your Constitution modifier. You can only affect a number of Hit Dice of constructs equal to two times your kineticist level at a time.

## **CONSTRUCT HACKER, IMPROVED**

**Element(s)** machine; **Type** utility (Sp); **Level** 7; **Burn** 0

**Prerequisite(s)** construct hacker

**Saving Throw** Fortitude negates; **Spell Resistance** no

You can empower your control over machines. Treat this wild talent as construct hacker, except it lasts for 1 hour per level. When you accept burn to increase the duration of this effect, you may increase it to a number of days equal to your Constitution modifier. You can now control a number of Hit Dice of constructs equal to three times your kineticist level at a time.

## **CONSTRUCT HACKER, GREATER**

**Element(s)** machine; **Type** utility (Sp); **Level** 9; **Burn** 1

**Prerequisite(s)** improved construct hacker

**Saving Throw** Fortitude negates; **Spell Resistance** no

You know how to completely dominate machines. Treat this wild talent as improved construct hacker, except constructs are instead affected as if by *dominate monster*.
Chirurgeon

While many alchemists revel in the destruction their creations can cause, the chirurgeon pursues a more subtle art. By studying anatomy and medicine, they not only gain skill at healing, but an adeptness at striking the most vulnerable parts of their enemies.

### **Sneak Attack (Ex)**

At 1st level, a chirurgeon gains the sneak attack ability as a rogue of the same level. If a character already has sneak attack from another class, the levels from the classes that grant sneak attack stack to determine the effective rogue level for the sneak attack’s extra damage dice (so an alchemist 1/rogue 1 has a +1d6 sneak attack like a 2nd- level rogue, an alchemist 2/rogue 1 has a +2d6 sneak attack like a 3rd-level rogue, and so on).

This ability replaces bomb. The chirurgeon cannot select bomb discoveries.

### **Disease Resistance (Ex)**

At 2nd level, a chirurgeon gains a +2 bonus on all saving throws against disease. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 10th level, an alchemist becomes completely immune to disease.

This ability replaces poison resistance and poison immunity.

### **Skilled Hands (Ex)**

The chirurgeon may use their Intelligence modifier when making Heal checks instead of their Wisdom modifier. At 2nd level, a chirurgeon adds half their level on Heal skill checks. At 5th level they gain the skill unlock for Heal.

### **Makeshift Bandages (Ex)**

Starting at 3rd level, when the chirurgeon uses the last use of a healer’s kit there is a 20% chance that they are able to stretch the medicaments and plasters, leaving the kit with one use only they or another chirurgeon can use. This remaining use can potentially be stretched in the same manner. At 7th level, and every 4 levels thereafter, this chance increases by 20%, to a maximum of 100% at 19th level.

This ability replaces multi bomb, empowered bomb, flurry bomb, and ultimate bomb.

### **Rogue Talents**

A chirurgeon can select a rogue talent that adds effects to sneak attack in place of a discovery. At 10th level they can select an advanced rogue talent that adds effects to sneak attack in place of a discovery.
Comprehension

**Design** revelation (insight); **Level** 1

**Casting Time** 1 standard action

**Range** touch

**Target** creature touched

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

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

The touched creature can understand the spoken words of creatures or read otherwise incomprehensible written messages. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The script enables the target to understand or read an unknown language, not speak or write it.

It does not decipher codes or reveal messages concealed in otherwise normal text.

**Overload**: For every runic charge overloaded into this script, you may target an additional creature. All targets must be adjacent to you at the time of casting. If you overload at least three charges into this script, you can also grant the ability to speak all languages, not just understand them. The subjects can speak only one language at a time, although they may be able to understand several languages. This does not grant the targets the ability to speak with creatures who don’t speak, and does not affect the disposition of creatures they converse with.
Charged Water Blast

**Element(s)** air and water; **Type** composite blast (Sp); **Level** --; **Burn** 2; **Aura** conjuration (creation) [electricity, water]

**Prerequisite(s)** electric blast, water blast

**Blast Type** physical; **Damage** half bludgeoning, half electricity

You slam a single foe with a stream of electrically charged water.
Combat Styles (Ranger)

Rangers and other characters who gain combat styles can also select from the following new options. They can choose feats from their selected combat style even if they do not meet the prerequisites. If they wish to take a feat that requires the Weapon Specialization feat (such as Impaling CriticalUC or Point Blank MasterAPG), they must have Weapon Focus with that weapon, instead.

**Firearms**: If the ranger selects firearm style, he can choose from the following list whenever he gains a combat style feat: Amateur GunslingerUC, Deadly Aim, Precise Shot, and Rapid Reload. At 6th level, he adds Improved Precise Shot, Point Blank MasterAPG, Signature DeedUC, and Snap ShotUC to the list. At 10th level, he adds Improved Snap ShotUC and Pinpoint Targeting to the list.

**Huntsman**: If the ranger selects huntsman style, he can choose from the following list whenever he gains a combat style feat: Cover TracksUW, Deadly Aim, Precise Shot, and Skilled Tracker. At 6th level, he adds Hunter’s Aim, Improved Hunter’s BondUW, Spotter’s Call, and Vital Strike to the list. At 10th level, he adds Greater Hunter’s BondUW and Improved Vital Strike to the list.

**Polearm**: If the ranger selects polearm style, he can choose from the following list whenever he gains a combat style feat: Cleave, Cleaving FinishUC, Combat Reflexes, and Polearm Expertise. At 6th level, he adds Great Cleave, Improved Cleaving FinishUC, Lunge, and Whirlwind Attack to the list. At 10th level, he adds Pin DownUC and Strike Back and to the list.

**Quarterstaff**: If the ranger selects quarterstaff style, he can choose from the following list whenever he gains a combat style feat: Improved Trip, Power Attack, Quarterstaff MasterUM, and Two-Weapon Fighting. At 6th level, he adds Greater Trip, Improved Two-Weapon Fighting, Tripping StaffUM, and Tripping StrikeAPG to the list. At 10th level, he adds Greater Two-Weapon Fighting and Tripping TwirlUM to the list.

**Spear**: If the ranger selects spear style, he can choose from the following list whenever he gains a combat style feat: Charging HurlerUC, Power Attack, Powerful Throwing, and Two-Handed ThrowerUC. At 6th level, he adds Distance ThrowerUC, Impaling CriticalUC, Improved Charging HurlerUC, and Precise Shot to the list. At 10th level, he adds Impact Critical ShotUC and Improved Impaling CriticalUC to the list.

**Unarmed**: If the ranger selects unarmed style, he can choose from the following list whenever he gains a combat style feat: Combat Reflexes, Improved Unarmed Strike, Monastic LegacyUC, and Two-Weapon Fighting. At 6th level, he adds Improved Two-Weapon Fighting, Punishing KickAPG, Spring Attack, and Stunning Fist to the list. At 10th level, he adds Greater Two-Weapon Fighting and Improved Spring AttackUW to the list.
Chaosblade (Shaper)

*The rippling chaos of the planes can be controlled with effort, but a chaosblade instead uses it to their advantage. They distort and twist nearby space to create unstable magical effects and bend reality in unpredictable ways.*

#### **Chaos Field (Su)**

At 1st level, a chaosblade is able to warp space to create an area of unstable magic.

As a standard action, the chaosblade can create a chaos field around a point in space she can see within close range (25 ft. + 5 ft./2 levels). The maximum radius of the chaos field is 15 feet; she can make the radius smaller than this, but it must be an increment of 5 feet. This area is considered a wild zone, causing any uses of a spell, spell-like ability, or a magic item within the area to trigger a wild magic surge (see the Wild Magic section in Chapter 4 of *Pathfinder Roleplaying Game: Pathfinder Unchained* for more details).

Creating a chaos field costs 1 quintessence from the chaosblade’s quintessence pool. She must spend 1 point of quintessence at the start of each turn the chaos field is active: the field remains in effect until dismissed as a free action on the chaosblade’s turn or if she starts her turn with no quintessence remaining, whichever comes first. The field is dismissed early if the shaper is knocked unconscious or killed. The chaosblade can only have one chaos field in effect a time; using it again causes any previously-created fields she has to dissipate.

This replaces void.

#### **Flux (Su)**

At 2nd level, a chaosblade can impart chaotic energies upon creatures she hits. Whenever she damages a creature with a weapon attack, she can spend 1 quintessence as a swift action to affect the creature struck. For 1 round, whenever the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. At 8th and 16th levels, the duration of the effect increases by 1 round. A Will save (DC equal to her distortion DC) negates the effect. Once a creature has been subjected to flux (whether it saves or not), it cannot be affected again for 24 hours. This replaces the distortion gained at 2nd level.

#### **Chaos Control (Su)**

At 7th level, the maximum radius of the chaosblade’s chaos field increases to 20 feet, and she can create a chaos field as a move action. Whenever the chaosblade rolls on the wild magic table (whether due to her chaos field or another source of wild magic) she can roll twice and choose either result. This replaces improved void.

#### **Improved Chaos Control (Su)**

At 15th level, the maximum radius of the chaosblade’s chaos field increases to 30 feet, and she can create her chaos field as a swift action. Whenever any creature rolls for a wild magic surge within the area of her chaos field, they must roll twice, and the chaosblade may choose which result is used. This replaces greater void.
Cleanse Spirit

**Discipline:** Psychometabolism (Healing); **Level:** Egoist 6, vitalist 6

**Display:** Material

**Manifesting Time:** 3 rounds

**Range:** Touch

**Target:** Creature touched

**Duration:** Instantaneous

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

**Power Points:** 11

This power cures all ability damage, and it restores all
points drained from a single ability score (your choice
if more than one score is drained). It also eliminates any
fatigue or exhaustion suffered by the target. *Cleanse spirit*
does not restore levels or Constitution points lost due to
death.

*Cleanse spirit* can remove negative levels. It can also
restore one level to a creature that has had a level drained,
if the number of days since the creature lost the level
is equal to or less than your manifester level. In such a
case, *cleanse spirit* brings the creature up to the minimum
number of experience points necessary to advance it to the
next higher level, gaining it an additional Hit Die and level
benefits accordingly.

*Librarian's Note: Level draining does not exist in Pathfinder, the text about that is likely a holdover from 3.5.*

**Augment:** By spending an additional 6 power points,
the power dispels all permanent and temporary negative
levels afflicting the healed creature. The power also
dispels all psionic effects penalizing the creature’s abilities,
cures all temporary ability damage, and restores all
points permanently drained from all ability scores. It also
eliminates fatigue and exhaustion, and removes all forms of
insanity, confusion, and similar mental effects.

## Mythic Cleanse Spirit

*Mythic cleanse spirit* always provides the benefits of the 6 power point augment option without having to spend power points augmenting it.

**Augmented:** If you expend two uses of mythic power, you can manifest this power with a manifesting time of 1 round.

**Augmented (8th):** If you expend four uses of mythic power, *mythic cleanse spirit* removes all negative effects including curses, hexes, and other supernatural effects.
Charlatan

You can fake out practitioners of magic when using your
own superhuman abilities.

**Prerequisites:** Bluff 1 rank, Spellcraft 1 rank.

**Benefit:** Whenever you use a power, psi-like ability,
spell, spell-like ability, or supernatural ability, you may
make a Bluff or Spellcraft check to obfuscate the nature
of your ability. A creature watching you while you use
this ability must succeed at a Sense Motive or Spellcraft
check with a DC equal to your Bluff check result or they
believe that you used a type of effect of your choice from
the above list. They do not gain insight into the exact
nature of your ability; for example, you could fool a
creature into thinking that you’ve cast a spell, but they
will not be sure of what exact spell you’ve cast. If your
ability has obvious components (such as verbal, somatic,
or material components, a psionic power’s display, or a
dragon’s breath weapon erupting from its mouth), then
you take a –5 penalty on your Bluff check. A creature
that succeeds on its check may still make a Spellcraft
check to identify a spell or power being used, as normal.

**Special:** If your campaign uses *Path of War*, you
may use this feat to obfuscate a supernatural martial
maneuver, or to disguise one of the listed effects as a
martial maneuver. If you do, you may make a Knowledge
(martial) check in place of your Bluff or Spellcraft check,
and viewers may attempt a Knowledge (martial) check
in place of their Sense Motive or Spellcraft check. A
maneuver does not have obvious components for the
purposes of this feat.
Cloning Vat

**Price** 10,000 gp

**Slot** none **CL** 15th **Weight** 1,000 lbs.

**Aura** moderate necromancy

This massive metal vat is filled with expensive alchemical components conducive for cloning creatures. *Cloning vats* are usually built within the lab in which they are to be used, and are difficult and time consuming to move once built. Doing so requires discarding the alchemical components stored within it and completely disassembling the vat, requiring a week and reducing its weight to 250 lbs, and for it to be reassembled in a new location and refilled with expensive alchemical reagents, requiring another week and an expenditure of 2,500gp. With a DC 30 Craft (alchemy) check, the initial reagents can be saved and reused, assuming you have a way to safely store and transport 750 lbs of liquid.

When using the *clone* spell, you can use the vat as an additional focus component for the spell, placing the growing clone within it to reduce the time it takes to grow to 1 month. A *cloning vat* can only be used to grow a single clone at once. Removing the clone from the vat without a creature's soul inhabiting it immediately destroys the clone.

When used with the Seeds of Life forbidden knowledge, the *cloning vat* can be used to sustain a single clone seed without an investment of essence on the part of the promethean who created it. A *cloning vat* can only sustain a single clone seed at any one time.

A *cloning vat* can only assist in the growing of clones up to Medium size. Larger *cloning vats* cost an additional 5,000gp and have their weight doubled for each size category they can assist in cloning beyond Medium.

Using a *cloning vat* does not replace the material components required to use the *clone* spell or the Seeds of Life forbidden knowledge.

**Construction Requirements**

Craft Wondrous Item, *clone* or the Seeds of Life forbidden knowledge; **Cost** 5,000 gp
Clockwork Heart

**Element(s)** earth or machine; **Type** utility (Su); **Level** 3; **Burn** --

**Prerequisite(s)** junk blast or metal blast

You have used your power over metal to add clockwork components to your own body. So long as these clockwork components are kept wound (per the winding ability of the clockwork subtype), you gain the benefits of both the Improved Initiative and Lightning Reflexes feats.
Construct Hunter

**Element(s)** earth or machine; **Type** utility (Su); **Level** 4; **Burn** --

**Prerequisite(s)** metal scent

You can detect and locate all constructs within a 60-foot radius as though you possessed blindsight. If you possess 3 or more burn, the area of this wild talent increases to 120 feet (a living creature with any supernatural machine wild talent or significant mechanical parts - such as prosthetics or implants – is treated as a construct for the purpose of this wild talent).
Circumstance Shield

**Discipline:** Clairsentience; **Level:** Gambler 1, highlord 1, psion/wilder 1, psychic warrior 1, sighted seeker 1, tactician 1, voyager 1

**Display:** Auditory

**Manifesting Time:** 1 standard action

**Range:** Personal

**Target:** You

**Duration:** One hour/level or until discharged

**Power Points:** 1

Your shield of insight alerts you to potential dangers and supercharges your reaction time. You gain a +1 insight bonus on your Initiative checks for the duration of the effect. As as an immediate action, even if you are caught flatfooted (an exception to the rule that you cannot normally take immediate actions while flat-footed), you may add this bonus to a single Reflex save as a resistance bonus; doing so ends the effect.

**Augment:** For every 5 additional power points you spend, the insight bonus increases by +1.

## Mythic Circumstance Shield

You add your tier to the insight bonus gained from this effect.

**Augmented:** If you expend one use of mythic power, you add the bonus to your Reflex saves without ending the effect.
Concussion Blast

**Discipline:** Psychokinesis [Force]; **Level:** Gambler 2, psion/wilder 2

**Display:** Auditory

**Manifesting Time:** 1 standard action

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

**Target:** One creature or object

**Duration:** Instantaneous

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

**Power Points:** 3

A subject you select is pummeled with telekinetic force
for 1d6 points of force damage. You can choose to instead
have the power deal an equal amount of nonlethal damage.
*Concussion blast* always affects a subject within range that
you can see, even if the subject is in melee or has cover or
concealment (you cannot use this power against creatures
with total cover or total concealment).

Nonmagical, unattended objects (including doors, walls,
locks, and so on) may also be damaged by this power.

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

* For every 2 additional power points you spend, this power’s damage increases by 1d6 points.
* For every 2 additional power points you spend, this power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power.

## Mythic Concussion Blast

Increase the damage dealt by the power by 50% (round down) and you may make a free bull rush maneuver attempt against affected creatures, using your manifester level, key ability modifier, and mythic tier to determine your CMB.

**Augmented (3rd):** If you expend one use of mythic power, affected creatures are dazed for one round unless they succeed on a Fortitude save, in which case they are instead deafened for one round.
Composite Blast Technique

**Prerequisite(s)**: Kineticist 7th.

**Benefit**: If your primary element grants a composite blast for having an expanded element with it (such as metal blast for earth), you gain access to that composite blast.

**Special**: A fusion kineticist can take this feat a second time at 11th level, applying its effects to their sub element.
Combat Tenacity

*You are able to adapt and respond to numerous changes on the battlefield*

**Prerequisite:** Able to initiate martial maneuvers

**Benefit:** For the purpose of initiating counters, you are not considered to have expended your swift action this turn if you used the action to initiate a boost or entered a stance. For the purpose of initiating boosts and entering stances, you are not considered to have expended your swift action this turn if you used the action to initiate a counter.
Communal Overchannel

You burn the life force of others to strengthen your
powers.

**Prerequisites:** Overchannel, collective class feature.

**Benefit:** When you use the Overchannel feat, you
can instead have a member of your collective take the
damage. They are allowed a Will save to resist this
effect (DC 10 + 1/2 manifester level + your manifesting
ability modifier), in which case you take the damage as
normal.
Clobber

You can trample with your hooves.

**Prerequisites:** Kai-lio, base attack bonus +1.

**Benefit:** When you attempt to overrun an opponent your target may not choose to avoid you. You may make one hoof attack against any target you knock down, gaining the standard +4 bonus on attack rolls against disoriented targets.

**Special:** A kai-lio fighter may select Clobber as one of his fighter bonus feats.
Cleric

## Archetypes

* Abductee (Gonzo)
* Draconic Channeler
* Shadow Priest (Paths of Magic)

## Class Options

* Cleric Spells
* Domains
	+ Psionics Domain
		- Discipline Subdomain
		- Dreams Subdomain
		- Noetics Subdomain
	+ Psychic Domain

## Favored Class Bonuses

* **Aellar:** Increase caster level for spells with the air descriptor by +1/3.
* **Alicorn:** When channelling energy, increase the amount of healing or damage by +1/2.
* **Dreige:** Add +1/2 to damage dealt to fey with spells.
* **Eiremian:**Add +1 to the caster level of any channeling feat used to affect undead.
* **Gamla:** Gain +1/4 use of channel energy.
* **Grendle:** Add +1/4 when healing hit point damage with spells.
* **Half-goblin:** Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the cleric’s Wisdom modifier. The cleric adds +1/2 to the number of uses per day of that domain power.
* **Half-hobgoblin:** Increase attack bonus with a specific weapon by +1/4.
* **Houri:** Add +1/2 to damage healed when the cleric uses channel energy.
* **Mineralite:** Add +1/2 to the cleric’s channeled energy total when healing creatures of the Mineralite subtype.
* **Sobek:** Increase caster level for [Water] spells by +1/3.
* **Suqur:** Increase caster level for Air spells by +1/3.
Criniere of Warding

**Descriptors**: Good

**Class**: Guru, Lunar, Radiant, Vizier

**Slot**: Headband, Neck

**Saving Throw**: None

*Pearlescent armor girds your neck and temples,*
*surrounding you in a potent protective ward.*

Shaping this holy veil grants you a +1 sacred
bonus to AC and on all saving throws against
attacks or effects created by evil creatures.

**Essence:** For each point of essence invested in this veil,
the sacred bonus to AC and saving throws against
attacks or effects created by evil creatures
increases by +1.

**Chakra Bind (Headband): [G11, L10/12, R9, Vi12]** Binding this veil to your Headband chakra
grants you the ability to breathe life into a
touched willing creature or recently slain ally
a number of times per day equal to 1 + your
veilweaving modifier. This ability cures 1d8+1
points of damage plus an additional 1d8+1 per
point of essence invested. Unlike other effects
that heal damage, this ability can bring recently
slain creatures back to life. If used on a creature
that has died within 1 round, apply the healing
from this effect to the creature. If the healed
creature's hit point total is at a negative amount
less than its Constitution score, it comes back to
life and stabilizes at its new hit point total. If the
creature's hit point total is at a negative amount
equal to or greater than its Constitution score, the
creature remains dead. Creatures brought back to
life through this effect gain a temporary negative
level that lasts for 1 day. Creatures slain by death
effects cannot be saved by this ability.

**Chakra Bind (Neck): [G14, L14/L16, R12, Vi14]** Binding this veil to your Neck chakra allows
you to extend its effects out in a 20 ft. aura
around yourself. Any friendly creature within
the aura gains a sacred bonus to AC and saving
throws against attacks or effects created by
evil creatures equal to 1/2 the bonus you are
receiving from the veil’s base effect (rounded
down, minimum 1) (for example, a veilweaver with
4 points of essence invested in this veil would
gain a +4 sacred bonus to AC and saves against
attacks or effects created by evil creatures and
all other friendly creatures within the aura would
gain a +2 sacred bonus). In addition, any evil-aligned creature who attempts to enter the area
of this aura must succeed at a Will saving throw
or be rebuffed, unable to enter the affected area.
Creatures may attempt a new saving throw to
enter the affected area each round. Creatures
who are unwillingly forced into the area, such as
by the veilweaver willingly moving near to them,
automatically succeed at this saving throw.
Command Flora

**School:** transmutation; **Level:** kahuna 4

**Casting Time:** 1 standard action

**Components:** V

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

**Target:**s up to 2 HD/level of flora creatures, no two of which can be more than 30 ft. apart

**Duration:** 1 day/level

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

This spell allows you some degree of control over one or more flora creatures. Affected flora creatures can understand you, and they perceive your words and actions in the most favorable way (treat their attitude as friendly). They will not attack you while the spell lasts. You can try to give a subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries are not allowed.) A commanded flora creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing.

You can affect a number of flora creatures whose combined level or HD does not exceed twice your level. Flora includes plants, coral, sea sponges and other non-mobile sea-life such as anemones and sea fans.
Complete Circuit

**Element(s)** air; **Type** utility (Su); **Level** 6; **Burn** --

**Prerequisite(s)** chain

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

You can select the initial target of a blast with the chain infusion a second time. To do so you must have hit at least two other targets with the same blast, and you cannot select any additional targets after selecting the initial target a second time, regardless of whether it hits or how many damage dice the blast currently has. If this attack hits, the energy from the completed circuit surges inward, dealing your blast’s current minimum damage (accounting for damage die reduction) to any creatures within the area that the blast’s targets encircle (Reflex save for half ); you can accept 1 point of burn to increase this to your blast’s current damage.
Cherenkov Radiation

**SCHOOL** abjuration; **LEVEL** atomic adept 1

**CASTING TIME** 1 standard action

**COMPONENTS** S

**RANGE** personal

**TARGET** you

**DURATION** 1 round/level

You glow with an eerie blue light (as per a torch) for the duration of this effect. Any creature striking you with its body or a hand-held weapon deals normal damage, but at the same time the attacker takes 1d6x10 rads. If the attacker has spell resistance, it applies to this effect. Creatures wielding melee weapons with reach are not subject to this damage if they attack you.
Confluential Partnership

*You have learned to work with another wielder of the storm to combine your storms into a confluence.*

**Prerequisite:** Ability to shape a Storm veil required for a confluence feat.

**Benefit:** When you gain this feat, select a single [confluence] feat with which you have the ability to shape at least one of the veils in its prerequisites. By meeting the following conditions, you and an ally with this feat can merge your storms to form a confluence:

You and your ally must both possess this feat and have chosen the same [confluence] feat using it.

You and your ally must both have shaped one of the two veils required for the chosen [confluence] feat each, and must have both of the required veils shaped between the two of you.

You and your ally must both be within the area of each others Storm veil.

While meeting those prerequisites, you and your ally gain the benefits of the chosen [confluence] feat, using your Storm veil’s statistics and essence when determining any effects related to your Storm veil, and your ally’s Storm veil’s statistics and essence when determining any effects related to their Storm veil.

Additionally, you and your ally’s Storm veils treat the area of the other Storm that is part of the confluence as part of their Storm when determining its area. You and your ally must still remain within the initial area of your respective Storm veils to maintain the conditions required for this feat.

If you have multiple allies with this feat who meet the conditions to trigger a confluence, you may use the benefits of this feat with each ally who meets the conditions at the same time. When determining the effects of the [confluence] feat you choose which ally’s veil you wish to use the statistics of when determining the effects of the [confluence] feat on your veil each time the effect is triggered.

**Special:** This feat can be selected multiple times, selecting a new [confluence] feat each time it is selected.