recursal/Fanatic-Fandom huggingface dataset:
Bladed Ground

**School** conjuration (creation) [metal]; **Level** magus 6, saboteur 6, sorcerer/wizard 6, vanguard 6

**Casting Time** 1 standard action

**Components** V, S, M (a handful of caltrops)

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

**Area** 20-ft.-radius spread

**Duration instantaneous**

**Saving Throw** Reflex half (object); **Spell Resistance** no

You toss the caltrops into the air and finish the spell, the caltrops vanishing as the ground begins to shake.

Upon casting *bladed ground*, numerous jagged blades protrude from the ground in the targeted area, striking at creatures and unattended objects in the area for 1d6 slashing damage per caster level (max 20d6). This damage bypasses damage reduction that is normally bypassed by silver, cold iron, or adamantine.

Any creature that fails its saving throw has its movement reduced to half normal for 24 hours. Another creature can remove the penalty by taking 10 minutes to dress the injuries and succeeding on a Heal check against the spell’s save DC. The effect is also removed if it receives enough magical healing to heal all damage it took from the *bladed ground* effect.
Blinding Discharge

**School** evocation [light]; **Level** vanguard 2

**Casting Time** 1 swift action

**Components** V

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

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

**Duration** instantaneous

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

You must have a resonance in effect to cast this spell.

With a single command you release the resonant energy built up between you and your companion in a brilliant flash, ending the resonance immediately. Enemies within 15 feet of your construct companion must make a Reflex save or be blinded for 1 round. A successful save makes them dazzled for 1 round instead.

The magical effect of the resonance allows it to discern between friend and foe; allies are not affected by the *blinding discharge*.
Bloody Murder Blast

**Element(s)** viscera and water; **Type** composite blast (Sp); **Level** —; **Burn** 3

**Prerequisite(s)** blood blast (\*blood kineticist\*), bone blast

**Blast Type** physical; **Damage** bludgeoning, piercing, and slashing

You launch a blood soaked skull at a target. This blast deals an additional 2 damage per 1d6 your blast deals and can be used with the wrack form infusion.
Basic Electrokinesis

**Element(s)** air; **Type** utility (Su); **Level** 1; **Burn** --

**Prerequisite(s)** electric blast

Unlike the typical aerokineticist, you focus much more on your control over electricity. You receive a competence bonus equal to 3 + 1/2 your kineticist level on Disable Device checks against technological objects, and a circumstance bonus on damage rolls equal to 1 + 1/5 your kineticist level on your electric blast, thunderstorm blast, and any composite blast for which electric blast or thunderstorm blast is a prerequisite when using them against creatures of the aquatic or water subtypes or creatures equipped with metal armor, holding metal objects, or at least partially composed of metal.

If you would gain basic aerokinesis, you can choose to gain this wild talent instead. You cannot learn basic aerokinesis without possessing air blast, and if you possess basic aerokinesis at the time you gain this wild talent, you lose it and any wild talents for which basic aerokinesis is a prerequisite. You also cannot learn air blast unless you already possess electric blast, and if you already possess air blast when you gain this wild talent, it is replaced by electric blast (this could affect which composite blasts are available to you).
Blade of Fury

**Discipline:**Primal Fury (Boost)

**Level:**6

**Prerequisites:**Two Primal Fury maneuvers

**Initiation Action:**1 swift action

**Range:**Melee attack

**Target:**One creature

**Duration:** Instantaneous

The disciple taps into hidden reserves of fury within himself to pour his all into this strike. The initiator expends a swift action to use this boost as part of a charge attack, adding twice his initiator level to the damage roll as a circumstance bonus.
Bloodsong Adept

With the aid of subtle blood magics, you inspire your fellows
more easily.

**Prerequisites:** Bardic performance, Harmonic Spell.

**Benefits:** When starting any bardic performance, you may
choose to make it a bloodsong performance. If you do, the
performance does not use your daily rounds per day of
bardic music, but it only affects creatures who share a type
or subtype with you.
Blazing Comet Trail

**Discipline:** Sagitta Stellaris (Strike) [Rain] [Trail]

**Level:** 1

**Initiation Action:** 1 standard action, or [Rain]

**Range:** ranged attack, [Trail] 90 ft.

**Target:** one creature

**Duration:** instantaneous

Imbued with the light of the heavens, your arrow sears a path across the battlefield where it flew. Make a 90-foot trail ranged attack. If it hits, it deals weapon damage as normal, and the creature hit is affected as if they entered the trail. Enemies entering the trail take force damage equal to your initiation modifier. The damage increases by your initiation modifier every 5 levels past 1st (total damage of double your initiation modifier at 6th level, triple at 11th level, and so on).
Basic Alteration

*You are in touch with more basic forms.*

**Prerequisite**: Shifter shape, dragon shape, fairy shape, giant shape, mimic shape, or necro shape class feature.

**Benefit**: You can take the form of a Small or Medium humanoid with your shifter shape or other listed class feature. While taking the form of a humanoid, this ability functions as *alter self*. In addition, you can speak regardless of which form you take with shifter shape or other listed class features.
Battle Against the Sun

**Discipline:** Radiant Dawn (Stance); **Level:** 6

**Prerequisites:** Two Radiant Dawn maneuvers

**Initiation Action:** 1 swift action

**Range:** Personal

**Target:** You

**Duration:** Stance

**DESCRIPTION**

To challenge you is to challenge the sun itself: An exercise in futility. While you maintain this stance, you shed bright light, as if by a daylight spell, out to close range (25 feet + 5 feet per 2 levels). Once per round, as a free action that can be taken at any time (including when it is not your turn), you may create a line with a length of 20 feet that originates anywhere within this light. Unlike normal line attacks, this line attack does not need to fire away from you; it may travel in any direction so long as the origin point is within your daylight range. Enemies within the area take damage equal to your initiator level. A successful Reflex save (DC 16 + initiation modifier) halves this damage. Allies caught within the line are instead healed for a number of hit points equal to your initiator level.

**Essence:** Each point of essence invested in this stance allows you to aﬀect one additional target adjacent to the line and increases the DC of the Reﬂex save by 1.
Blaze (Psion Discipline)

**Replacement Abilities:** The following discipline abilities replace the telekinetic hurl and energetic recharge abilities of the psychokinesis discipline.

### **Stop Drop and Roll (Su)**

Starting at 2nd level, you gain fire resistance equal to your manifester level. Additionally, when fire damage is dealt to you, you may choose to give up your resistance to fire damage for one round to spread it to your foes. All enemies within 10 feet of you take one-fourth as much fire damage as you do, in addition to any they would’ve already taken.

### **Pyromniac (Su)**

Starting at 14th level, you may expend psionic focus when you use a power that deals fire damage to reduce all fire resistance possessed by the target against this one power by an amount equal to your manifester level. If this would reduce the target’s fire resistance to less than zero, all creatures within 10 feet of the target take fire damage equal to your manifester level. Creatures without fire resistance gain vulnerability to fire against this one power.
Barred Mind

**Discipline:** Telepathy [Mind-Affecting]; **Level:** Psion/wilder 8, tactician 8, vitalist 8

**Display:** Olfactory

**Manifesting Time:** 1 standard action

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

**Target:** One creature

**Duration:** One day

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

**Power Points:** 15

The subject is protected from all devices, powers, and spells that gather information about the target through divination powers or magic (such as *detect evil*, *locate '**creature*****, *scry*, and *see invisible*). *Barred mind* also grants a +8 resistance bonus on saving throws against all mind-affecting powers, spells, and effects. *Barred mind* even foils *bend '****reality, limited wish*, *miracle*, *reality revision*, and *wish* spells when they are used in such a way as to gain information about the target. In the case of *remote viewing* or scrying that scans an area the creature is in, such as *arcane eye*, the effect works but the creature simply isn’t detected. *Remote '**viewing*** **(scrying) attempts that are targeted specifically at the subject do not work at all.**

**Augment:** For every two power points spent, the resistance bonus increases by 1.

## **Barred Mind, Personal**

**Discipline:** Telepathy [Mind-Affecting]; **Level:** Cryptic 6, dread 6, highlord 6, psion/wilder 7, psychic warrior 6, tactician 7, vitalist 7, voyager 6

**Display:** Olfactory

**Manifesting Time:** 1 standard action

**Range:** Personal

**Target:** You

**Duration:** One day

**Power Points:** Cryptic 11, dread 11, highlord 11, psion/wilder 13, psychic warrior 11, tactician 13, vitalist 13, voyager 11

As *barred mind*, except as noted here.

## Barred Mind (Mythic)

You gain immunity to non-mythic mind-affecting effects. A non-mythic creature trying to use a mindaffecting effect on you is dazed for a number of rounds equal to your mythic tier (Will negates)

## Barred Mind, Personal (Mythic)

You are immune to non-mythic mind-affecting effects. If a non-mythic creature tries to affect you with a mind-affecting effect, they are dazed for a number of rounds equal to half your mythic tier (a successful Will save negates the dazing effect)
Bloody Infusion

**Element(s)** aether, earth, viscera, water, or wood; **Type** substance infusion; **Level** 1; **Burn** 1

**Associated Blasts** autumn, bioelectric, bioluminescent, blizzard, bone, charnel, chilled bone, crystal, earth, fossilized, great oak, haunted, ice, injecting, metal, meteor, ravaging nature, sandstorm, shatterstorm, spring, subzero, summer, telekinetic, venus, warped bone, winter, wood

**Saving Throw** Reflex negates

Your blasts have an especially sharp edge to them. Whenever an infused blast hits a foe and deals either piercing or slashing damage, that foe also takes 1 bleed damage per damage die that your blast deals. Bleed damage from this infusion does not stack with itself. Blood kineticists can select this infusion and apply it to their acid rain, blood, bloody murder, charged water, gore, petrolic, prismatic, rainbow, steam, and water blasts, though only if those blasts can be made to deal piercing or slashing damage.

## **BLOODY INFUSION, IMPROVED**

**Element(s)** aether, earth, viscera, water, or wood; **Type** substance infusion; **Level** 5; **Burn** 4

**Prerequisite(s)** bloody infusion

**Associated Blasts** autumn, bioelectric, bioluminescent, blizzard, bone, charnel, chilled bone, crystal, earth, fossilized, great oak, haunted, ice, injecting, metal, meteor, ravaging nature, sandstorm, shatterstorm, spring, subzero, summer, telekinetic, venus, warped bone, winter, wood

**Saving Throw** Reflex negates

This infusion functions as bloody infusion except that bleed damage from multiple uses of this infusion stacks with itself (although it can only be applied once per round), as well as with bleed caused by bloody infusion and bleeding infusion. The Heal DC needed to end this bleeding effect increases by the amount of bleed damage from which the target is suffering. Blood kineticists can select this infusion and apply it to their acid rain, blood, bloody murder, charged water, gore, petrolic, prismatic, rainbow, steam, and water blasts, though only if those blasts can be made to deal piercing or slashing damage.
Beckoning

**Discipline** Clairsentience (Calling); **Level** Seer 1

**Display** Mental

**Manifesting Time** 1 minute

**Range** 100 miles

**Target** up to 20 entities of 6 HD or fewer; see text

**Duration** instantaneous

**Saving Throw** none; **Power Resistance** no

**Power Points** 1

A psychic signal emanates to all creatures of specific type out to a 100-mile radius, which can be delivered to up to 20 such creatures, starting with the nearest creatures until the limit has been met. This power can’t contact creatures with more than 6 Hit Dice. You can’t send a specific message, but this power can be characterized as an open invitation to make contact and establish communication.

If there is an appropriate entity within range, the power succeeds automatically. You don’t know whether the message was received, nor any specific details about what creatures received it or how many. Creatures that receive the message know the location and distance from where the power was manifested. Because this power doesn’t call or summon the target, the target must have its own way to reach the place where the spell was cast.

How creatures respond to a beckoning power is circumstantial and it is possible the creatures will simply ignore the power. Creatures that come and investigate do so in their own time. They usually arrive cautiously, aware of the potential for ambush. Targets of the power might inform their organization or community if they have one. There are no restrictions on how the creatures react to being contacted, and they might respond with hostility, parley, entertain an alliance, or subjugate the manifester and their related community.

Using this power counts as mentally contacting the creature for the purpose of any of its special abilities (such as the star-spawn of Cthulhu’s overwhelming mind). For the purpose of powers like remote viewing, the creature has firsthand knowledge of you and a connection similar to if it possessed a likeness of you.

**Augment**

* If you spend 2 additional power points, the range of this power increases to 200 miles. 4 points increases the range to 500 miles, while 6 points increases the range to infinite on the same plane. 8 points enables this power to work across planes
* If you spend 10 additional power points, you may choose to have this power act not only as a signal, but as a passage for creatures you contact. One creature that hears this ability may teleport immediately to the location of the manifester as an immediate action if it so chooses. This causes the power to gain the [teleportation] descriptor.
* For every 2 power points you spend beyond this, you may transport one additional creature
* If you spend 6 additional power points, you may manifest this power as an immediate action
* For every additional power point you spend augmenting this power (including as part of other augments), you may beckon creatures with 2 additional hit dice.
Boil Trap

**School:** abjuration [steam]; **Level:** sorcerer/wizard 4

**Casting Time:** 10 minutes

**Components:** V, S, M (gold dust worth 25 gp)

**Range:** touch

**Target:** object touched

**Duration:** permanent until discharged (D)

**Saving Throw:** Reflex half; see text; **Spell Resistance:** yes

Boil trap creates a volatile explosion when an intruder opens the item that the trap protects. A boil trap spell can ward any object that can be opened and closed. When casting boil trap, you select a point on the object as the spell’s center. When someone other than you opens the object, a steamy explosion fills the area within a 5- foot radius around the spell’s center. The boiling vapors deal 1d4 points of steam damage + 1 point per caster level (maximum +20). The item protected by the trap is not harmed by this explosion.

A boil-trapped item cannot have a second closure or warding spell placed on it. A knock spell does not bypass a boil trap. An unsuccessful dispel magic spell does not detonate the spell.

Above water, this ward deals half damage and creates a large cloud of steam.

You can use the boil-trapped object without discharging it, as can any individual to whom the object was specifically attuned when cast. Attuning a boil-trapped object to an individual usually involves setting a password that you can share with friends.

Magic traps such as boil trap are hard to detect and disable. A rogue (only) can use the Perception skill to find a boil trap and disable Device to thwart it. The DC in each case is 29 (25 + spell level).
Bigfolk Training

Thanks to training with larger creatures, you've learned
to hold your own against them in brute force.

**Prerequisites:** Natural size small or smaller, racial
penalty to Strength.

**Benefits:** Your racial penalty to your Strength score
is reduced by 2 points (to a minimum penalty of 0). In
addition, while you are not under a polymorph effect,
you may wield weapons as though you were one size
category larger than you actually are.
Bind the Bestial Soul

Attaining mastery over your inner beast has reaped its rewards

**Prerequisites:** level 11, Ability to shape the Beastblood Transformation veil as a racial trait

**Benefits:** You treat the Beastblood Transformation veil granted by your racial trait as if it were bound to the Blood chakra. In addition as a full-round action you may change the animal form chosen for the effects of this veil to another valid choice. You may use this ability a number of times per day equal to your veilweaving modifier.
Biofeedback

**Discipline:** Psychometabolism; **Level:** Dread 1, gambler 2, gifted blade 1, highlord 1, psion/wilder 2, psychic warrior 1, vitalist 1

**Display:** Material and visual

**Manifesting Time:** 1 standard action

**Range:** Personal

**Target:** You

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

**Power Points:** Dread 1, gifted blade 1, highlord 1, psion/wilder 3, psychic warrior 1, vitalist 1

You can toughen your body against wounds, lessening their impact. For the duration of this power, you gain damage reduction 2/–.

**Augment:** For every 3 additional power points you spend, your damage reduction increases by 1.

## Biofeedback (Mythic)

Add your tier to the amount of damage reduction received.

**Augmented (5th):** You can expend two uses of mythic power to have the damage reduction also apply to damage from powers and other effects that deal hit point damage.
Binding of the Bands

*Your mastery over your ancestor’s veil has further improved.*

**Prerequisites:** Character level 11th, racial trait that allows you to shape a veil belonging to the Gifts of the Bearer collection

**Benefits:** You treat the veil granted by your racial trait belonging to the Gifts of the Bearer as if it were bound to its chakra.
Blazing Crane’s Wing

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

**Level:**2

**Initiation Action:**1 swift action

**Range:**Personal

**Target:**You

**Duration:**Until next turn

By filling the Silver Crane disciple’s weapon with the strength of his celestial patrons, the warrior funnels their righteous wrath against those that are abominations in the eyes of all that is good. The initiator’s attacks until his next turn inflict an additional 2d6 points of damage against undead or evil outsiders.
Basic Telekinesis

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

This ability is similar to *mage hand*, except you can move an object that weighs up to 5 pounds per 2 kineticist levels you possess (minimum 5 pounds), and you can move magical objects. Additionally, you can create a container of entwined strands of aether in order to hold liquids or piles of small objects of the same weight. You can dip the container to pick up or drop a liquid as a move action. If you possess the extended range wild talent, you can increase the range of basic telekinesis to medium range and increase the rate of movement to 30 feet per round, and if you possess the extreme range wild talent, You can increase the range of basic telekinesis to long range and increase the rate of movement to 60 feet per round. You can also use your basic telekinesis to duplicate the effects of the *open-close* cantrip.
Beastblood Transformation

**Descriptors:** Polymorph

**Class:** Daevic

**Slot:** Blood

**Saving Throw:** none

*The blood of a beast creeps its way through your veins, allowing you to tap into it to warp your physical form.*

Shaping this veil infuses your blood with the powers of a lycanthropic creature, allowing you to shift your shape into a hybrid of man and beast. When you shape this veil, choose one of the following animals: Bear, Rat, Shark, Tiger, Wolf.

As a move action, you can change your shape between that of a hybrid between your chosen animal and yourself. While in a hybrid form, you gain two primary claw attacks and one primary bite attack, a +2 insight bonus to Intimidate checks, and DR 1/silver. Unlike other DR/silver, this damage resistance can only be bypassed by silver weapons, not weapons with an enhancement bonus of +3 or higher. You can return to your normal form as a move action as well.

In addition, you gain an additional ability in your hybrid form depending on your chosen animal:

* Bear: If you hit a single creature with both of your claw attacks in a single round, you may make a grapple check against that creature as a free action with a +4 bonus. This does not provoke attacks of opportunity. You also gain a +4 bonus to defend or maintain this grapple.
* Rat: You gain low-light vision and darkvision 60 feet.
* Shark: You gain the ability to breathe water as well as air, and a swim speed equal to your base movement speed.
* Tiger: If you hit a single creature with both of your claw attacks in a single round, you may make an additional claw attack against that creature as a free action.
* Wolf: If you hit a creature with your bite attack, you can make a trip check against that creature as a free action. This does not provoke attacks of opportunity.

**Essence:** For each point of essence invested in this veil, your DR/silver and your bonus to Intimidate checks while in your hybrid form increases by 1.

**Chakra Bind (Blood): [D12]** Binding this veil to your Blood chakra further awakens your lycanthropic blood, granting you further abilities while in your hybrid form. While in your hybrid form, your DR/silver increases by 4, you gain a +2 bonus to Strength and Dexterity, and your natural armor increases by 4. This bonus to natural armor stacks with other sources.

In addition, you gain the ability to take on the form of your chosen animal as a move action. This functions as *beast shape IV* with no maximum duration. While in this shape, you gain DR/silver equal to your hybrid form’s. The type of animal you turn into is based on your chosen animal with this veil:

* Bear: You take on the form of a brown bear.
* Rat: You take on the form of a dire rat.
* Shark: You take on the form of a common shark.
* Tiger: You take on the form of a tiger.
* Wolf: You take on the form of a dire wolf.
Binding Chains

**School** conjuration (creation) [metal]; **Level** bloodrager 3, inquisitor 3, nightblade 3, occultist 3, saboteur 3, sorcerer/wizard 3, summoner 3, vanguard 3

**Casting Time** 1 standard action

**Components** V, S

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

**Target** one creature

**Duration** 1 round/level (D)

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

You conjure several metal chains to wrap a creature and restrict its movement. A creature that fails its saving throw is entangled and falls prone; a flying creature falls to the ground and takes fall damage, as appropriate. While bound, it is anchored in place (preventing it from moving) and cannot stand from prone. A successful save makes it entangled only (and able to move).

A creature that is held by the chains can make a Strength check (DC = *binding chain’s* DC) or an Escape Artist check (DC = *binding chain’s* DC + 5) as a full-round  action to pull apart or escape the chains, which ends the spell. *Binding chains* cannot bind an incorporeal creature or a swarm.
Blessed of the Harrow

Truth is in the cards, if you have but the the gift to see it.

**Prerequisites:** Harrowed

**Benefits:** You may bind essence to this feat. For each point of essence bound in this feat, the bonuses granted by the Harrowed feat increase by +1 and you may use the effects of that feat one extra time each day. You may still only have one card drawn by the Harrowed feat at a time; if you draw a card while you have an unused card, the benefits of the unused card are lost.

You gain 1 point of essence.
Body of Iron

**Discipline:** Metacreativity (Creation); **Level:** Highlord 6, psion/wilder 8, psychic warrior 6, vitalist 8

**Display:** Auditory

**Manifesting Time:** 1 standard action

**Range:** Personal

**Target:** You

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

**Power Points:** Highlord 11, psion/wilder 15, psychic warrior 11, vitalist 15

You transform your body into living iron, which grants
you several powerful resistances and abilities. You gain
damage reduction 15/adamantine. You are immune to
blindness, critical hits, ability score damage, deafness,
disease, drowning, electricity, poison, stunning, and all
powers or attacks that affect your physiology or respiration,
because you have no physiology or respiration while this
power is in effect. You take only half damage from acid and
fire. However, you also become vulnerable to all special
attacks that affect iron golems.

You gain a +6 enhancement bonus to your Strength score,
but you take a –6 penalty to Dexterity as well (to a minimum
Dexterity score of 1), and your speed is reduced to half
normal. You have an arcane spell failure chance of 35% and
a –6 armor check penalty, just as if you were clad in full
plate armor. You cannot drink (and thus can’t use potions)
or play wind instruments.

Your unarmed attack deals damage equal to a club
sized for you (1d4 for Small characters or 1d6 for Medium characters), and you are considered armed when making
unarmed attacks.

Your weight increases by a factor of 10, causing you to
sink in water like a stone. However, you could survive the
lack of air at the bottom of the ocean—at least until the
duration expires.

## Mythic Body of Iron

Your enhancement bonus to Strength is increased to +8 and your Dexterity penalty is reduced to -4, and your damage reduction becomes DR 15/adamantine and epic. Your unarmed attack deals damage equal to a greatclub sized for you and this counts as adamantine, cold iron, and magic for the purpose of overcoming damage reduction.
Blade of Perfection

**Discipline:**Scarlet Throne (Strike)

**Level:**6

**Prerequisites:**Two Scarlet Throne maneuvers

**Initiation Action:**1 standard action

**Range:**Melee attack

**Target:**One creature

**Duration:** Instantaneous

In an instant of perfect clarity, the disciple finds his moment to strike true. The disciple simply strikes the opponent with deadly swiftness, penetrating defenses as if they were not even there. This attack automatically hits its target and ignores damage reduction. For the purposes of counters that have systems that oppose an attack roll, treat this attack as if the disciple had rolled a natural 20.
Blurring Essence

*You can use diffused akasha to make your form appear hazy.*

**Prerequisites:** Con 13 or veilweaver level 1, Int 13, Combat Expertise, Improved Feint.

**Benefit:** You can invest essence into this feat. When you feint in combat, instead of denying your opponent their Dexterity bonus to AC, that opponent suffers a 5% miss chance on attacks against you, for each point of essence invested in this feat the miss chance increases by +5%. This miss chance lasts until the start of your next turn. True seeing negates this miss chance.

You gain 1 point of essence.
Black Wind

**Discipline:**Tempest Gale (Strike)

**Level:**7

**Prerequisites:**Two Tempest Gale maneuvers

**Initiation Action:**1 standard action

**Range:**50 ft.

**Target:**50-ft. line

**Duration:**Instantaneous

You unleash a mighty shot that thunders through enemy lines, knocking aside any in its path. When you initiate this maneuver, you create a 50-foot line that deals 15d6 points of damage. Creatures caught in the line can make a Reflex save (DC 17 + your initiation modifier) to take half damage. Any creature that fails its Reflex save must also succeed at a Fortitude save with the same DC or become dazed for one round.
Blood in the Water

**Discipline:** Brutal Crocodile (Boost)

**Level:** 6

**Prerequisite:** Two Brutal Crocodile Maneuvers

**Initiation Action:** 1 swift action

**Range:** Melee

**Target:** Creature you are grappling

**Duration:** Instant

In a flash of adrenaline, you grab hold of a foe and immediately unleash your feral wrath upon it. When you initiate a grapple with a creature, you may activate this boost to initiate a single [G] maneuver as part of performing this boost.
Blademaster's Waltz

**Descriptors**: None

**Class**: Daevic, Eclipse, Helmsman, Kheshig, Nexus, Stormbound

**Slot**: Wrists, Shoulders

**Saving Throw**: None

*Sheer prowess veils your movements with an ephemeral*
energy, your sword arm dancing to an unseen rhythm as it
burns through the air at incredible speeds.

While wielding a melee weapon in one hand while having all
of your other hands free, you can utilize the powers of this veil
to attack with a flurry of lightning-fast strikes. As a standard
action, you can make two attacks with your main-hand
weapon at your full base attack bonus. One of these attacks is
considered an off-hand attack, only adding half your Strength
bonus to damage rolls, and both of these attacks take a -2 penalty to
attack rolls. If you wield a two-handed weapon in one hand,
or a weapon not sized appropriately for you, these penalties
worsen to -4.

If you make a full-attack while meeting the criteria of this
veil, if you only make attacks with your primary weapon
during that full-attack you may make an additional attack with
your primary weapon at your full base attack bonus, but all of
your attacks made during the full-attack suffer a -2 penalty to
attack rolls, or a -4 penalty if you wield a two-handed weapon
in one hand or wield a weapon not sized appropriately for
you. This additional attack is treated as an off-hand attack,
only adding half your Strength bonus to damage rolls.

**Essence**: Whenever you take an action to make an attack
with a light weapon or one-handed weapon sized
appropriately for you while all of your other hands are free,
you gain a +2 insight bonus to damage rolls per point of
essence invested in this veil.

**Chakra Bind (Wrists): [Daevic 7, Eclipse 12, Helmsman 8, Kheshig 8/11, Nexus 8, Stormbound 8]**Binding this veil to your Wrists chakra
allows you to deliver blows with your
primary weapon even more quickly. When making a full attack using the effects
of this veil, if your base attack bonus is 6 or higher, you may
make an additional attack with your primary weapon at a -5
penalty. If it is 11 or higher, you may make an additional attack
at a -10 penalty. If it is 16 or higher, you may make an
additional attack at a -15 penalty. These penalties stack with
the base attack penalties of this veil, and these attacks are
considered attacks made with an off-hand weapon.

**Chakra Bind (Shoulders): [Daevic 10, Eclipse 15, Helmsman 11, Kheshig 8/11, Nexus 10, Stormbound 10]**Binding this veil to your Shoulders
chakra allows you to move in a sudden burst of blinding
speed, striking all in your wake. While meeting the criteria of
this veil, as a full-round action you may move up to your
speed, making a single attack with your primary weapon
against each enemy you are in range of during this
movement. These attacks are made at -2 penalty if your
primary weapon is light, otherwise they suffer a -4 penalty.
This movement does not provoke attacks of opportunity from
creatures you attack during this action. For every point of
essence invested in this veil, your movement speed increases
by 5 feet during this action.
Basic Technokinesis

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

You breathe new life into machines, returning function to long dead technology. You can use *mending* on machines, constructs, and other metal objects with your caster level being equal to your kineticist level. Additionally, you can accept 1 burn to power a machine until the next time your burn is removed.
Boiling Bubble

**School:** evocation [steam]; **Level:** kahuna 2, sorcerer/wizard 2

**Casting Time:** 1 standard action

**Components:** V, S, M/DF (tallow, brimstone, and flakes of rust)

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

**Effect:** 5-ft.-diameter sphere

**Duration:** 1 round/level

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

A bubble of steam floats in whichever direction you point and burns those it strikes. It moves 30 feet per round. If it enters a space with a creature, it stops moving for the round and deals 3d6 points of steam damage to that creature, though a successful Reflex save negates that damage. The bubble moves as long as you actively direct it (a move action for you); otherwise, it merely stays at rest and releases a trickle of steam bubbles. If exposed to large amounts of air (such as reaching the surface), the spell effect ends.

The surface of the bubble has a spongy, yielding consistency and so does not cause damage except by its heat. It cannot push aside unwilling creatures or batter down large obstacles. A boiling bubble pops out of existence if it exceeds the spell’s range.

## Boiling Bubble, Greater

**School** evocation [steam]; **Level** godaikishi 4, kahuna 4, magus 4, sorcerer/wizard 4

**Saving Throw** Reflex negates (see text); **Spell Resistance** yes

This spell functions as *boiling bubble*, except that it deals 6d6 points of steam damage to any creature it strikes.
Beast Hunter (Mythic)

When in your element, you are the top of the food chain.

Prerequisite: Beast Hunter.

Benefit: Add half your mythic tier to all bonuses granted by the Beast Hunter feat. You may expend one use of mythic power to add your mythic tier again to the insight bonus granted by the feat for a single round of attacks.

Special: You can take this feat multiple times. Each time you select this feat, you can choose an additional favored terrain to gain the listed benefits in.
Battle Fervor

Your divine powers provide ample courage for battle.

**Prerequisites:** Fervor, guardian’s shield, or lay on
hands class feature, ability to initiate maneuvers.

**Benefit:** When you use fervor or lay on hands to
heal yourself as a swift action or when you apply your
guardian’s shield to an ally, the next strike you initiate
deals additional damage equal to half the amount of
healing or temporary hit points granted.
Bite of the Wolf, Karak’s

**Discipline:** Psychometabolism; **Level:** Highlord 1, psychic warrior 1

**Display:** Visual; see text

**Manifesting Time:** 1 standard action

**Range:** Personal

**Target:** You

**Duration:** 1 min./level

**Power Points:** 1

Your posture becomes stooped forward, and you grow a muzzle complete with fangs. You gain one bite attack each round, instead of or in addition to any other attacks you have, that deals 1d8 points of damage (assuming you are a Medium creature) when it hits.

Your bite attack is a natural weapon, so you are considered armed when attacking with it, and it can be affected by powers, spells, and effects that enhance or improve natural weapons. You can choose to deal nonlethal damage with your bite, taking the standard –4 penalty on your attack roll. Like all natural claw attacks, the bite is a primary natural attack unless you also make attacks with manufactured weapons, in which case it becomes a secondary natural attack.

If you are not a Medium creature, your bite attack’s base damage varies as follows: Fine 1d2, Diminutive 1d3, Tiny 1d4, Small 1d6, Large 2d6, Huge 2d8, Gargantuan 4d6, Colossal 6d6.

**Augment:** For every 5 additional power points you spend, your bite attack deals an additional 1d8 points of damage.

## Bite of the Wolf, Karak’s (Mythic)

Your bite’s critical threat range increases to 19-20. This stacks with effects like keen edge.

**Augmented:** If you expend one use of mythic power, your bite uses the damage as if you were a size larger (becoming 8d6 if colossal).

**Augmented (5th):** If you expend two uses of mythic power, your bite’s critical multiplier increases to x3.
Beseech the Wilds

**Design** invocation (blessing) [animal]; **Level** 1

**Casting** Time 1 standard action

**Range** personal

**Target** you

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

For the duration of this script, you can ask questions of and receive answers from the creatures of the wilds. You can ask questions of and receive answers from animals, but the script doesn’t make them any more friendly than normal. Wary and cunning animals are likely to be terse and evasive, while the more stupid ones make inane comments. You can ask one question plus an additional question per two caster levels beyond 1st (max 5 questions), after which the script discharges.

**Overload**: For every runic charge overloaded into this script, you can ask an additional question. If you overload at least two charges into this script, you can choose to make an inquisitive call to any nearby creatures, rather than ask a specific creature. An inquisitive call can be heard up to one mile away. Creatures in the area reply as if you had asked them the question directly, giving you a general consensus of all nearby animals to the question based on their knowledge. An inquisitive call counts as asking three questions, instead of one.
Bindings of the Obliged

**Descriptors** Force

**Class** Eclipse, Nexus, Vizier

**Slot** Wrists

**Saving Throw** Will

*“Let my dutiful burden serve to remind all of theweight of living, and punish those who seek to fleethis or any obligation.”*

Shaping these dark iron chains linked with weighted medallions and karkeroi bestows a crippling amount of weight on the veilweaver which amplifies outward as ghostly chains attaching to creatures in the area around them for 30 feet. These chains act as though a masterwork buckler for the veilweaver and reduce all movement speeds of enemies within by half. Enemies may ignore this movement restriction by taking 3d6 points of magical slashing damage tearing the chains free when they start their movement at the beginning of any round or as soon as they enter the area movement speed reduction. This damage never occurs more than once a turn.

The veilweaver is considered to have a light load for purposes of encumbrance unless already more encumbered. Movement penalties and damage taken from this veil is considered are force-effects and can impact creatures with the incorporeal subtype.

**Essence:**For each point of essence invested in this veil, the radius of the chains movement restrictions increases by 5 feet and an additional 5 feet penalty is applied to the modified speed (to a minimum of 0 feet). The damage of removing the chains increases by 1d6. For every two points of essence invested the veilweaver’s encumbrance increases by another load category up to a maximum of heavy.

**Chakra Bind(Wrists): [E8, N8, V8]**Binding this veil to the Wrists allows the veilweaver to use a standard action to hurl masses of chained karkeroi at enemies within 60 feet. The targeted creature must make a Will save against the veil. If they fail, they are inflicted with the effects of a *slow* spell and their encumbrance increases as though they were on load category higher. A creature may be impacted by more than one instance of this ability though only their encumbrance category increases. A target may not be increased above heavy load. For every category increased your encumbrance category decreases. For every category your encumbrance lightens above light load, the carrying capacity of a heavy load increases as though your strength was one point higher.
Black Seraph Battle Stance

**Discipline**: Black Seraph (Stance) [evil]; Level: 3

**Prerequisite(s)**: One Black Seraph maneuver

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

**Range**: Personal

**Target**: You

**Duration**: Stance

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DESCRIPTION

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The Black Seraph discipline teaches its disciples that relentless aggression is what wins battles, and by channeling the very might of the lower planes themselves through his form, does he gain the advantage he yearns for. Some who have witnessed a disciple of Black Seraph using this stance have seen plants wither and turn to ash around them and hazy, smoky wings appear around the disciple. Others have seen hellfire licking over their bodies. Regardless, while in this stance, any weapon that the martial disciple wields is treated as if it had the unholy special weapon property. Additionally, he is considered under the influence of a protection from good spell with a caster level equal to his initiator level.
Boiling Blast

On command, a boiling blast weapon is sheathed in steam (though this deals no damage to the wielder). On any hit, this heat washes over the creature struck, dealing +3d6 points of bonus steam damage. On a successful critical hit it instead deals +6d6 points of steam damage (or +9d6 if the critical multiplier is x3, or +12d6 if the critical multiplier is x4). Bows, crossbows, and slings with this special ability bestow the bonus steam damage upon their ammunition.

Strong transmutation; CL 21st; Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, *cone of cold*; **Market Price:** +6 bonus.
Blood Rush

**Descriptors:** none

**Class:** Daevic

**Slot:** Blood

**Saving Throw:** none

*Your heart beats at a rapid pace, blurring into a single continuous note. This rush of blood energizes and invigorates you, allowing you to move at speeds you once thought impossible.*

Shaping this veil enhances your blood with transmutative speed, allowing you to act and move much faster. You gain a +5 bonus to all of your modes of movement, a +1 bonus to attack rolls, a +1 dodge bonus to your AC, and a +1 bonus to Reflex saving throws.

**Essence:** For each point of essence invested in this veil, your bonus to your movement speed increases by +5. For every 3 points of essence invested, your bonus to attack rolls, dodge AC, and Reflex saves increases by +1.

**Chakra Bind (Blood): [D12]** Binding this veil to your Blood chakra further increases the speed granted by your pumping blood. You may take an additional move action each round, and when you make a full-attack you can make an additional attack at your highest base attack bonus with one of your weapons or natural attacks used as part of the full attack. This is not cumulative with similar effects, such as the *haste* spell or a *speed* weapon.
Bloodstained Scion

**Parent Class:** Mystic

There exist many inheritors of ancient magic who employ their bloodlines for martial rather than magical pursuits, drawing upon the strange powers in their blood to perform physical acts of incredible power.

### **Potent Blood**

Rather than Wisdom, a bloodstained scion uses Charisma as her intiation modifier and for determining the effects of her class abilities.

### **Bloodline**

At 2nd level, a bloodstained scion selects a single bloodrager bloodline, gaining the 1st-level ability of that bloodline. She may select the 4th-level ability of the bloodline in place of a feat or bonus feat starting at 5th level, and may do the same with the 8th-level ability starting at 9th level, the 12th-level ability starting at 13th level, and the 16th-level ability starting at 17th level. At 20th level, the Bloodstained Scion gains the bloodline’s 20th-level ability. The bloodstained scion uses her mystic level as her bloodrager level for the purpose of determining the effects of these abilities, and any levels of bloodrager stack with levels of mystic for the purpose of determining what bloodline abilities she can select in place of feats. For the purpose of bloodline abilities, a bloodstained scion is considered to be bloodraging whenever she has at least three points of animus, with this effective bloodrage ending whenever her pool goes below 3 and reactivating when it becomes at least 3 again.

This ability replaces glyph mastery and the bonus feat gained at 2nd level.

### **Bonus Feats**

A bloodstained scion cannot select item creation feats as bonus feats but may select any of her bloodline feats as bonus feats. This modifies bonus feats but does not make this archetype incompatible with others which modify bonus feats.
Blink Ambush

You can surprise foes with your teleportation abilities.

**Prerequisites:** Improved Feint, Slipstream Feint

**Benefits:** Once per round, when you teleport to or from a location within 10 feet of a creature, you can make a feint attempt against that creature as a free action (even if it isn’t your turn). If your feint succeeds, you can expend your psionic focus to cause the target to become flat-footed for 1 round.

*(Editor's Note: "Slipstream Feint" does not exist. This was likely a feat that was removed before publishing)*
Boil Blade

The boil blade was developed by the Frasnians to weaponize small amounts of abacinite. It is long-handled short sword with a two-foot-long, jagged and curved blade that is made mostly of Devonian steel (a dull, grey waterproof steel alloy). In its center, however, swirls of abacinite can be seen. It is enough abacinite to confer an addition point of steam damage on a successful hit, but not enough for the extra damage abacinite weapons normally inflict on a critical hit.
Blindman's Folds

**Descriptors:** Divination

**Class**: Guru, Huay, Kheshig, Nexus, Promethean, Radiant, Stormbound, Vizier, Volur

**Slot:** Headband

**Saving Throw**: none

*Folds of blackened akasha wrap around your head, occluding your mundane vision but allowing you to see the true nature of reality within a short distance.*

Shaping this veil grants you an akashic blindfold which you can lower over your eyes to grant you supernatural vision at the cost of your normal sight. As a free action once per round, you can cover or uncover your eyes with this veil. While your eyes are covered you gain blindsight out to a range of 10 feet, but you lose your normal ability to see, rendering you blind. This blindsight can be used in any location or environment, and is not thwarted by effects that would normally thwart blindsight or blindsense. Creatures who cannot be detected by divination spells or effects cannot be detected using this blindsight, such as a creature under the effects of the *mind blank* spell.

**Essence:** For each point of essence invested in this veil, the range of the blindsight granted by the veil increases by 5 feet, and you gain a +1 insight bonus to Perception checks while using your blindsight.

**Chakra Bind (Headband): [G11, Hu12, K11, N12, P12, R9, St12, Vi12, Vo11]** Binding this veil to your Headband chakra allows your blinded eyes to see the magic that makes up reality. You gain the benefits of the *arcane sight* and *true seeing* spells while using the blindsight ability of the veil, however its range is limited to the range of the veil’s granted blindsight. Creatures immune to the blindsight effects of this veil cannot be detected using these spells as well.
Basic Corpokinesis

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

You can subtly alter your features, granting you a +2 on Disguise and Bluff checks. You can also use *bleed* and *stabilize* at will. This ability counts as Skill Focus in any of your class skills for the purposes of qualifying for Eldritch Heritage, as well as allowing you to freely remove or create scars and blemishes on your body. If you gain Eldritch Heritage this way, you treat your kineticist levels as sorcerer levels to determine the effects of the bloodline power you gain.