recursal/Fanatic-Fandom huggingface dataset:
Breath Stealing Wind

**Discipline:**Tempest Gale (Strike)

**Level:**8

**Prerequisites:**Three Tempest Gale maneuvers

**Initiation Action:**1 standard action

**Range:**Ranged attack

**Target:**One creature

**Duration:**Instantaneous (see text)

You fire a single shot that steals the very breath from his target. Make a ranged attack. If it hits, it deals weapon damage as normal plus an additional 10d6 points of damage, and the target must succeed at a Fortitude save (DC 18 + your initiation modifier) or become *silenced*(as the spell) for a number of rounds equal to your initiation modifier.
Burncursed Mutation

Some kineticists are cursed by the patron spirits which provide their gifts, typically as a test to the individual to prove their worthiness. In rare instances, a kineticist can learn to transmute the pain they suffer from exerting their power into magical effects, making them seem that much more like an oracle.

**Restrictions**: Must possess the burn and kineticist’s curse class features.

**Benefit**: A god-touched kineticist with this mutation can select a curse which would normally add spells to an oracle’s spell list (or they can keep their current curse if it does so, if they already possess one through another class feature). They use spells gained this way as if they were universal utility wild talents with a spell level equal to that which an oracle would normally treat it. Any effects dependent upon a mental ability score instead use the god-touched kineticist’s Constitution score. To use a spell gained this way, the god-touched kineticist must accept an amount of burn equal to half the effective spell level.

**Drawback**: Spells gained this way are not learned as spells or added to or included in any spell lists, even if the god-touched kineticist has a cleric’s spell list and could normally learn spells of that level. Whenever they accept burn, a god-touched kineticist with this mutation takes an additional point of nonlethal damage per three kineticist levels they possess for each point of burn they accept (they take this additional damage even if they normally wouldn’t receive nonlethal damage from accepting burn).
Breath of the Black Dragon

**Discipline:** Psychometabolism [Acid]; **Level:** Gambler 6, highlord 6, psion/wilder 6, psychic warrior 6

**Display:** Visual

**Manifesting Time:** 1 standard action

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

**Area:** Cone-shaped burst

**Duration:** Instantaneous

**Saving Throw:** Reflex half; **Power Resistance:** Yes

**Power Points:** 11

Your mouth spews forth vitriolic acid that deals 11d6
points of acid damage to any targets in the area.

**Augment:** For every additional power point you spend,
this power’s damage increases by 1d6 points. For every two
additional damage dice, this power’s save DC increases by 1.

## Mythic Breath of the Black Dragon

Creatures damaged by the power take the same damage each round thereafter for 1 round per 3 manifester levels.
Brutal Misdirection

**Discipline:** Leaden Hyena (Counter)

**Level:** 5

**Prerequisite:** Two Leaden Hyena Maneuvers

**Initiation Action:** 1 immediate action

**Range:** Close (25 ft + 5 ft/level)

**Target:** One creature

**Duration:** Instantaneous

Before your foe can put down their weapon, you deceive them into attacking another target. When a creature makes an attack roll, charges, or casts a spell, you may make a Bluff check against the target’s opposed Sense Motive check or their AC, whichever is higher. On a success, you choose one creature in range of the attacker to be the target of the attack, charge, or spell (if it is an area spell, the spellcaster must target an area that includes the target creature).
Bone Blades

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

You grow out a pair of durable bone spurs from your forearms, granting you two claw attacks which deal each 1d4 bludgeoning and slashing damage. You can retract these claws at will, although you cannot wield a shield while these claws are in use. You can accept 1 point of burn to also enlarge your teeth, granting you a bite attack which deals 1d6 bludgeoning, piercing, and slashing damage until the next time you recover burn.
Brainiac

You inherited a knack for engineering from your father.

**Prerequisites:** Int 13, Knowledge (engineering) 2 ranks, river ningyo.

**Benefit:** You gain a +2 racial bonus on Craft (mechanical) checks, and are considered a hitogoi in regards to maintaining and crafting hitogoi inventions. In addition, you treat any weapon with the word “hitogoi” in its name as a martial weapon.
Boost Construct

Your astral constructs have more abilities.

**Benefit:** When you create an astral construct, you can
give it one additional special ability from any menu that
the construct currently has an ability from.

**Special:** This effect stacks with the Summoner’s Call
ability of the shaper.

## Boost Construct (Mythic)

Your astral constructs are creatures of legendary might and toughness.

**Prerequisite:** Boost Construct.

**Benefit:** Any astral construct you create is considered mythic for the purpose of interacting with other mythic creatures. It doesn’t gain any mythic abilities or powers, but is affected by mythic powers, spells, and abilities as if it were a 1st-tier mythic creature. Additionally, if the astral construct has damage reduction, its damage reduction becomes DR/epic.
Brawler’s Attitude

**Discipline**: Broken Blade (Boost); Level: 1

**Initiation** **Action**: 1 swift action

**Range**: Personal

**Target**: You

**Duration**: Instant

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By using the skill of the empty-handed warriors that came before him, the disciple focuses his will to using his body in less conventional ways in combat. When initiating this boost, the initiator gains a +4 competence bonus to his next CMB check when using his unarmed strike or discipline weapon to perform the following combat maneuvers: dirty trick, disarm, grapple, or trip.
Bookmark

You can leave an imprint behind for as long as you wish, for you to retreat to later.

**Prerequisites:** Afterimage class feature, rewind parallel action.

**Benefit:** As a full-round action, you can set a semi-permanent afterimage on your current location. You can use rewind to return to this location instead of one of your normal afterimages as long as you are within a certain range of it, based on your character level (see below). This afterimage lasts until you rewind to it, or until you set another afterimage using this feat. This ability cannot cross planar boundaries; it only functions if you are still on the same plane as the bookmark.

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Brute Stomp (Mythic)

Your vicious stomping can do serious damage to your foes.

Prerequisite: Brute Stomp.

Benefit: When you make an additional attack with Brute Stomp, the critical threat range of your unarmed strike is increased by an amount equal to 1/3 your mythic tier (rounded down, minimum 1). This does not stack with other increases of critical threat range, such as keen weapons.
Cerulean Seas Feats

All of the feats presented in PSIONICS UNLEASHED are equally available in an aquatic setting and work without the need for any modification. For other psionic feats, only slight adjustments may be needed. Movement and speed in the Cerulean Seas campaign setting always refers to swimming and Swim speed, unless otherwise noted. Likewise, effects that cause an opponent to become prone instead cause an opponent to become disoriented. In an aquatic setting, fire damage usually instead refers to steam damage. For merfolk, feats that refer to kicking instead refer to an attack with the tail or tail slap. Obviously, feats designed exclusively for classes or races that do not exist in the Cerulean Seas campaign setting are not typically available.
Burning Power

You cause creatures to take extra damage when
you affect them with a power that has the acid or fire
descriptor.

**Benefit:** To use this feat, you must expend your
psionic focus. The acid or fire effects of the affected
power adhere to the creature, causing more damage the
next round. When a creature takes acid or fire damage
from the affected power, that creature takes damage
equal to 2 × the power’s level at the start of its next turn.
The damage is acid or fire, as determined by the power’s
descriptor. If a burning power has both the fire and acid
descriptor, the manifester chooses what kind of damage
is dealt by the burning power effect. Using this feat
increases the power point cost of the power by 2. The
power’s total cost cannot exceed your manifester level.

Powers that do not deal fire or acid damage cannot be
used with this feat.
Brutal Dragon’s Stance

**Discipline:**Thrashing Dragon (Stance)

**Level:**7

**Prerequisites:**Two Thrashing Dragon maneuvers

**Initiation Action:**1 swift action

**Range:**Personal

**Target:**You

**Duration:**Stance

A Thrashing Dragon disciple sometimes realizes that the best defense is having a field of lifeless opponents at his feet. By adopting the mannerisms of the rampant dragon, he inflicts heavy, chopping blows that decimate his foes as he wades through their broken forms. While in this stance and wielding two-weapons, the initiator suffers a -2 penalty to AC and gains a damage bonus to all melee attacks and unarmed strikes equal to 2d6 + the initiator’s initiation modifier.
Chakra Focus

*You have further focused the power of one of your chakras, allowing any veil shaped within it to be further empowered.*

**Prerequisites:** Ability to bind veils to a chakra slot, veilweaving modifier +3.

**Benefits:** When you select this feat, choose one of your chakra slots with which you can bind veils to. All veils you shape that could be shaped to that chakra (even if they are shaped in another chakra) gain a +1 bonus to their saving throw DCs. This does not stack with similar feats, such as Ability Focus, Focused Veil or Set Focus.

**Special:** This feat can be selected multiple times, once for each chakra slot you can bind veils to. A single veil can benefit from this feat multiple times, assuming it can be shaped to multiple chakras which are being enhanced using this feat.
Bond of Death

**Discipline:** Athanatism; **Level:** Conduit 2

**Display:** Mental

**Manifesting Time:** 5 minutes

**Range:** Touch

**Target:** One willing animal companion or familiar touched with 3 HD or less

**Duration:** 1 day/level

**Saving Throw:** None; **Power Resistance:** Yes (harmless)

**Power Points:** 3

You reinforce the bond between a master and servant,
allowing them to join in undeath. If the target’s master
dies and is animated as any kind of intelligent undead,
the target immediately dies. They reanimate as a ghost,
retaining all of the same benefits they had in life as a
familiar or animal companion, including the bond to
their master.

**Augment:** For every additional power point spent, the
maximum HD of creature that this power can target is
increased by 1.
Brutal Disruptor

**Parent Class:** Cryptic

Brutal disruptors do not simply see patterns, they focus their skills on destroying them. These cryptics tend to be imposing in demeanor and understand the patterns of their opponents to strike fear into their foes.

### **Skills**

The brutal disruptor adds Intimidate (Cha) as a class skill and loses Disable Device.

### **Intimidating Pattern**

A brutal disruptor adds 1/2 her level (minimum 1) on Intimidate checks made to demoralize a target.

This ability replaces trapfinding.

### **Unnerving Disruption**

Any time the brutal disruptor deals damage with her disrupt pattern ability, she can expend her psionic focus to make a free Intimidate check against the affected opponent.

This ability replaces trapmaker.

### **Channeled Disruption**

A 6th level brutal disruptor has learned to channel her disrupt pattern ability into her melee attacks. The brutal disruptor may use her disrupt pattern ability as part of any or all melee attacks she makes. This is an exception to the rule that disrupt pattern may only be used once per round. The brutal disruptor cannot use her disrupt pattern ability as a ranged attack in the same round that she has used it as part of a melee attack.

This ability replaces swift trapper.
Bracers of Dusk and Dawn

**Aura** moderate evocation; **CL** 7th

**Slot** wrists; **Price** 3,000 gp; **Weight** 1 lb.

This pair of leather bracers each have a distinct rune, one bracer bearing a bright white symbol, the other’s symbol black as coal. With a command word, the wearer of the *bracers of dusk and dawn* can create an aura of light or darkness within a 30 foot radius of himself. This can be either normal light, dim light, or darkness, chosen when the command word is spoken, and lasts until another command is given to either turn off the effect or to change it to a different lighting level. While the light and darkness created by the bracers is magical (therefor overriding natural lighting conditions), it does not have an effective spell level, and as such any magical effects that create light or darkness (even 0-level effects like *dancing lights*) suppress the effects of the bracers.

**Construction Requirements** Craft Wondrous Item, *control light*; **Price** 1,500 gp
Challenger (weapon enhancement)

This ability can only be placed on a melee
weapon. The wielder of a challenger weapon can as a
standard action make a melee attack with the weapon. If
the attack is successful, the wielder can then make a free
Intimidate check to draw the struck creature’s ire. If the
Intimidate check is successful, the struck creature suffers
a -2 penalty to all attack rolls made against creatures other
than the wielder and a 10% failure chance on all spells and
powers that do not target the wielder or have the wielder
in their area of effect. If the wielder expends psionic focus
when making the Intimidate check, he gains a bonus on
the check equal to the weapon’s enhancement bonus. If the
wielder no longer threatens the creature with this weapon
at the end of his turn, or if he strikes another creature, the
link with the first creature ends.

Moderate psychokinesis; ML 7th; Craft Magic Arms and
Armor, *gravitational anchor;* Price +1 bonus
Carapace of Natural Armor

**Aura** faint transmutation; **CL** 5th

**Slot** chest; **Price** 2,000 gp ( +1), 8,000 gp ( +2), 18,000 gp ( +3), 32,000 gp ( +4), 50,000 gp ( +5); **Weight** 4 lbs.

**Description**

This thick vest is usually made from the exoskeleton of
insectoid creatures. The magic is contains hardens the
wearer’s skin, adding another layer of protection giving him
an enhancement bonus to his natural armor from +1 to +5,
depending on the carapace.

**Construction**

**Requirements** Craft Wondrous Item, *barkskin*, creator's caster level must be at least three times the carapace's bonus; **Cost** 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5)
Burn Shard

**Price** 8,000 gp (lesser), 32,000 gp (greater)

**Aura** moderate transmutation; **CL** 8th

**Slot** none; **Weight** --

This small sliver of crystal is completely translucent, although when attuned it flickers with a weak glow. A creature must attune themselves to a *burn shard* over 24 hours to use it. After a *burn shard* has been attuned, once per day it can accept 1 point of burn in place of its owner (although it suffers no ill effects from burn). A *greater burn shard* can instead accept 2 points of burn per day. A creature can only attune themselves to one *burn shard* at a time.

**Construction Requirements**

**Cost** 4,000 gp (lesser), 16,000 gp (greater)

Craft Wondrous Item, kineticist 8th
Control Light

**Discipline:** Psychokinesis [Light]; **Level:** Gambler 1, psion/wilder 1

**Display:** Visual

**Manifesting Time:** 1 standard action

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

**Area:** Nine 10-ft. cubes + three 10-ft. cubes/level (S)

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

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

**Power Points:** 1

By manipulating the ambient light level, you can decrease
or increase the illumination of an area. The change in
illumination can be gradual (taking as long as 1 minute)
or sudden (occurring immediately when you manifest this
power). You can alter the level of illumination from its
original level at any time during the power’s duration.

*Decrease:* You can decrease the light level of an area by
one step (from bright light to normal light, from normal
light to dim light, or from dim light to darkness. Creatures
with darkvision can see in an area of dim light or darkness
without penalty. You cannot create supernatural dark.

*Increase:* You can increase the light level of an area by one
step (from darkness to dim light, from dim light to normal
light, or from normal light to bright light).

*Burst Increase:* You can use this power to increase the
light level of an area by two steps (from darkness to normal
light, or from dim light to bright light), but in such a case the
power’s duration is only 1 round.

This power cannot stack with itself, even when manifested
by another psionic creature, if manifested into the same
area. If multiple manifestations of the *control light* power
overlaps in an area, the light level is decreased or increased
by only one step (or two steps in case of the Burst Increase
manifestation).

## Mythic Control Light

If using *control light* to decrease light, the illumination level in the area drops to darkness regardless of the existing lighting conditions. Non- mythic powers and effects can’t increase the light level in the area. Creatures with darkvision and the power to see in darkness have difficulty seeing through this darkness, and can see as well as a human can in dim light. Creatures in the area of darkness take a –2 penalty on saves against fear.

If using *control light* to increase light, the illumination level in the area increases to at least normal light regardless of the existing lighting conditions. Creatures that take penalties in bright light double those penalties while in the area of bright light produced by this spell. All other creatures in the area of bright light gain a +2 circumstance bonus on Perception checks and saves to resist fear.

**Augmented (3rd):** If you expend one use of mythic power, the duration becomes 10 minutes per level.
Burning Infusion

**Element(s)** fire or poison; **Type** substance infusion; **Level** 1; **Burn** 1

**Associated Blasts** acid, acid rain, acidic bolt, afterburn, blue flame, fire, flensing, forge, green flame, hellfire, injecting, magma, meteor, nightshade, noxious, plasma, thunder flash, ultraviolet, virulent

**Saving Throw** Reflex negates

Your kinetic blast ignites or spills acid upon your foes. Whenever an infused blast hits a foe and penetrates its spell resistance, that foe catches on fire if the blast was a fire-element blast, or is doused in acid if it was a poison-element blast, regardless of whether it takes damage. A foe that catches fire takes 1d6 points of fire damage each round until the fire is extinguished, and a foe doused in acid takes 1d6 acid damage each round until the acid is neutralized (using the same methods as extinguishing a fire). Against a creature on fire from this infusion, any fire kinetic blasts gain a +2 bonus on attack rolls, to DCs, and on caster level checks to overcome spell resistance; the same applies to poison kinetic blasts used against a creature doused in acid from this infusion. This bonus stacks on opponents both on fire and covered in acid for a fire and poison kinetic blast (such as green flame blast).

## **BURNING INFUSION, IMPROVED**

**Element(s)** fire or poison; **Type** substance infusion; **Level** 3; **Burn** 2

**Prerequisite(s)** burning infusion

**Associated Blasts** acid, acid rain, acidic bolt, afterburn, blue flame, fire, flensing, forge, green flame, hellfire, injecting, magma, meteor, nightshade, noxious, plasma, thunder flash, ultraviolet, virulent

**Saving Throw** Reflex negates

This infusion functions as burning infusion except targets that are on fire due to this infusion suffer 2d6 fire damage per round, and those covered in acid suffer 2d6 acid damage per round. The save to end this effect is equal to the DC of this infusion.

## **BURNING INFUSION, GREATER**

**Element(s)** fire or poison; **Type** substance infusion; **Level** 5; **Burn** 3

**Prerequisite(s)** improved burning infusion

**Associated Blasts** acid, acid rain, acidic bolt, afterburn, blue flame, fire, flensing, forge, green flame, hellfire, injecting, magma, meteor, nightshade, noxious, plasma, thunder flash, ultraviolet, virulent

**Saving Throw** Reflex negates (see text)

This infusion functions as improved burning infusion except that any creature ending its turn adjacent to a creature or object affected by this infusion must succeed a Reflex save or else catch fire (if this infusion caused the creature or object to catch fire) or be covered in acid (if this infusion caused the creature or object to be covered in acid) as per this infusion.
Captivity Bond

**Discipline:** Psychometabolism; **Level:** Dread 2, cryptic 2, highlord 3, marksman 2,psion/wilder 3, tactician 3, vitalist 3

**Display:** Material

**Manifesting Time:** 1 standard action

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

**Target:** One living creature

**Duration:** One round/level

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

**Power Points:** Dread 3, cryptic 3, highlord 5, marksman 3, psion/wilder 5, tactician 5, vitalist 5

A thin film of colored oily liquid engulfs your target then appears to be absorbed into their skin, leaving them tinted to match. For the duration of this power, the altered creature can take only nonlethal damage from any source. If they are suffering from ongoing bleed damage, they will bleed nonlethally. This power only applies to effects that deal hit point damage, and it can only be manifested upon creatures that are not immune to nonlethal damage.

***Mythic Captivity Bond***

For the duration of this power, if the target creature performs movement away from the manifester, they take nonlethal damage equal to the resulting increase in distance. For example, a creature moving around obstacles may move 15 feet, but only 5 of those feet might be “away” from the manifester, and thus that movement causes 5 points of nonlethal damage. Movement performed by psychoportive means does not cause the target to take damage.
Citadel Banner

**Descriptors**: None

**Class**: Daevic, Helmsman, Kheshig, Lunar

**Slot**: Shoulders

**Saving Throw**: None

*This banner bears the symbol of a long-forgotten conqueror.*

A banner rises from the shoulders of the veilweaver. As a move action, you may plant this banner into the ground in a space adjacent to you, creating a 5 ft. radius spread (a 10 ft. cube area). This area is referred to as your domain. You cannot place another banner while you have one active but may remove any active banner as a full-round action. You do not need to be near the banner to remove it.

While within your domain, you cannot be forcefully moved, such as by the effects of a bull rush combat maneuver or teleportation, and you gain a +1 insight bonus to attack rolls and AC.

This bonus to AC is doubled against ranged attacks originating from outside of your domain.

**Essence**: Each point of essence invested in this veil increases the bonus to attack and AC by 1 and increases the radius of your domain by 5.

**Chakra Bind (Shoulders): [D10, He11, K8/11, L10/12]** Once per round as a free action, while you are within your domain, you may teleport to any other unoccupied space within your domain.
Bound Self

As a last-ditch effort, you may bind your own soul to
your psicrystal – preventing death at great cost.

**Prerequisites:** Bound Spirit, Psicrystal Affinity, Spirited Psicrystal, manifester level 15th.

**Benefit:** While on the edge of death, you can bind
a piece of yourself into your psicrystal to be granted
another chance. You may only use Bound Self if you
currently have an active psicrystal. You may expend
your psionic focus and gain two permanent negative
levels to use one of the following abilities:

* You may use Bound Self when you would fail a save against an effect that would instantly kill you to automatically succeed on the save.
* You may use Bound Self when you would suffer enough damage to kill you to instead only suffer enough damage to reduce you to 0 hit points.
* You may use Bound Self when you would be reduced to a Constitution score of 0 to instead be reduced to a Constitution score of 1.

If your psicrystal is destroyed while you possess
any negative levels gained from Bound Self, you must
succeed at a Fortitude save (DC equal to 10 + your
manifester level) or die instantly.

**Special:** If you are immune to negative levels, you
may not benefit from this feat.
Bubble

**School** abjuration [force]; **Level** Arcanist 1, bard 1, bloodrager 1, magus 1, skald 1, sorcerer 1, wizard 1

**Casting Time** 1 standard action

**Components** S, F (a mineralite gemstone)

**Range** touch

**Target** one gemstone or other object

**Duration** instantaneous

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

This spell was designed to protect and contain a
mineralite’s gem when their projected form has failed,
or trap a gemstone if it is too dangerous to allow to
reform. You touch a gemstone and encapsulate it in a
translucent bubble of force that prevents the mineralite
within from reforming as long as the bubble remains
intact. Other objects under 1 lb and Fine sized or
smaller may be bubbled, but the bubble is not able to
prevent any abilities these objects might possess.

Unless it is being moved, the bubble will float in place as a floating disc spell. A bubble has a hardness of 1
and 10 hit points, and has a break DC of 10. You can
dismiss a bubble you cast as a swift action.
Breathlink

You can share your ability to breathe water with other creatures that do not have gills.

**Prerequisite:** Feykith subtype

**Benefit:** You may share your ability to breathe underwater with any adjacent creature as a Free Action. There is no limit on the duration, though the effect must be reactivated each round. If the subject is ever not adjacent to you, the effect ends. This effect does not interfere with the subject’s ability to breathe air.

**Special:** You may take this feat more than once. Each time you may add one more person to your breathlink at a time.
Chrono Blast

**Element(s)** time; **Type** simple blast (Sp); **Level** --; **Burn** 0; **Aura** necromancy

**Blast Type** energy; **Damage** untyped

You are capable of firing a blast of raw chronological energy to decay a target. The damage dealt by this blast is 1 step lower than normal (using d4s instead of d6s before other modifications).
Chronostasis

**School** transmutation [chronomancy]; **Level** sharker 3, sorcerer/wizard 3

**Casting Time** 1 standard action

**Components** V, S

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

**Target** one conscious creature

**Duration** instantaneous / one round per level of caster

**Saving Throw** Will negates, see text; **Spell Resistance** yes

The subject is taken out of time and transported without his equipment to a formless pocket realm without gravity or light. There he remains for one round per level of the caster. The subject is then transported back to the same instant that he left, equipment exactly the way it was when the spell was cast. Personal durations and other personal effects (such as bleeding or regeneration) per round have advanced, but everything else not related to the body and mind of the subject remains unchanged. If the subject loses consciousness while it is in the pocket realm, the effect ends as if the duration had expired. If the subject has a negative Karma pool, both the subject and the caster gain 2 Karma. If the subject has a positive or neutral Karma, the caster loses 3 Karma.
Charging Dullahan's Advance

**Discipline:** Unquiet Grave (Stance); **Level:** 7

**Prerequisites:** 3 Unquiet Grave maneuvers

**Initiation Action:** 1 swift action

**Range:** Personal

**Target:** You

**Duration:** Stance

**DESCRIPTION**

Your head vanishes when you assume this stance, leaving behind a dripping, bloody neck stump (this may complicate attempts to identify you). You suffer no ill effects from not having a head, such as blindness or an inability to utilize potions or head slot items. While maintaining this stance, you do not provoke attacks of opportunity for moving through threatened spaces (you may still provoke attacks of opportunity for other reasons). Furthermore, you and other allies within 30 ft. deal additional negative energy damage equal to your initiator level against creatures you are flanking. Your other allies do not necessarily have to also be flanking such creatures.

*Grave Call:* Additionally, an undead creature maintaining this stance may imbue its mount with this power; its mount does not provoke attacks of opportunity for moving through threatened squares (it might still provoke attacks of opportunity for other reasons).
Conjure Tool

**School** conjuration (creation); **Level** bard 0, elementer 0, magus 0, nightblade 0, occultist 0, ranger 1, shaper 1, sorcerer/wizard 0, summoner 0, vanguard 0

**Casting Time** 1 standard action

**Components** V, S

**Range** 0 ft.

**Effect** one tool

**Duration** 10 min./level

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

A handy spell for those that like to be prepared, *conjure tool* creates one of several mundane, non-masterwork tools for your use. You can conjure one of the following tools: crowbar, drill, flint and steel, hammer, saw, sewing needle, shovel, or sledge. The tool appears in your hands, but can be put down or given to someone else.

You can only have one *conjured tool* in effect at a time. If you cast it again, the previously conjured tool vanishes.
Composite Living Veil

*Your form is composed of multiple veils, allowing you to switch between them.*

**Prerequisites:** Living veil racial trait

**Benefit:** Select a single veil. By spending one hour in meditation, you can replace your base veil granted by your living veil racial trait with this veil, treating it as your base veil for all purposes. If you have the ability to bind this veil to its chakra slot, you may do so as part of this hour. You can switch back to your original base veil by spending an additional hour. If you have the Folded Veil\* feat, you can select your base veil as your veil with that feat. When you change loadout, you can swap your base veil with the veil gained from this feat (or vice versa).

**Special:** This feat can be selected multiple times, allowing you to choose an additional veil each time it is selected. If you have the Folded Veil feat and select your base veil with it, you can choose from any of the veils you have selected with this feat (or your base veil) any time you change your loadout. \*The folded veil feat is found in Akashic Classes: Transcendent
Collapse

**Discipline:** Psychometabolism; **Level:** Gambler 1, vitalist 1

**Display:** Auditory

**Manifesting Time:** 1 standard action

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

**Target:** One living creature

**Duration:** Instantaneous

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

**Power Points:** 1

You disrupt the muscles and nerves of the target, causing it to be knocked prone on a failed save.

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

* If you spend 2 additional power points, on a failed save the target is fatigued, sickened, or staggered, at your choice, for 1 round / level, in addition to being knocked prone. Multiple applications of this power do not cause the target to become exhausted.
* If you spend 4 additional power points, on a failed save the target is nauseated for 1 round / level, in addition to being knocked prone.

In addition, for every 2 power points spent augmenting this power, the save DC increases by 1.
Confounding Wit

**Prerequisites:** Charisma 13 or Intelligence 13, Bluff or Intimidate 3 ranks.

**Benefit:** You may, as part of an Initiative check, say a clever one liner (as determined the GM or the target of the feat), or succeed at a Bluff or Intimidate check (DC 10 + the target’s Hit Dice + the target’s Wisdom modifier) against one creature that you can see can hear and understand you. If you succeed, then affected creatures take a -1 penalty on their initiative checks when you have 3 ranks in one of the prerequisite skills, and for every 3 ranks after that this penalty increases by an additional -1. You may only use this feat in a surprise round if you were aware of your attackers. A character with this feat may substitute his Intelligence modifier in place of his Charisma modifier when making the Bluff or Intimidate check associated with this feat.
Charge of the Battle Cat

**Discipline:** Golden Lion (Strike)

**Level:** 4

**Prerequisites:** 1 Golden Lion maneuver

**Initiation Action:** 1 full round action

**Range:** Melee attack

**Target:** One creature

**Duration:** Instant

**Saving Throw:** Reflex partial

Like the charge of the mighty lion as he takes his
prey to the ground, the Golden Lion disciple charges
into battle, heedless of his enemies, to crash into his
chosen foe with a mighty strike, knocking him to
the ground at his feet. The initiator makes a charge
attack, inflicting an additional 4d6 points of damage.
Additionally, the foe must make a Reflex save (DC
equal to 14 + initiation modifier) or be knocked prone
from the strike.
Blackest Shade

**Discipline:** Athanatism; **Level:** Highlord 2, psion/wilder 2, tactician 2

**Display:** Material and visual

**Manifesting Time:** 1 standard action

**Range:** Touch

**Target:** One shadow touched

**Duration:** 1 minute/level

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

**Power Points:** 3

By imbuing a shadow with psychic energy, you create
a free-willed and friendly spirit. You create a harmless
shadow spirit to serve your needs. This spirit is treated
as a shadow, except that it cannot attack or take hostile
actions and has a friendly disposition towards you. You
may use it to scout, but it cannot venture more than 50
feet from you without vanishing, and it cannot speak
(though it can communicate through mime or shadow
puppetry). The shadow will generally follow your
commands, unless you command it to do something
obviously self-destructive. It also suffers a -2 penalty on
saves against any athanatism powers that you manifest
on it.

**Augment:** By spending an additional 6 power points,
increase the duration of this power to 1 hour/level.
Circuitbreaker

**Parent Class:** Cryptic

Circuitbreakers, much like standard cryptics, are obsessed with the patterns that underlie their world. Unlike “normal” cryptics, the patterns that circuitbreakers see manifest to them as mechanical blueprints driving them to devise and create new and more powerful devices. Walking the thin line between genius and madness, circuitbreakers push the boundaries of technology constantly, seeking an ultimate creation that they themselves do not fully understand.

### **Advanced Tech Expert**

The circuitbreaker’s pursuit of technological discovery drives him to develop new techniques and tools to assist him in reaching his goals.

At 1st level, the circuitbreaker receives the Technologist feat.

At 5th level, the circuitbreaker receives the Craft Technological Item feat, even if he would not otherwise qualify for it.

At 9th level, the circuitbreaker may choose either the Craft Cybernetics or Craft Pharmaceutical feat, even if he would not otherwise qualify for it.

At 13th level, and again at 17th level, the circuitbreaker may choose any feat whose prerequisites include either Psicrystal Affinity or Technologist as a bonus feat.

This replaces the altered defense class feature.

### **Psicore Assistant**

The circuitbreaker’s drive to innovate leads to him create more and more advanced tools to assist him in his endeavors. At 3rd level, the circuitbreaker gains Psicrystal Affinity and Psi-Core Upgrade as bonus feats, even if he would not otherwise qualify for them.

This replaces the evasion class feature.

### **Structured Devastation (Ex)**

From 4th level on, the circuitbreaker gains the ability to attach any trap or ranger trap he has created to a non-hostile construct or mech as a full round action. The next time the construct or mech succeeds on a melee attack roll, the targeted creature is also treated as having triggered the attached trap.

This replaces the rapid defense class feature.

### **Advanced Devastation (Ex)**

Starting at 14th level, the circuitbreaker may attach up to two traps or ranger traps when using his structured devastation class feature.

This replaces the enduring defense class feature.
Cleansing

**Design** creation (healing); Level 4

**Casting Time** 1 standard action

**Range** touch

**Target** creature touched

**Duration** instantaneous

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

You cleanse the touched creature of afflictions. The creature is cured of 1d4 points of ability damage dealt to each of its ability scores. The script also removes 1 temporary negative level from the target.

This script cannot restore permanent ability drain.

**Overload**: For every charge overloaded into this script, you restore an additional 1d4 ability damage and 1 temporary negative level from the touched creature. For every two charges used, you can also remove 1d4 points of ability drain from a single ability score (your choice if more than one is drained). If you use four charges, you can forgo all of the above effects to instead cleanse the target of all temporary negative levels and a single permanent negative level possessed by the creature.
Continuous Regrowth

**Element(s)** viscera or wood; **Type** utility (Su); **Level** 5; **Burn** --

**Prerequisite(s)** flesh of wood or reactive skin

While your flesh of wood or reactive skin is active, you have fast healing 1. This increases by 1 for each point of burn you possess. If you receive fire, cold, negative energy, or slashing damage, this ability is negated for 1 minute. This ability can only heal you up to 1/2 of your maximum hit points.

## **RAPID REGROWTH**

**Element(s)** viscera or wood; **Type** utility (Su); **Level** 7; **Burn** --

**Prerequisite(s)** continuous regrowth

Instead of fast healing, your continuous regrowth wild talent grants an equal amount of regeneration (cold, fire), as the universal monster ability, and is not negated by negative energy or slashing damage. This wild talent cannot be taken by creatures without a Constitution score and can only heal you up to 3/4 of your maximum hit points.
Chronometria

**School** divination [chronomancy]; **Level** sharker 0, sorcerer/wizard 0

**Casting Time** 1 standard action

**Components** V, S

**Range** personal

**Duration** instantaneous

When you cast this spell, you instantly know what time it is, including the time of day or night, month, the day and the year. You know and understand the given time in relation to other times and dates that you are familiar with (such as your birthday and favorite holiday). If you travelled into the distant past, for example, you would know how many years in the past it was. The spell is effective in any environment in which time exists (so not the Well of Worlds), but it may not work in extraplanar settings where time works differently.

Your knowledge of current time is correct at the moment of casting, but you can lose track again within moments if you don’t find some external reference such as a clock or other timepiece.
Coral Link

You can make a telepathic link through coral formations.

**Prerequisite:** Gills.

**Benefit:** This feat confers the ability to link with any open coral formation. You can exchange information across vast distances almost instantaneously. While you are within 100 feet of any part of any open coral reef, you can speak with any other creature currently linked to the same reef (usually using the same feat), instantly and telepathically. All cindarians gain this feat at first level.
Chilling Embrace

*The world slows around you as the heat and life drain from everything within your storm, the calm sleep of winter taking hold.*

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

**Benefit:** When you have both The Blizzard and The Permafrost Storm veils shaped, their abilities combine to emulate the chilling embrace of a deadly winter storm. When a creature takes cold damage from The Blizzard, the damage they take is increased by 1d3 cold damage per 3 essence invested in The Permafrost. A creature who takes damage from the rain of icy shards of The Permafrost must make a Fortitude saving throw using The Blizzard’s DC, or suffer a -2 penalty to The Blizzard’s saving throws for 1 round, plus 1 round per 3 essence invested in The Blizzard. This penalty does not stack with itself. The radius of The Permafrost’s cylinder increases by 5 feet per 3 essence invested in The Blizzard.
Cloak of Waves

**School:** abjuration [air]; **Level:** kahuna 3, sorcerer/wizard 3

**Casting Time:** 1 standard action

**Components:** V, S

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

**Target:** one living creature

**Duration:** 1 minute/level

**Saving Throw:** Fortitude negates (harmless); **Spell Resistance:** yes (harmless)

You shroud a creature in a whirling screen of strong water currents moving at a speed of 60 feet. The subject ignores the effects of currents of a lesser speed (whether natural or magically created), and ranged attack rolls against the subject take a –4 penalty. Tiny or smaller creatures must succeed at a Fortitude save to successfully touch or attack the subject in melee. Failure knocks the attacker disoriented and pushes it 5 feet away from the subject per level of the caster. This movement can pass through the squares of other creatures without affecting them and does not provoke attacks of opportunity, but the creature takes 3d6 points of nonlethal damage, plus 1d6 if the creature strikes a solid object that blocks its movement.
Concealing Trick

*You can share your secrets of stealth with allies.*

**Prerequisite**: Hide in plain sight, slayer camouflage, or camouflage class feature; character level 13th

**Benefit**: As a move action, you can grant a single ally adjacent to you the benefits of your hide in plain sight, slayer camouflage, or camouflage class feature as long as they remain adjacent to you. You may only grant this ability to one ally at a time. For this purpose, the ally is considered to share your chosen favored terrains (though they do not gain any other benefits that favored terrain grants). The ally must still meet the rest of the conditions of the ability to make use of it.
Chessboard of the Astral Army

**Aura** Strong Metacreativity; **ML** 20th

**Slot** none; **Weight** 2lbs

A Chessboard of the Astral Army is typically nondescript,
but always appears both well-used and very clean. It can
store up to 32 *Chesspieces of the Astral Army* (16 Pawns,
4 Rooks, 4 Knights, 4 Bishops, 2 Queens, and 2 Kings, see
below) in an extradimensional space merely by touching
them to the playing surface and willing it so as a move
action. These pieces can be retrieved one by one as free
actions, appearing in hand and ready for use. If used within
one round of being retrieved this way, the duration of the
astral construct is doubled (as Extend Power) and it adds
Improved Buff, Blindsight, and Greater Might to its chosen
menu options.

If the board is ever destroyed, its lingering power infuses
the one who destroyed it, granting them the ability to
summon a Pawn three times per day and a Knight once per
day as standard actions (as if using the items). These are
treated as if just retrieved from the chessboard.

**DESTRUCTION**

In order to destroy a *Chessboard of the Astral Army*, one
must gather a full set of Chess Pieces of the Astral Army
(costing 67,500 gp or more if bought) and challenge the
board to a game of speed chess. When you do, all of the
pieces animate and enact your moves on a grander scale
as you play. Resolve this as opposed Knowledge (Martial)
checks, each taking one round (the board has a +20 total
modifier on this check). The winner of each check captures
one piece per three points they win by, working their way
from Pawns first to the King last. You have 26 rounds until
the game pieces fade, and must capture the Board’s King
before then. Regardless of the result, all of the pieces used
become nonmagical afterwards.
Control Object

**Discipline:** Psychokinesis; **Level:** Gambler 1, kineticist 1

**Display:** Material

**Manifesting Time:** 1 standard action

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

**Target:** One unattended object weighing up to 100 lb.

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

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

**Power Points:** 1

You telekinetically “bring to life” an inanimate object.
Though it is not actually alive, the object moves under
your control. Live vegetation cannot be controlled in this
fashion, nor can already animated objects or undead. The
controlled object moves like a puppet, with jerky and
clumsy movements, at a speed of up to 20 feet. If its form
is rigid, it makes creaking, groaning, or grating sounds as
you control it.

A controlled object can attack an opponent if you direct it
to do so. It has one slam attack, at a base attack bonus equal
to your base attack bonus plus your Intelligence modifier. If
the attack hits, it deals points of damage equal to 1d6 plus
your primary ability modifier. A controlled object has its
usual hardness and hit points.

You can use this power on a nonmagical lock, making it
move in such a way as to attempt to unlock itself. If another
character makes a Disable Device check to open a lock in
the device that you are concentrating on controlling, the
character gains a +4 bonus on the check.

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

* For every 2 additional power points you spend, you can control another object at the same time.
* For every 2 additional power points you spend, the weight of the object you can control increases by 100 lb.

## Mythic Control Object

You only need to concentrate on the power as a move action to maintain the effect, and you add your tier to the slam attack damage and the bonus to Disable Device checks.

**Augmented:** If you expend one use of mythic power, the effect lasts as long as you maintain concentration as is no longer limited to up to 1 round per level.

**Augmented (3rd):** If you expend two uses of mythic power, the object gains an additional slam attack per three tiers you possess (round up).