recursal/Fanatic-Fandom huggingface dataset:
Custom Vehicle

You have created your own custom vehicle for use on your adventures.

**Prerequisites**: Technologist, character level 4th, must not have an animal companion, mount, or vehicle companion that advances as a mech or animal companion.

**Benefit**: You gain a companion vehicle of your choice as if you were a pilot or druid of your character level –3. If you later gain an animal companion or vehicle through another source (such as the Animal domain, divine bond, hunter’s bond, mount, or nature bond class features), the effective druid or pilot level granted by this feat stacks with that granted by other sources.
Circus Archery

You’ve become a flexible archer, able to draw a bow with any part of your body you can successfully manipulate, this opens new and exciting opportunities on the battlefield.

**Prerequisites:** Dexterity 15, Acrobatics 3 ranks, proficient in bows.

**Benefit:** You can fire a bow with any mix of the following two body parts: your mouth, your legs/feet, your arms/hands. If you are not using two hands to fire the bow, you may only apply up 1/2 your Dexterity modifier to attack rolls with that bow. If you can apply your Dexterity modifier to damage with the bow, you may likewise only apply half of it. This allows an archer to fire a bow with his mouth and one arm, both his legs, a leg and an arm, a leg and his mouth, etc. Hands are still required to draw ammunition (a character cannot draw arrows from their quiver with their feet for example), as per normal. If a character uses their mouth, their mouth must have no obstructions or face/eye slot items that would get in the way. If using their feet, they must be barefoot and they may not move (or have moved) on a turn they fire with it. This feat does not apply to other ranged weapons like crossbows, slings, or firearms (only bows that are drawn).
Cooperative Recuperation

*When you recenter yourself, you share the benefit with your allies*

**Benefit:** Whenever you would recover the use of multiple expended maneuvers, any allies within 30 feet of you who possess this feat also recover one expended maneuver. A creature cannot gain the benefit of this ability more than once per round.
Cold of the Grave

**Discipline:** Athanatism; **Level:** Gifted blade 3, highlord 3, psion/wilder 4, psychic warrior 3

**Display:** Mental and visual

**Manifesting Time:** 1 standard action

**Range:** Personal

**Target:** You

**Duration:** 1 minute/level (D)

**Power Points:** 5 (gifted blade, highlord, psychic warrior), 7 (psion/wilder)

You lock off your pain receptors, becoming like one of
the dead. While this power is active, you are immune to
pain and emotion effects and reduce all mental ability
damage you would take by two. In addition, whenever
you are subjected to a morale effect, you may choose
whether or not it affects you. If you choose to not
be affected, you are immune to that instance of the
particular effect. When this power ends, any such effects
resume, provided that their duration has not expired in
the meantime. However, any ability damage reduced by
the use of this power remains reduced.

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

* You may spend 4 additional power points to increase the amount you reduce mental damage you would take by 1.
* You may spend 4 additional power points to reduce any physical damage you would take by 2.
* By spending an additional 6 power points, increase the duration of this power to 1 hour/level.
Composite Versatility

**Element(s)** universal; **Type** utility (Sp); **Level** 4; **Burn** 1

You pour extra power into your composite blasts, allowing them to act in unusual ways. When you select this wild talent, choose a composite blast you possess; until the next time you recover burn, you can use any infusion with that composite blast that could be used with its prerequisite blasts (for example, burning infusion with summer blast). If that blast instead requires a particular expanded element (such as ice blast) it can instead use any infusion of its element(s).

## **COMPOSITE VERSATILITY, IMPROVED**

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

**Prerequisite(s)** composite versatility

You expand one of your composite blasts’ potential to unseen levels. Choose a composite blast you possess to which you’ve applied composite versatility; for 1 round per 5 kineticist levels you possess, you can use that blast with any infusion you know, increasing the blast’s burn cost by 1 for each infusion it couldn’t ordinarily take to do so. This wild talent can only be used once per day.
Control (Script)

**Design** revelation (thought) [mind-affecting]; **Level** 9

**Casting Time** 1 round

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

**Target** one creature

**Duration** 1 min./level, see text

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

You exercise complete mental control over the target. This lets you control its actions through a telepathic link that you establish with the subject’s mind.

If you and the subject have a common language, you can generally force the subject to perform as you desire, within the limits of its abilities. If no common language exists, you can communicate only basic commands, such as “Come here,” “Go there,” “Fight,” and “Stand still.” You know what the subject is experiencing, but you do not receive direct sensory input from it, nor can it communicate with you telepathically.

Once you have given a command, it continues to attempt to carry out that command to the exclusion of all other activities. Because of this limited range of activity, a Sense Motive check against DC 15 (rather than DC 25) can determine that the subject’s behavior is being influenced. You can change the orders given to the creature as a move action.

By concentrating fully on the script (a standard action), you can receive full sensory input as interpreted by the mind of the subject, though it still can’t communicate with you. You can’t actually see through the subject’s eyes, so it’s not as good as being there yourself, but you still get a good idea of what’s going on.

Subjects resist this control, and any subject forced to take actions against its nature receives a new saving throw with a +2 bonus. Obviously self-destructive orders are not carried out. Once control is established, the range at which it can be exercised is unlimited, as long as you and the subject are on the same plane. You need not see the subject to control it.

Effects that prevent mind control or possession can prevent you from controlling the creature, but do not automatically dispel the script.

**Overload**: For every runic charge overloaded into this script, the DC of saves the creature makes to act against its nature increases by +1. If you overload at least two charges, the script’s duration increases to 10 minutes per level. If you overload four charges, the duration increases to 1 hour per level.
Coiling Grasp

**Descriptors:** Fleshwarp

**Class:** Daevic, Huay, Promethean, Stormbound

**Slot:** Feet, Belt, Body

**Save:** Fortitude (see text)

*Scales erupt from your legs, flesh and bone splitting and shattering to reform themselves into a serpent’s tail.*

Shaping this veil causes your legs to merge and form a serpent's tail. Your base land speed is reduced by 10 feet (to a minimum of 20 feet or your base land speed, whichever is lower). You additionally gain immunity to trip attempts and a +4 insight bonus to your CMD against bull rush attempts.

**Essence:** For each point of essence invested in this veil, the bonus to your CMD against bull rush increases by an additional +2.

**Chakra Bind (Feet):** Binding this veil to your Feet chakra allows you to use your serpentine tail to grapple and constrict your foes. You gain a +2 insight bonus to your CMB when making grapple attempts and maintaining grapple attempts using your tail, a +2 insight bonus to your CMD when defending against a creature attempting to break free or take control of your grapple, and you may grapple creatures only using your tail without penalty. Additionally, you gain the constrict ability. This constrict is treated as a primary natural attack that deals 1d6 points of bludgeoning damage (1d4 small).

**Chakra Bind (Belt):** Binding this veil to your Belt chakra grants you all the benefits of the Feet bind and dramatically increases the size of your serpentine tail. Your size increases by one category, and the effects of this veil no longer reduce your movement speed. This size increase only affects your tail and your space; you do not increase your reach, and the size of your natural attacks and the weapons you may wield doesn’t increase. You benefit and suffer from the size bonuses and penalties for your new size, as normal (-1 attack and AC, +1 CMB and CMD, -2 Fly, -4 Stealth for a Large-sized creature), and are treated as your new size for the purposes of combat maneuvers. Additionally, the damage of your constrict increases by two size categories (2d6 if large).

**Chakra Bind (Body):** Binding this veil to your Body chakra grants you all the benefits of your Belt bind, and your coils now constrict your foes to such a degree that it restricts the flow of blood within their body. Whenever you constrict a foe using this veil, that creature must make a Fortitude saving throw or fall unconscious for 1 round. This is a death effect.
Cloned Twin

**Discipline** Psychometabolism; **Level** Egoist 3, highlord 3, psion/wilder 4, psychic warrior 3, vitalist 4

**Display** Olfactory

**Manifesting Time** 1 standard action

**Range** Personal

**Effect** One cloned twin

**Duration** 1 round/level

**Power Points** egoist 5, highlord 5, psion/wilder7, psychic warrior 5,vitalist 7

When you manifest this power, your body creates a perfect copy of yourself into a single adjacent square. As long as the twin exists, whenever you take a move action to move, the twin can move as well, although it does not need to follow you and cannot take any other actions. On subsequent rounds, at the start of your turn, your mind can instantaneously exchange places with your twin, becoming the twin and your original body becoming the twin. This is not an action and does not provoke an attack of opportunity.

The twin has a speed of 30 feet and provokes attacks of opportunity from movement as normal. Your twin cannot speak while you are in your other body, and cannot flank, make attacks of opportunity, or otherwise threaten enemies. It has an AC equal to 10 + 1/2 your manifester level and a number of hit points equal to your manifester level. If the twin is reduced to 0 hit points, it is destroyed, although you can create a new one on your turn as a standard action as long as the duration persists.

**Augment:** This power can be augmented in one or more of the following ways.

* If you spend 2 additional power points, the duration extends to 1 minute/lvl.
* For every 2 additional power points you spend, you create another cloned twin.
* If you spend 4 additional power points, the twin uses your AC, movement speeds, movement modes and hit points at the time of the split, and retains any spells, powers or effects that were affecting you when you split.
* If you spend 2 additional power points, if you are reduced to 0 hit points, you can freely shift your consciousness into the twin, while the body you inhabited is destroyed.
Chromatophore Prowess

You can change your color to best match your surroundings.

**Prerequisites:** Ikasaru or squibbon race.

**Benefit:** As a full-round action, you can adjust your color to match your current terrain, granting a +4 racial bonus on Stealth checks while within that terrain type. This camouflage remains until you actively dismiss it (free action), or until you go unconscious.
Controlled Script (Metascript)

*You can overload a script without expending all of your runic charges.*

**Benefit**: When you overload a controlled script, you do not have to spend all of your runic charges. You can choose which ones to spend and which to keep.

You can control a script once per day, plus an additional time each day at 5th, 9th, 13th, and 17th levels. The script must be at least one level lower than the highest level of script you can cast.

**Normal**: You must spend all of your runic charges when you overload a script.
Combat Specializations

## Arsenal of Akasha (Su) (3 points)

At 1st level, the conscript gains a limited ability to shape veils that grant them weapons, armor, or shields. The conscript uses their practitioner modifier as their veilweaving modifier, and has a veilweaving level equal to their class level
when shaping veils using this combat specialization. The saving throw DCs of these veils is equal to 10 + the essence
invested in the veil + the conscript’s veilweaving modifier. The conscript may change the veils they shape using this veil by
resting to reshape their veils. Veils shaped using this class feature cannot be invested with essence; they are always
treated as if they were invested with the maximum amount of essence. This effective essence doesn’t count towards the
conscripts pool of essence for the purposes of abilities that determine their effects based on their essence pool. Veils
shaped using this combat specialization do not count against the number of veils they may have shaped each day, and it
does not count against the slot it is shaped in.

At 1st level, the conscript gains the ability to shape a veil with the [Enhanced (weapon)] descriptor from the Kheshig veil list each day.

At 3rd level, the conscript may always treat their [Enhanced (weapon)] veils shaped using this combat specialization as bound to its appropriate chakra slot, even if they do not normally have the ability to bind veils to that slot.

At 8th level, the conscript gains the ability to shape a veil with the [Enhanced (armor)] descriptor from the Kheshig veil list each day.

At 14th level, the conscript gains the ability to shape a second veil with the [Enhanced(weapon)] descriptor from the kheshig veil list each day.

At 18th level, the conscript may always treat their [Enhanced (armor)] veil shaped using this combat specialization as bound to its appropriate chakra slot, even if they do not normally have the ability to bind veils to that slot.
Crystal Gauntlets

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

**Slot** weapon; **Price** 11,200 gp (+1), 44,800 gp (+2), 100,800 gp
(+3); **Weight** 2 lbs

**Description**

*Crystal gauntlets* looks like crystalline gloves with the
fingers removed. A character with the ability to empower
their unarmed strikes, such as a soulknife with the deadly
fist archetype, or the form claws ability, can channel that
power through the *crystal gauntlets* when activating it. This
does not otherwise alter the action needed to empower the
unarmed strikes, the wearer must simply be wielding the
*crystal gauntlets* and choose to channel the power through
the gauntlets.

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

When a character with empowered strikes uses these
gauntlets in this fashion, the enhancement bonus and the
maximum enhancement bonus of the empowered strikes
are increased by the enhancement bonus of the *crystal*
*gauntlets*, although any enhancement bonus above +5 is lost.

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

**Construction**

**Requirements** Craft Crystalline Focus, ability to use
empowered strikes; **Cost** 5,600 gp (+1), 22,400 gp (+2),
50,400 gp (+3)
Commune with Fish

**School** divination; **Level** bard 2, godaikishi 1, kahuna 1, ranger 1, sorcerer/wizard 2, witch 2

**Casting Time** 1 standard action

**Components** V, S

**Range** personal

**Target** you

**Duration** 10 minutes; see text

You utter a question in the form of a low-frequency drumming that can be heard up to a mile away, and can understand the responses given by fish in the area. Over the next 10 minutes, fish reply as if you had asked them the question using *speak with animals*, giving you a general consensus answer to the question based on their knowledge. For example, you could ask if there is a water current in the area, the location of predators or other creatures, directions to a volcanic vent or other natural features, and so on, and the local fish communities would answer to the best of their ability.

If there are no fish in range, the spell has no effect and you do not get a response. Any creature using *speak with animals* (or a similar ability) who hears this fish call can understand your question, though it may not be able to reply in a way you can hear.
Claws of the Vampire

## **Claws of the Vampire, Hexelyan's**

**Discipline:** Psychometabolism; **Level:** Highlord 3, psychic warrior 3

**Display:** Material and visual

**Manifesting Time:** 1 standard action

**Range:** Personal

**Target:** You

**Duration:** 1 round/level

**Power Points:** 5

If you have a claw attack (either from an actual natural weapon or from an effect such as *claws of the beast*), you can use this power to change the nature of that weapon. When this power is manifested, your claws take on an ominous glimmer. Each time you make a successful claw attack against a living creature of Small or larger size, you are healed of some amount of damage.

You heal a number of hit points equal to half the base damage dealt by your *claws of the vampire,* rounded down (additional damage dealt because of a high Strength score or other enhancements does not count toward the amount you heal). You heal as many hit points as can be gained while the creature remains at 1 hit point or higher. Any damage that would reduce the creature to 0 or fewer hit points does not benefit you.

You do not heal damage if your attack deals nonlethal damage, such as when you attack a creature that has the regeneration ability. Moreover, you gain no healing from attacking any creature that is under the effect of *biofeedback*. Using *fission* on yourself and then attacking your duplicate also fails to grant any healing.

## **Vampiric Blade**

**Discipline:** Psychometabolism; **Level**: Gifted blade 3, highlord 3, psychic warrior 3, voyager 3

**Display:** Material and visual

**Manifesting Time:** 1 standard action

**Range:** 0 ft.

**Target:** One weapon you hold

**Duration:** 1 round/level

**Power Points:** 5

As *claws of the vampire*, except your weapon is affected as long as it remains in your grip or until this power’s duration expires.

## **Mythic Hexelyan's Claws of the Vampire**

Additional damage from a high Strength score does count toward the amount of healing you receive.

**Augmented:** If you expend one use of mythic power, you receive an additional amount of healing from attacks with your claws equal to your tier.

**Augmented (3rd):** If you expend two uses of mythic power, any healing you would receive from your claws that exceeds your maximum number of hit points is instead gained as temporary hit points.
Daevic Rage

You can channel akasha to enhance your rage. When you do so, eldritch energy bleeds from your body with every wound you take, shrouding you in power that harms your foes and shields you from harmful magics.

**Prerequisites:** Con 13 or veilweaver level 1, bloodrage or rage class feature.

**Benefit:** You can invest essence into this feat. While raging, you deal an additional 2 points of untyped energy damage per point of essence invested on all melee attacks and a +1 insight bonus per point of essence invested on all saves vs. spells and spelllike abilities for one round after taking hit point damage. This ability can only be triggered once per round.

You gain 1 point of essence.
Covert Operative

### **Stealth Specialization (Ex)**

At 2nd level, a covert operative chooses a single terrain type (see the ranger’s favored terrain class feature). While she is within that terrain, she can take 10 on any Stealth check even if this not normally allowed. At 6th level, the covert operative chooses a new terrain type and gains this ability with the newly chosen terrain. At 10th level, a covert operative gains either Skill Excellence or Skill Mastery as a bonus rogue talent provided she can use this rogue talent with the Stealth skill.

This ability replaces the rogue talent gained at 2nd level.

### **Hidden Advance (Ex)**

At 6th level, a covert operative can move up to twice her base speed as a move action. She does not take any penalty on Stealth checks for movement during this move. She can only use this ability once in any round and cannot use it two rounds in a row. Unless the covert operative only takes a single standard action during her next turn, she is staggered the round after that (two rounds after using hidden advance.) This staggered condition lasts for 1 round.

This ability replaces the rogue talent gained at 6th level.

### **Camouflage (Ex)**

At 8th level, a covert operative can use the Stealth skill to hide in any of the terrains she has chosen with stealth mastery as well as any of her favored terrains, even if the terrain doesn’t grant cover or concealment. At 12th level, a covert operative can hide in any terrain, even if this terrain doesn’t grant cover or concealment.

This ability replaces the rogue talent gained at 8th level.
Confections of the Three Schmucks

**Descriptors:** Enhanced (pie)

**Class:** All except Rajah

**Slot:** Hands

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

*Despite being shaped on the hands, this veil takes the form of a strange hairstyle. Depending on the weaver, it appears as either a bald pate, a mess of curls, or a smooth black bowl cut.*

While this veil is shaped, the veilweaver can conjure up an endless supply of custard and whipped cream pies. Though delicious, the pies give no nutritional value.

The pies may be thrown as a weapon, dealing 1d6 + veilweaving modifier non-lethal bludgeoning damage. This non-lethal damage affects creatures normally immune to non-lethal damage. The pies have a range increment of 10 feet. Throwing a pie in melee does not provoke an attack of opportunity.

**Essence:** For each point of essence invested in this veil, the pies deal an additional 1d6 damage, and their range increment increases by 5 feet.

**Chakra Bind (Hands): [D4, E3, G2, He2, L4/6, N2, P2, R3, St4, Vi2]** Binding this veil to your Hands chakra grants your pies the *distance* property. In addition, a foe struck by your pies must make a Will save. If they fail, they grab a pie of their own from nowhere and attempt to attack the nearest creature with it. If the creature has iterative attacks, they must make them all with pies. These pies have all of the properties of your own pies, including bind effects. If you have this veil bound and are struck by a pie with this effect, you are immune to the Will save.
Combat Manifestation

You are adept at manifesting powers in combat.

**Benefit:** You get a +4 bonus on concentration checks
made to manifest a power or use a psi-like ability when
manifesting on the defensive or while grappled.

## Combat Manifestation (Mythic)

You rarely lose concentration in combat.

**Prerequisites:** Combat Manifestation.

**Benefit:** The bonus from Combat Manifestation increases to +8. Anytime you fail a concentration check, you do not lose the power points you were attempting to use. You do not manage to manifest the power, but the power points remains available for you to use at a later time. Additionally if you successfully make a check to manifest a power defensively and the power requires a ranged attack roll, that ranged attack does not provoke an attack of opportunity.
Chaotic Surge

Chaotic energy explodes from your weapon when you score a critical hit.

**Prerequisite:** Aqua-Xax.

**Benefit:** If you confirm a critical hit, you may add an additional 1d6 damage of a random energy type by rolling a d10 and applying the following energy type: 1-2: acid, 3-4: cold, 5-6: steam, 7-8: electricity, 9-10: sonic.
Conjure Siege Weapon, Greater

**School** conjuration (creation); **Level** sorcerer/wizard 8, vanguard 6

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

This functions as *conjure siege weapon*, except you can summon a siege weapon of up to Gargantuan size with a base value of 2,000 gp or less. You also conjure one piece of ammunition per caster level instead of the normal amount for *conjure siege weapon*.
Cleaving Power

You know how to enhance your powers with a foe’s pain,
blowing through them into another target.

**Benefit:** To use this feat, you must expend your psionic
focus. If any creatures are reduced to 0 or fewer hit points
(or 0 or fewer points in one of its ability scores) by the
affected power, choose one additional creature within
30 feet of your victim; that creature suffers the effects
of the affected power (including but not limited to any
augmentations or additional metapsionic feats). The
second creature must be a legal target for the power, and
is still entitled to power resistance and/or a saving throw,
as the power allows. Using this feat increases the power
point cost of the power by 4. The power’s total cost cannot
exceed your manifester level. Only powers with one or
more specific targets may be modified by this feat.
Critical Refocus

Your critical hits recharge your expended focus.

**Prerequisites:** Improved Critical, proficiency with
weapon, base attack bonus +8.

**Benefit:** When you confirm a critical hit on an attack
where you expended psionic focus, you automatically
regain your psionic focus after the results of the attack
are determined.
Charge of the Ravager

**Discipline**: Black Seraph (Strike); Level: 7

**Prerequisite(s)**: Two Black Seraph maneuvers

**Initiation** **Action**: 1 full-round action

**Range**: Up to twice base movement

**Target**: One creature and all adjacent targets along charge path

**Duration**: Instant

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DESCRIPTION

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The path to victory is not a curved line, it is a straight, bloody line. The Black Seraph teaches its disciples this and urges them to greater glory and carnage on the field of battle. The disciple makes a charge attack against an opponent to start this maneuver and he may make a full attack upon the target of this charge. This charge does not provoke attacks of opportunity. The disciple may also make one attack at his highest attack bonusagainst any opponent along his charge path, and all successful attacks inflict an additional 2d6 points of damage. He may only make one attack per target when he initiates this maneuver.
Conjure Barricade

**School** conjuration (creation); **Level** bloodrager 2, magus 2, sorcerer/wizard 2, vanguard 2

**Casting Time** 1 standard action

**Components** V, S, M (a nail)

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

**Effect** barricade 10 ft. wide and up to 1 ft./level high

**Duration** 1 min./level

**Saving Throw** Reflex half and Reflex negates, see text; **Spell Resistance** no

This spell allows you to conjure a small barricade to impede foes and provide cover to allies. The barricade is 10 feet wide and can be as high as 1 foot per caster level, is made primarily of wood, and is held together by metal bands and nails. The barricade itself is about six inches thick; it has 60 hit points and hardness 5, and can be broken in one strike with a DC 23 Strength check. As it’s made out of wood, it is fairly susceptible to fire; fire damage ignores the hardness of and deals full damage to a barricade.

One side of the barricade, designated by you, is covered in spikes 1 foot in length each, spaced about six inches apart. A creature that charges into the barrier rams into the spikes, taking 3d6 points of piercing damage; a Reflex save halves the damage taken. A creature can attempt to climb over a barricade with a DC 15 Climb check, but doing so requires it to make a Reflex save or take 1d6 piercing damage and stop climbing that round.
Curate's Strike

**Discipline:** Radiant Dawn (Strike); **Level:** 2

**Initiation Action:** 1 standard action

**Range:** Melee or ranged attack

**Target:** One creature

**Duration:** Instantaneous

**DESCRIPTION**

This strike was created by a kobold leader to fight both controlling magics and vicious wounds. Make an attack. If it hits, it deals weapon damage as normal, and you can heal yourself and allies within close range (25 feet + 5 feet per 2 initiator levels) for a total number of hit points equal to twice your initiation modifier, divided as you choose between you and your allies. Alternatively, you may choose to grant a single ally within close range a saving throw against an ongoing effect on them that offers multiple saving throws over time to negate, or has its duration measured in rounds at the effect’s original DC, at the effect’s original DC. If it succeeds, the effect ends. This does not progress poison, diseases, or similar effects on a failed saving throw.

**Essence:** Each point of essence invested into this strike increases the total amount of healing done by 4 hit points. This healing is split up between targets normally.
Crystal Grip

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

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

**Description**

A *crystal grip* looks like a crystalline handle with nothing
attached. A soulknife, or anyone else with the ability
to manifest a mind shield, channels their mind shield
through the *crystal grip* when summoning it. This does not
otherwise alter the action needed to summon a mind shield,
the summoner must simply be wielding the *crystal grip* and
choose to manifest the mind shield through the grip.

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

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

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

**Construction**

**Requirements** Craft Crystalline Focus, ability to manifest
mind shield; **Cost** 2,800 gp (+1), 11,200 gp (+2), 25,200 gp
(+3)
Darklight Blast

**Element(s)** aether and void; **Type** composite blast (Sp); **Level** --; **Burn** 3; **Aura** evocation [darkness, force]

**Prerequisite(s)** force blast, negative blast

**Blast Type** energy; **Damage** half force, half negative energy

You pull negative energy into a powerful blast of dread darkness. Negative energy damage from this blast is treated the same as from negative blast. In addition, for 3 rounds, creatures this blast hits emit *blacklight*PCCS, as the spell, and creatures entering within 20 feet of those emitting this blacklight are also treated as if affected by the *dark-light*KoG spell. This composite blast and infusions applied to it cost twice as much for kineticists of a good alignment. This is associated with the same infusions as force and negative blasts.
Covenant Bracers

**Aura** moderate conjuration and divination; **CL** 11th

**Slot** wrists; **Price** 25,900 gp; **Weight** 1 lb.

These mystical bracers enhance the bond between an invoker and his spirit companion. Both the invoker and his companion each wear one of the two bracers, taking up the wrist slot for both of them. Other versions exist for exotic spirits that lack “wrists”, but they are rare.

Both the invoker and his companion gain the benefit of a *status* spell, targeting the other. The range of the spirit’s link ability is doubled. Three times per day, either the invoker or the companion can use a move action to teleport to an open space adjacent to the other; this teleportation has a maximum range of 100 feet. If the invoker uses his avatar class feature, his companion can activate this ability of the *covenant bracers* as an immediate action, allowing it to teleport to the invoker’s side to initiate the avatar ability.

**Construction Requirements** Craft Wondrous Item, *dominion’s blessing*, *status*; **Price** 12,950 gp
Countering Infusion

**Element(s)** universal; **Type** substance infusion; **Level** 1; **Burn** 1

**Associated Blasts** any

You strengthen your blast’s ability to blot out opposing magic. The infused blast is treated as one spell level higher when used to counter spells, and can be used to counter activated extraordinary, supernatural, or spell-like abilities which share its element or descriptor as if they were spells (using half the hit dice of the targeted ability’s user as the ability’s effective spell level if the ability does not have a spell level). You can increase your blast’s effective spell level to counter spells by an additional 1 for every 2 burn by which you increase this infusion’s cost (up to an effective level of 9th). This infusion can only be used as part of a blast prepared as a readied action.

## **Spellturning Infusion**

**Element(s)** universal; **Type** form infusion; **Level** 6; **Burn** 3

**Associated Blasts** any

**Prerequisite(s)** countering infusion

Your blast can envelop and overpower incoming spells. Treat this as countering infusion, except when the infused blast is readied against a spell or activated extraordinary, supernatural, or spell-like ability which it can counter, rather than counterspelling it, you can cause the ability to affect its caster or target an area which includes its caster, adding the effects of the infused blast to the spell’s normal effects. Abilities with a line or cone area of effect or that emanate from their caster can only be counterspelled as normal. This infusion can only be used as part of a blast prepared as a readied action.
Cursed Razor Style

You persecute those under the influence of your dark
power.

**Prerequisites:** Spellcraft 3 ranks, one Cursed Razor
stance known.

**Benefit:** Whenever you damage a cursed creature
with a melee attack, that creature takes 2 points of bleed
damage plus an additional 2 points of bleed damage for
every four character levels you possess. The creature
continues to bleed until the bleeding is stopped via
magical healing or a successful DC 15 Heal check.
Cursed Mirror Stance

**Discipline:**Shattered Mirror (Stance)

**Level:**6

**Prerequisites:**Two Shattered Mirror maneuvers

**Initiation Action:**1 swift action

**Range:**Personal

**Target:**You

**Duration:**Stance

You mimic your opponents’ movements, visiting retribution upon them. While you maintain this stance, you can make a number of additional attacks of opportunity each round equal to your initiation modifier. This stacks with the Combat Reflexes feat and other effects that increase the number of attacks of opportunity you can make in a round. In addition, any creature that hits you with a melee attack or melee touch attack provokes an attack of opportunity from you.
Dahlia's Psionic Halo

**Descriptors:** Psionic

**Class:** Guru

**Slot:** Headband

**Saving Throw:** none

*A shining blue halo of psionic energy floats above the veilweaver’s brow, growing brighter as they manifest their will upon the world.*

Shaping this veil grants you knowledge of one 1st level psionic power and a pool of 2 power points. If you already have a power point pool, this pool is a secondary pool that is tracked separately, but treated as part of your normal pool for the purposes of manifesting powers; you may pay power costs partially with the secondary power points and partially with normal power points, if you wish.

A power granted by this veil is treated as a power known for one manifesting class you possess and is manifested using that class’s manifester level. If you do not have levels in a manifesting class, you may use your veilweaver level -3 (minimum 1) as your manifester level for the powers granted by this veil.

The choices made when shaping this veil may be changed each day when you first shape your veils, but may not be changed if you unshape this veil and reshape it later the same day. Power points granted by this veil are likewise still spent even if the veil is unshaped and reshaped.

**Essence:** This veil cannot be invested with essence. Instead, essence must be bound to it to gain greater abilities. For each point of essence bound, you gain benefits as shown on the **Table: Psionic Halo Powers and Points**. The maximum level of the powers is also determined by this table. If a power is on multiple lists at different levels, use the psion/wilder list or the level it listed as for a psion discipline power list, whichever is lower (for example, the minor metamorphosis power is 1st level for an egoist, but 2nd level for all other psions, so the egoist list is used). For powers not on any of those lists, use the lowest level it is gained for any class listed.

**Chakra Bind (Headband):** Binding this veil to your Headband chakra unlocks your full psionic potential. The power points granted by this veil slowly regenerate at a rate of 1 per minute. Additionally, you gain a metapsionic feat as a bonus feat, chosen when this veil is shaped. You must still meet the prerequisites of this feat. Whenever you apply this metapsionic feat to a power granted by this veil, reduce the power point cost increase of this metapsionic feat by 2 points (to a minimum of 1). For example, if you chose Maximize Power as the bonus metapsionic feat from this binding, its power point cost would be 2, instead of 4.
Coup de grace

Coup de grace weapons are exceptionally
dangerous. On a successful critical hit, the foe must succeed
on a DC 27 Will save or be paralyzed for 1 round. While
this ability does work on creatures that are immune to extra
damage from critical hits, it does not work on creatures
without an Intelligence score. Bows, crossbows, and slings
bestow this ability on their ammunition.

Strong telepathy; ML 19th; Craft Magic Arms and Armor,
*mind control*; Price +5 bonus.
Chill (Psion Discipline)

**Replacement Abilities:** The following discipline abilities replace the kinetic aura and psychokinetic recharge abilities of the psychokinesis discipline.

### **Sluggish Cold (Su)**

Starting at 8th level, so long as you maintain psionic focus, whenever you manifest a power that deals cold damage, all targets of that power have all of their movement speeds reduced by 5 feet, to a minimum of 5 feet. This penalty increases to 10 feet at 12th level, 15 feet at 16th level, and 20 feet at 20th level.

### **Frostbitten Waste (Su)**

Starting at 14th level, you can expend your psionic focus as a free action when you manifest a power that deals cold damage. In doing so, all targets of that power must make a Fortitude save against the normal DC of that power of be staggered for 1d6+2 rounds. If they succeed at their save, they are instead staggered for 1 round.
Cosmic Champion

# Cosmic Champion (Oracle Archetype)

It is believed that only one cosmic champion exists in every plane in the multiverse, and that all cosmic champions are facets of the same being, coexisting in defiance of the apparent limits of time and space. Like knights on a multidimensional chessboard, the gods move the cosmic champions to fates strange and often tragic.

### **Weapon and Armor Proficiencies:**

A cosmic champion is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields). This alters the oracle’s weapon and armor proficiencies.

### **Weapon Burden:**

A cosmic champion gains a weapon burden (see below) instead of an oracle’s curse.

### **Limited Spellcasting:**

A cosmic champion treats her Charisma bonus as 4 points lower when determining her bonus spells per day (by spell level). Whenever she casts a summon monster spell, she treats her oracle level as 4 levels higher when determining the spell’s duration. This alters spellcasting.

### **Battle Mystery:**

A cosmic champion must select the battle mystery with the following alterations: A cosmic champion does not gain the bonus spells granted by the battle mystery. Instead, she gains a bonus combat feat at every even level. She must meet the requirements to select these feats. The revelation Skill at Arms is replaced with the following revelation:

**Fighter’s Formidability (Ex):** You treat your oracle levels as fighter levels for the purpose of qualifying for combat feats.

### **Tragic End:**

Upon reaching 20th level, the cosmic champion has fulfilled her predetermined destiny; the fates have no more need of her. The cosmic champion is able to call upon three favors from the gods, as per the miracle spell. But with each miracle comes the consequential effect of a different 9th level spell (decided by the GM). This consequential effect is always negative, and the third one invariably kills her. This replaces the final revelation.
Cushion the Blow

You reduce the damage of an attack on an ally.

**Prerequisite:** Wisdom 15, collective class feature,
manifester level 6th.

**Benefit:** As long as you are maintaining psionic focus,
as an immediate action, you can minimize the damage
of a single attack with a ranged, melee, or natural
weapon or unarmed strike (treat all dice rolled as 1s) on
any member of the collective. This ability must be used
in response to an attack on a member of the collective.

In addition, if you expend your psionic focus, you
can reduce any additional damage on the attack (such
as bonus damage from a high Strength or sneak attack
damage) by your key ability modifier.

## Cushion the Blow (Mythic)

You are able to block damage to multiple targets at once.

**Prerequisite:** Cushion the Blow.

**Benefit:** You can share the effect of Cushion the Blow, Greater Cushion the Blow, and Improved Cushion the Blow to a number of members of your collective equal to your mythic tier. In addition, if you expend one use of mythic power, you can use Cushion the Blow as a free action even if it is not your turn.

**Normal:** Using Cushion the Blow is an immediate action and only applies to a single member of your collective
Corrosive Aura

**Discipline:** Psychometabolism [Acid]; **Level**: Egoist 1, highlord 1, psychic warrior 1

**Display:** Material, Visual

**Manifesting Time:** 1 standard action

**Range:** 5 ft.

**Area:** All squares adjacent to you

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

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

**Power Points:** 1

You surround yourself with a corrosive aura, damaging
all who come near. Each creature that ends its turn in your
square or adjacent to you takes 1d6 points of acid damage.

**Augment:** For every additional power point spent, the
damage increases by 1d6. For every two additional dice of
damage, the save DC increases by 1.

## Mythic Corrosive Aura

Creatures that suffer the acid damage from *mythic corrosive aura* suffer half that damage on subsequent rounds for the duration of the effect.

**Augmented:** If you expend one use of mythic power, you can exclude creatures from the aura as a swift action at the beginning of your turn.

**Augmented (3rd):** If you expend one use of mythic power, you double the radius of the effect.
Counter Maneuver (Combat)

*You use your opponent’s failed maneuvers as a window of opportunity to make your own.*

**Prerequisite**: Combat Expertise

**Benefit**: Whenever an opponent makes a failed combat maneuver check against you, you can use an attack of opportunity to attempt the same kind of maneuver upon that opponent. You must be able to reach your opponent with the maneuver to do so.
Dancing Jellyfish

**School:** transmutation [light]; **Level:** cleric 1, sorcerer/wizard 1, witch 1

**Casting Time:** 1 standard action

**Components:** V, S, F (a jellyfish)

**Range:** touch

**Effect:** controls one jellyfish

**Duration:** 1 hour/level (D)

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

You take control of one Diminutive-sized jellyfish, imbue it with greater mobility and bioluminescence, and order it to follow you. The jellyfish floats at shoulder height and remains within 5 feet of you, no matter how fast you move. The jellyfish cannot support any additional weight. The jellyfish illuminates the same area as a lantern would. For the purposes of spells or effects targeting it the jellyfish always acts as if in your possession even when not directly on your person. A dancing jellyfish can be made permanent with a permanency spell.
Corpsewalk

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

**Display:** Auditory

**Manifesting Time:** 1 standard action

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

**Target:** One mindless undead

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

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

**Power Points:** 3

The lurching and uncoordinated movements of a nearby monster suddenly take a controlled and purposeful smoothness. When you manifest *corpsewalk*, you temporarily gain the ability to inhabit the body of a mindless undead creature such as a skeleton or zombie. Your body becomes limp and unresponsive while your consciousness is riding in its temporary host. You remain aware of events around your body and you may return to it by dismissing *corpsewalk* (a standard action).

While you inhabit an undead husk, it is unable to act in any way. You control its body and may use it as you wish, making slam attacks, moving, or using whatever equipment you can place its hands upon.

You gain whatever senses your undead host possesses and the body retains any defensive or passive abilities (such as Damage Reduction) it has which do not require activation. Otherwise, you do not gain control of any supernatural, or psi-like abilities the creature has, nor do you gain access to any feats it possesses. You are able to use feats and skills you know as long as they are appropriate to the body you are occupying.

You may make Disguise or Bluff checks to attempt to disguise yourself but a mindless undead typically moves with a gait that is distinctive and unnatural, meaning you are likely to be spotted as unusual while in motion.

If your undead host body is destroyed while you occupy it, *corpsewalk* immediately ends. During this power, you are merely linking to the undead body and your soul remains within your own, so if your host body is within a negative energy effect such as channel negative energy, the body heals and you suffer no ill effect.

**Augment:** For every additional two power points you spend manifesting this power, you gain the ability to manifest one psionic power while you are controlling the undead body and the DC for this power increases by one.

***Mythic Corpsewalk***

You may attempt to take over the bodies of intelligent undead, but doing so reduces the duration of this power to one round per level.
Create Podling

You prepare yourself to create a podling, thus furthering your species and taking another step towards immortality.

**Prerequisites:** Nelumbu, physical contact with another nelumbu, middle-age or greater age category.

**Benefit:** Any time after you take this feat, but only once, you may elect to create a podling during eight hours of uninterrupted rest. During the process, your eye-pod drops off and turns into a podling, your bloom becomes a new eye pod, the arm closest to your old eye-pod becomes a new bloom, and you grow a new arm in its place. Your physical age is then reset to 6-years-old (young adult).

Alternatively, if you are beheaded (your eye pod is chopped off) before you can initiate your transformation, you will fall unconscious (instead of instantly dying) and the process starts immediately after the beheading, culminating after 10 hours, provided your unconscious body is left in peace.

Any significant injury to the body after beheading will interrupt the process and death will ensue naturally.

**Special:** You can take this feat, multiple times, provided that you qualify.
Dancing Shield Step

You have learned to use the momentary disorientation
of your opponents after a shield bash to gracefully
reposition yourself.

**Prerequisites:** Improved Shield Bash, Quick Draw,
two Iron Tortoise maneuvers known, two Mithral Current maneuvers known.

**Benefits:** You can don a shield as a free action. In
addition, while in a Mithral Current stance, whenever
you hit an opponent with a shield bash or successfully
use a counter that requires a shield bash, you can take a
free 5 foot step.