recursal/Fanatic-Fandom huggingface dataset:
Cinder Adept

Among the Sun Clan’s most noted champions are those who can tame the flames and bend them to their will. These kineticists are skilled riders, able to wield both weapons and fire with deadly skill.

### Class Skills

A cinder adept gains Handle Animal and Ride as class skills, but does not gain Stealth and Use Magic Device as class skills.

This alters the kineticist’s class skills.

### Fire Focus (Su)

When a cinder adept gains elemental focus, they must select fire as their chosen element. When they gain the expanded element class feature, they must select their primary element of fire and do not learn to use a new element.

This alters elemental focus and expanded element. This doesn’t prevent this archetype from being used with other archetypes that alter elemental focus or expanded element so long as they still allow the kineticist to choose fire as their primary element and expanded elements.

### Galloping Siphon (Su)

When a cinder adept gathers power while mounted, they and their mount gain fire resistance 5 for a number of rounds equal to the total value of the burn cost they reduce. This resistance increases to fire resistance 10 at 11th level. The cinder adept and their mount lose this resistance if they dismount before the duration ends. In addition, a cinder adept gains Mounted Combat as a bonus feat and a +1 bonus on concentration checks due to riding. This bonus increases by +1 at 4th level and every 4 levels thereafter (up to a maximum of +6 at 20th level).

This alters gather power and replaces the infusion gained at 1st level.

### Mount

At 4th level, a cinder adept gains a loyal mount. This ability functions like the druid’s animal companion ability (as described in the nature bond class feature), except that the cinder adept always gains a horse or pony (though they can gain additional options at the GM’s discretion) and their effective druid level is equal to their cinder adept level -3.

This replaces the utility wild talents gained at 4th, 8th, and 12th levels.
Charming Tone

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

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

The tone of your voice is enough to charm all those around you. This acts as *charm person*, although the duration is reduced to 1 minute per kineticist level you possess. You can accept 1 point of burn to increase the duration to 10 minutes per kineticist level you possess.

This wild talent is a mind-affecting (charm) effect.

## **Charming Tone, Greater**

**Element(s)** sound; **Type** utility (Sp); **Level** 4; **Burn** 0

**Prerequisite(s)** charming tone

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

You can instead treat your charming tone as *charm monster*. This wild talent is a mind-affecting (charm) effect.
Chew Through

**Discipline:** Roaring Mouse (Strike) [trick]; **Level:** 5

**Prerequisites:** None

**Initiation Action:** 1 standard action

**Range:** Melee attack

**Target:** One creature

**Duration:** Instantaneous (see text)

A snip here, a cut there, and soon your opponent’s defenses are in shambles. Make a melee attack. If successful, you deal damage as normal and the target is tricked for a number of rounds equal to your initiation modifier. Additionally, this strike gains an extra effect of your choice. The target must make a Reflex save (DC 15 + initiation modifier) or:

* Lose their natural armor bonus to AC for 1 round.

* Lose their armor and shield bonus to AC for 1 round.

*Exploit:* The target gains a -4 on their saving throws for 1 round, including the save against this strike.
Chimera Loop

**Aura** weak transmutation; **CL** 5th

**Slot** ring; **Price** 11,500 gp (normal), 17,000 gp (greater); **Weight** –

The *chimera loop* is a garnet-set ring engraved with animal motifs, but the animals have mismatched bodies and limbs. It allows the user to speak a command word to grant themselves the benefit of an *animal aspect*UC spell. They can do so up to 5 minutes per day; this duration does not need to be consecutive, but must be spent in 1-minute increments.

If the wearer of the ring has the shifter aspect class feature, they can gain the benefits of *animal aspect*UC each time they use a minor aspect from their shifter’s aspect ability or when they use wild shape (no action required) without counting against the daily limit the chimera loop provides its wearer. This ignores the normal limitation of multiple polymorph effects on one creature. They can only choose one animal type from *animal aspect*UC each time they use shifter aspect or wild shape, even if they are benefiting from more than one shifter aspect (such as from the chimeric aspect ability).

There also exists a greater version of the *chimera loop*, which grants the effects of *greater animal aspect*UC instead but otherwise has the same function.

**Construction Requirements** Forge Ring, *greater animal aspect*UC; **Price** 5,750 gp (normal), 8,500 gp (greater)
Complex Negative Admixture

**Element(s)** void; **Type** composite blast (Sp); **Level** --; **Burn** 3; **Aura** varies (see text)

**Prerequisite(s)** negative admixture, any other composite energy blast

**Blast Type** energy; **Damage** see text

Choose a composite energy blast you know other than negative admixture with a base burn cost of 2 or less. Complex negative admixture deals that blast’s normal damage plus 1d6 negative energy damage per 2 damage dice of the chosen blast. Negative energy damage from this blast is treated the same as from negative blast. This blast uses the aura of the modified blast, adding the darkness descriptor to it.
Contacted

Contacted are godhands who received their power from experiments performed on them by being from beyond our understanding of reality. Some of these visitors come from beyond the stars, from points in the future, from adjacent realities, or from incomprehensible planes of existence.

### Tentacle (Su)

Rather than a divine arm the godhand gains a tentacle. This grants them a slam attack with the grab universal monster rule as a primary natural attack (or secondary if the contacted attacks with a manufactured weapon). The tentacle radiates a strong aura of chaos. The slam attack deals damage equal to a monk’s unarmed strike of equal level. It counts as an Unarmed Strike for the purpose of meeting prerequisites.

*This modifies the godhand’s god’s hand class feature.*

### Contacted New Morphologies

* **Blindsense:** The contacted gains blindsense while their tentacle is active.
* **Critical Attachment:** The contacted automatically latches onto its target when it successfully confirmed a critical hit with its tentacle score. The target is considered grappling, but the contacted is not. The target can attack or try to grapple the contacted as normal, or break the attachment with a successful grapple or Escape Artist check.
* **Stench:** The contacted gains the stench universal monster rule while their tentacle is active. The DC is equal to 10 + 1/2 contacted level + Charisma modifier and it has a 30 foot range. While their tentacle is active the contacted is immune to the stench universal monster rule themselves.
* **Strangle:** An opponent grappled by the contacted’s tentacle cannot speak or cast spells with verbal components.

### Contacted Restricted Morphologies

Armor of God, Hand of the Beast, Shield of God, One-Winged Angel, Stolen Protection
Conjure Energy Arrows

**School** conjuration (creation); **Level** elven archer 1, druid/spirit shaman 2, mystic archer 1, ranger 2

**Casting Time** 1 swift action

**Components** V, S

**Range** touch

**Target** one bow or crossbow string touched

**Duration** 1 round/level

**Saving Throw** none; **SR** no

At the start of each round, *conjure energy arrows* equips your bow or crossbow with an energy arrow or bolt when its string is drawn. You select the energy type (acid, cold, electricity, fire, or sonic) at the time of casting. The weapon deals the same amount of damage as its standard ammunition, but the spell turns the damage into that of the chosen energy type. You may shoot as many energy arrows or bolts per round as you have attacks. Each arrow evaporates into a wisp of mist 1 round after being created, so it must be used quickly.
Chilling Void

**Element(s)** void and water; **Type** utility (Su); **Level** 3; **Burn** --

**Prerequisite(s)** cold blast and darkness infusion, shroud of shadows, or grasp of the void

**Saving Throw** Fort half; **Spell Resistance** yes

All creatures that end their rounds within an area of darkness you have created take 2 cold damage for each kineticist level you possess.
Craft Cybernetics

You can build cyberware and install it in a creature’s body.

**Prerequisites**: Technologist, Heal 9 ranks, Knowledge (engineering) 9 ranks.

**Benefit**: You can create cybernetic items. Creating a cybernetic item takes 1 day for every 1,000 gp in the item’s price. To create the object, you must use up raw materials costing half of this total price. See Crafting High-Tech Items for more information.

You can repair a broken cybernetic item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item from scratch.

You can also install a cybernetic item in a creature’s body. See the Cybertech section for more information on installing cyberware.
Charged Attacks

**Element(s)** universal; **Type** utility (Su); **Level** 3; **Burn** –

**Prerequisite(s)** elemental overflow class feature

For every 3 kineticist levels you possess, apply your elemental overflow bonus to one attack made with natural weapons, armor spikes or spiked gauntlets granted to you through wild talents per round. This does not apply to natural weapons gained through wild talents which grant an evolution pool (such as experimental machinery or unnatural evolution).
Cowardly Cryptic’s Goggles

**Aura** moderate clairsentience; **ML** 7th

**Slot** eyes; **Price** 10,000 gp; **Weight** 1 lb.

**Description**

This pair of leather goggles, when worn by a character
with the insight class feature, grants the wearer the trap
spotter cryptic insight. Any time the wearer passes within
10 ft. of a trap that he detects, including if he detects the trap
via the automatic check from the trap spotter insight, the
goggle lenses immediately darken, blacking out everything
from the wearer’s vision except for the detected trap. The
wearer may attempt Disable Device checks against the
trap as normal, but for any other activity, the wearer is
effectively blind unless he has some other means of vision,
such as an extra set of eyes.

**Construction**

**Requirements** Craft Wondrous Item, trap spotter insight; **Cost** 5,000gp
Corona

**Aura** strong evocation; **CL** 18th

**Slot** none; **Price** 125,502 gp; **Weight** 6 lbs.

A brilliantly ornate spear dedicated to deities of sunlight and warmth, this *+2 spear* is the sun’s might given form. A creature must keep the corona in their possession for 24 hours to attune to it, after which the spear glows with its true power, turning into a *+2 distance returning solar spear.* It counts as silver for overcoming damage reduction. When thrown, it immediately returns to the wielder’s grasp after the attack resolves, dissipating in a flash of light and reforming in the wielder’s hand.

Three times per day, the wielder of the corona can throw the spear as a full-round action to turn it into a bolt of sunlight, functioning as a single beam of a *sunbeam* spell (DC 20). Once the effect is resolved, the corona reforms out of light in the wielder’s hands.

An undead or any creature vulnerable to sunlight that attempts to wield the *corona* takes 3d8 damage per round and gains two negative levels. These negative levels cannot be overcome except by dropping the weapon.

**Construction Requirements** Craft Magic Arms and Armor, *daylight, sunbeam*; **Price** 62,902 gp
Conductive Retaliation

**Discipline:** Mangled Gear (Counter)

**Level:** 4

**Prerequisite(s):** One Mangled Gear Maneuver

**Initiation Action:** 1 immediate action

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

**Target:** see text

**Duration:** instantaneous

As an energy attack comes towards you, you manipulate the energy to fire it back at your assailant. When you are targeted by a ranged touch attack or any other effect which would fire a non-solid projectile (such as laser weapons or other energy weapons), make a Disable Device check opposed by the attack roll of the effect. If you succeed, the attack turns on a target of your choice within range, targeting their AC and on a hit dealing damage as if they had been originally targeted (spell resistance still applies).
Control Temperature

**School** transmutation; **Level** druid 3, elementer 3, psychic 3, shaman 3

**Casting Time** 1 standard action

**Components** V, S, M (a thin tube of mercury)

**Range** 40 ft./level

**Area** 40 ft./level radius cylinder, 40 ft. high

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

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

You alter the temperature of the surrounding area. You can choose to either raise or lower the temperature: how much you can alter the temperature depends on your caster level, as shown above on **Table: Control Temperature**, which is organized from coldest to warmest. A creature in the area might have to make Fortitude saves to ignore its effects (see the Cold Dangers and Heat Dangers sections in Chapter 13 of the *Pathfinder Roleplaying Game Core Rulebook*)

You can concentrate on the spell at any time to change the temperature level by one step in either direction, assuming you have the caster level necessary to create the chosen temperature level.
Chill

**Design** invocation (primordial) [cold]; **Level** 0

**Casting Time** 1 standard action

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

**Effect** ray

**Duration** 1 round

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

A bolt of ice strikes the target. You must make a ranged touch attack to hit the target, dealing 1d2 cold damage on a hit. A struck creature must make a Fortitude save or have its move speed(s) reduced by 5 feet for 1 round.

**Overload**: For every charge overloaded into this script, increase the damage by 1d2 and the DC by 1. If you overload at least three charges, the speed reduction becomes half the creature’s speed, instead of just 5 feet.
Constricting Bubble

**School:** conjuration (creation); **Level:** sorcerer/wizard 5, summoner 5

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

This spell functions as entrapping bubble, except that the bubble has the ability to squeeze and crush any creature trapped within it. Anyone trapped within the bubble takes 4d6 points of bludgeoning damage each round as the bubble contracts and then returns to its normal size (a successful Reflex save halves this damage). The walls of the bubble are ever-shifting and elastic; they require an Escape Artist check, DC of 35, to escape.
Compression

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

**Display:** Olfactory

**Manifesting Time:** 1 standard action

**Range:** Personal

**Target:** You

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

**Power Points:** 1

This power causes instant diminution, halving your
height, length, and width and dividing your weight by 8.
This decrease changes your size category to the next smaller
one. You gain a +2 size bonus to Dexterity, a –2 size penalty
to Strength (to a minimum of 1), a +1 size bonus on attack
rolls and AC due to your reduced size.

If your new size is Tiny, you have a space of 2 1/2 feet and
a natural reach of 0 feet (meaning that you must enter an
opponent’s square to attack). If your new size is Diminutive,
you have a space of 1 foot and a natural reach of 0 feet. If
your size decreases to Medium, you have a space of 5 feet
and a natural reach of 5 feet. This power doesn’t change
your speed.

All your equipment, worn or carried, is similarly reduced
by the power. Melee and projectile weapons deal less
damage. Other psionic or magical properties are not affected
by this power. Any affected item that leaves your possession
(including a projectile or thrown weapon) instantly returns
to its normal size. This means that thrown weapons deal
their normal damage (projectiles deal damage based on the
size of the weapon that fired them). Multiple effects that
reduce size do not stack, which means (among other things)
that you can’t use a second manifestation of this power to
further reduce yourself.

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

* If you spend 6 additional power points, this power decreases your size by two size categories. You gain a +4 size bonus to Dexterity, a –4 size penalty to Strength (to a minimum effective Strength score of 1), a +2 size bonus on attack rolls, and a +2 size bonus to Armor Class due to your reduced size.
* If you spend 6 additional power points, you can manifest this power as a swift action instead of a standard action.
* If you spend 2 additional power points, this power’s duration is 10 minutes per level rather than 1 minute per level.

## Mythic Compression

Your size decreases by an additional category. The benefits and penalties associated with your decreased size category, as well as the decrease of the natural reach, are also appropriately adjusted. This stacks with the 6 power point augment of the non-mythic version of this power.
Conjure Armor

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

**Casting Time** 1 standard action

**Components** V, S, F (a smith’s hammer)

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

**Effect** one conjured suit of armor or shield

**Duration** 10 min./level

**Saving Throw** none; **Spell Resistance** none

You conjure a non-magical suit or armor or a shield. You can summon any armor or shield that provides a +4 AC bonus or lower, plus 1 for every two caster levels you possess past 3rd. For example, at caster level 7th, you could summon any armor or shield that provides a +6 armor bonus or lower, such as chainmail or a tower shield. The armor must be appropriately sized for you.

The armor or shield is not equipped to any creature when conjured and must be put on. It can be enhanced like any other armor with spells such as *magic vestment*. If the armor or shield is destroyed, the spell ends. This spell does not grant any sort of proficiency with the summoned equipment.
Crystal Light

**Discipline:** Psychokinesis [Light]; **Level:** Gambler 0, psion/wilder 0

**Display:** Visual and material

**Manifesting Time:** 1 standard action

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

**Target:** One crystalline creature or object

**Duration:** 1 min./level (D) or Instantaneous; see text

**Saving Throw:** Will negates (object) or Fortitude negates; see text ; **Power Resistance:** Yes

**Power Points:** Psionic focus or 1

Upon manifesting this power, you cause one crystalline
creature or object (glass, crystal, gem, psicrystal, astral
construct, etc.) to glow in one of two ways. You can cause
it to glow with a steady light equivalent to a torch, in which
case the duration lasts up to 1 minute per manifester level.
Alternately, you can cause it to flash brightly once, causing
one creature of your choice in that square or immediately
adjacent to be dazzled for 1 minute unless it makes a
successful Fortitude save. Crystalline creatures or objects
which are targeted to glow are allowed a Will save to negate
the power completely; if such is also the target of a dazzling
flash, the creature being dazzled is also allowed a Fortitude
save to avoid being dazzled.
Clever Imbue

*Spells you imbue are triggered exactly when you desire.*

**Prerequisite**: Imbue class feature

**Benefit**: When you imbue a spell, you can set two separate conditions that will trigger the imbued spell, instead of only one. Alternatively, you can choose to set only one condition (as normal). If you do, the first time that condition would be met, you can prevent the imbued spell from triggering as a free action. The spell is prevented from triggering from that same condition for 10 minutes, after which it can trigger as normal.
Consume

**Design** destruction (affliction); **Level** 6

**Casting Time** 1 standard action

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

**Target** one creature, see text

**Duration** 1 round/3 levels, see text

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

A pillar of black flame engulfs the creature, burning away its flesh with negative energy.

When a creature is first targeted by *consume*, it must make a Fortitude save or take 1d6 negative energy damage per caster level (max 20d6). A successful save halves the damage and ends the script.

If the creature fails its save, the flame lingers upon them, dealing 1d6 negative energy damage per three caster levels (max 6d6) per round, with a Fortitude save negating the damage for that round only.

If *consume* slays a creature, the black fire immediately jumps to another creature of your choice within close range (25 ft. + 5 ft./2 levels) of the slain creature, at which point it must save as if it were the initial target of the script. However, the duration of the script is tracked across all targets (i.e. if your consume has a duration of 5 rounds, it can burn for only 5 rounds *total*, not 5 rounds per target it burns).

Spell Resistance applies to each creature the flame jumps to, but is only checked the first time the creature would be affected, not each round. You can choose to have the flame die out after slaying a creature, rather than jumping to a new target. *Consume* does not heal creatures healed by negative energy.

**Overload**: For every runic charge overloaded into this script, the duration of the script increases by 1 round.
Cognizance Crystals

**Aura** Faint to strong psychokinesis; **ML** equal to maximum power point storage

**Slot** -; **Price** 1,000 gp (1), 4,000 gp (3), 9,000 gp (5), 16,000 gp (7), 25,000 gp (9), 36,000 gp (11), 49,000 gp (13), 64,000 gp (15), 81,000 gp (17); **Weight** 1 lb.

**Description**

Cognizance crystals store power points that psionic
characters can use to pay for manifesting their powers.

A cognizance crystal consists of a
core crystal and two or three smaller crystals arranged in
specific positions around it on strands of silver wire. The
crystals give off a faint glow. A typical cognizance crystal
weighs approximately 1 pound, has AC 7, 10 hit points, a
hardness of 8, and a break DC of 16.

The user must merely hold or have a crystal
on her person for a period of at least 10 minutes (which is
long enough to attune oneself to the crystal). Thereafter, the
owner can use power points stored in the crystal to manifest
powers she knows.

The maximum number of points a cognizance crystal
can store is always an odd number and is never more than
17. It can store only as many power points as its original
maximum, set at the time of its creation. When a cognizance
crystal’s power points are used up, the glow of the crystal
dims. However, the user can recharge it by paying power
points on a 1-for-1 basis. While doing this depletes the user’s
own power point reserve for the day, those power points
remain available in the cognizance crystal until used.

A user cannot directly replenish her personal power
points from those stored in a cognizance crystal, nor can she
draw power points from more than one source to manifest a
power. See Using Stored Power Points for more information.

**Construction**

**Requirements** Craft Cognizance Crystal, ML equal to maximum power point storage; **Cost** 500 gp (1), 2,000 gp (3), 4,500 gp (5), 8,000 gp (7), 12,500 gp (9), 18,000 gp (11), 24,500 gp (13), 32,000 gp (15), 40,500 gp (17)
Close Rift

**School** abjuration [chronomancy]; **Level** sorcerer/wizard 1

**Casting Time** 1 standard action

**Components** V, S, M (ammonite fossil)

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

**Target** one rift in the Veil

**Duration** instantaneous

Target rift heals and disappears. Caster gains 5 karma, unless the caster created the rift (such as from a *create rift* spell).
Cloud Runner (Cavalier / Samurai)

*There exist tales of legendary cavalry that could ride upon the wind itself. Aspiring to this legend, some cavaliers pursue the mystical art of cloud running, taking to the skies with only clouds under their feet.*

#### **Nimbus (Su)**

Rather than use a traditional mount, a cloud runner summons a mystical cloud that carries him through battle. The nimbus can be summoned for a number of hours per day equal to 1/2 the cloud runner’s level + his Charisma modifier (minimum 1). This duration does not need to be consecutive, but must be spent in 1-hour increments. The nimbus cannot be used underwater. While upon the nimbus, the cloud runner is considered mounted for all feats and abilities that rely on being mounted, such as cavalier’s charge. However, as the nimbus is not a creature, it does not have any actions: the cloud runner must use his own actions to move.

At 1st level, the cloud runner ignores difficult terrain while upon his nimbus. It cannot support him fully in the air, but slows his descent, as a *feather fall* spell does, regardless of the distance he falls while upon the nimbus.

At 4th level, the nimbus can travel over liquid surfaces like water, lava, or oil without the cloud runner falling in, allowing him to move across the surface as if it were normal ground. This does not prevent damage from being near the surface (such as damage from the heat of a pool of lava). When the cavalier falls while on the cloud, he can travel horizontally during his descent as if affected by a *glide* spell.

At 7th level, the nimbus grants the cloud runner a fly speed of 30 feet (average maneuverability). This speed increases to 40 feet (good maneuverability) at 11th level and to 60 feet (perfect maneuverability) at 15th level.

This replaces mount.

#### **From the Skies (Ex)**

At 4th level, a cloud runner gains Death from AboveUC as a bonus feat. If he already has the feat, he can take any other feat he qualifies for.

For a cavalier, this replaces expert trainer. For a samurai, this replaces mounted archer.

#### **Obscuring Challenge (Su)**

At 12th level, whenever a cloud runner declares a challenge, his target’s vision is obscured by mist. As long as the target is within the threatened area of the cloud runner, it treats all other creatures as though they had concealment (20% miss chance). This replaces demanding challenge.
Constructor (Psion Discipline)

**Replacement Abilities:** The following discipline abilities replace the Ectoplasmic Protection and Maestro of Ectoplasm abilities of the metacreativity discipline.

### **Improved Constructs**

At 8th level, you gain your choice of the Advanced Constructs or Boost Construct feat as a bonus feat. If you already have one of the feats, you gain the other instead. If you already possess both feats, you gain a bonus psionic feat of your choice. You must meet any applicable prerequisites to select the feat.

### **Maestro of Constructs**

At 14th level, once per day as a standard action, you can choose to create up to half your psion level in astral constructs, divided at your discretion (For example, for a 14th level constructor, a 5th-level construct and a 2nd-level construct, a single 7th-level construct, seven 1st-level constructs, etc.), repair a damaged astral construct for up to 30 hit points plus 1 hit point per psion level, or summon two astral swarms plus one astral swarm for each three levels beyond 14th, to a maximum of 4 at 20th level.
Circling the Prey

**Discipline:** Golden Lion (Boost)

**Level:** 3

**Prerequisites:** 1 Golden Lion maneuver

**Initiation Action:** 1 swift action

**Range:** 60-ft.

**Target:** Allies

**Duration:** Instant

With practiced precision and a quick shout, the
disciple and his allies move in unison for better
strategic advantage. The initiator’s shout grants
himself and his allies a free 5-ft. step that must be
taken when this boost is used.
Cybernetic Integration

You and your mech are one.

**Prerequisites**: Bonded Mech class feature or Mech Piloting feat, Craft (mechanical) 5 ranks, Knowledge (engineering) 5 ranks

**Benefit**: You can convert your mech into a set of cybernetic body armor. If your mech is currently larger than your size, it is broken down for parts and converted into a same sized creature; characters with multiple bonded mechs may choose one to receive this reconfiguration. If the mech had previously benefited from size increases for level, it instead increases its base Dexterity bonus by +2 and gains 10 additional hit points; if the mech had taken any size increasing enhancements, it may retrain any that would increase its base size above that of its pilot. While the mech is converted in this manner, you gain several benefits: you gain a +5 bonus to disguise checks to make the mech appear as a standard suit of armor, your arms (if you have any) are not occupied by piloting and may be used to wield weapons as normal, and you may pilot a mech up to one size smaller than yourself. There are also a few minor drawbacks: your mech now causes 15% spell failure due to its more confined configuration interfering with fine movements, you cannot stack weapon slots to wield a weapon more than one size category larger than yourself, and if the mech is smaller than your size, its bonuses to Strength and Dexterity are decreased by two points (minimum 0).
Blazing Aura (Mythic)

You surround yourself with pure, unquenchable flames from the Plane of Fire.

Prerequisite: Blazing Aura.

Benefit: Your fire aura lasts for a number of rounds equal to your mythic tier. A creature that makes a successful melee attack against you takes a number of points of fire damage equal to 2d6 plus your ranks in Knowledge (planes).

Activating this ability is a move action. If you have at least 9 ranks in Knowledge (planes), you can activate this ability as a move action or a swift action.
Clairsentience (Psion Discipline)

A psion who chooses clairsentience is known as a seer. Seers can learn precognitive powers to aid their comrades in combat, as well as powers that permit them to gather information in many different ways.

### **Recovered Information (Su)**

At 2nd level, as long as you maintain psionic focus, when someone successfully saves against a Clairsentience power you’ve manifested, you learn about a single psionic effect currently in effect (if any) on the target. Each subsequent successful save against a Clairsentience power you manifest transfers information about another psionic effect currently in effect (if any) on the target. If there are no psionic powers in effect on the target that you do not already know, then you learn information about a single psionic item the creature currently possesses, as if you had identified the item. This effect does not give any information on artifacts. The number of psionic effects or items you learn about per save increases by one every four psion levels thereafter.

### **Alter the Waves (Su)**

At 8th level, each day when you meditate to regain your power points, you gain a +3 insight bonus that can be used on any one die roll. Every two psion levels thereafter, this ability may be used one additional time per day and the insight bonus is increased by 1.

### **Seeing the Connections (Su)**

At 14th level, once per day, you can automatically identify all properties of a magic item, magic aura, or identify a spell or power in effect. In addition, if you are being scryed upon, you can expend your daily use of this power as an immediate action to disrupt the scrying attempt and instead scry on the originator of the effect using the same effect as that which targeted you. You need not pay any power point cost for this ability, although the originator can make a save to block the attempt (same DC as the original scrying attempt). This ability does not work on artifacts.

### **Perpetual Foresight (Su)**

At 20th, your ability to foresee the different possibilities has suffused you. Anytime you roll a d20, you may expend your psionic focus as an immediate action to roll a second time. To choose the result of the second roll, you must pay the unmodified die roll in power points.
Control Water

**Discipline:** Psychokinesis; **Level** Aquanaut 2, kineticist 2

**Display:** Auditory and mental

**Manifesting Time:** 1 standard action

**Range:** Long (400 ft. + 40 ft./level)

**Area:** 50-ft.-radius spread

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

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

**Power Points:** 3

You have some control over water current speed and direction. The speed of the current within the area of this power can be increased or decreased by up to 30 feet. This power also gives you the ability to alter the direction of the current by as much as 90 degrees.

**Augment:** For every additional power point you spend, you can modify the speed of the water current by an additional 30 feet, to a maximum change of 180 feet.
Cryokinetic Stasis

**Element(s)** water; **Type** utility (Sp); **Level** 8; **Burn** 1

You encase yourself or a willing target in an icy sheen, placing the target in a state of suspended animation, as per *temporal stasis* except fire spells and spell-like abilities of 3rd level or higher count as if the caster used *dispel magic* against the stasis. Otherwise, no other force or effect can harm the target.
Cincture of the Dragon

**Descriptors:** none

**Class:** Daevic, Helmsman, Huay, Stormbound

**Slot:** Belt, Chest

**Saving Throw:** none

This veil appears as a thick band of steel gray scales around the wearer’s torso.

The wearer of this belt is warded from stray blows, gaining a +1 enhancement bonus to natural armor.

**Essence:** The enhancement bonus to natural armor increases by +1 per point of essence invested in this veil.

**Chakra Bind (Belt): [D13, He12, Hu16, St14]** Binding this potent defensive veil to your Belt chakra causes the scales to grow in size and whirl around you, intercepting even some magical attacks. As a standard action you can activate a *stunning barrier* effect as an at-will spell-like ability. This effect lasts for a number of rounds equal to your primary veilweaving modifier plus the number of points of essence invested in this ability.

**Chakra Bind (Chest): [D19, He12, Hu18, St18]** Binding this veil to your Chest chakra fills it with the raw, potent power of your raging heart. As a full round action this veil can be transformed to encase your entire body in a draconic body of pure akasha. This functions as form of the dragon I and can be used for a total number of rounds per day equal to ½ your character level + your primary veilweaving modifier. Ending this transformation is a free action that does not provoke attacks of opportunity.
Charge Weapon

**Discipline:** Psychokinesis (energy); **Level:** Highlord 3, kineticist 3, psychic warrior 3, tactician 3

**Display:** Visual

**Manifesting Time:** 1 standard action

**Range:** Touch

**Target:** One weapon

**Duration:** 1 minute / level

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

**Power Points:** 5

You touch a weapon, filing it with a humming charge of your current energy type. The weapon gains a charge of 3d6 energy damage that the wielder can choose to unleash with an attack. The wielder chooses how many dice to add to an attack before making the attack roll; if the attack misses, the damage is lost. In addition, attacks made with the weapon have a secondary effect depending on the energy type.

**Energy type:**

* *Fire* – you deal 1 point of fie damage with all attacks with the charged weapon.
* *Cold* – all attacks with the charged weapon slow down enemies, anyone hit while the weapon is charged takes a 5 ft penalty to their speed in their next turn.
* *Electricity* – you gain a +2 bonus to attacks against creatures made of metal or in metal armor while the weapon is charged.
* *Sonic* – all attacks with the charged weapon ignores ½ hardness on all attacks as the weapon vibrates.

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

* For every additional power point you spend, increase the damage by 1d6.
* If you spend 3 additional power points, increase the dice size to d8.
* If you spend 5 additional power points, increase the dice size to d10.
Coronet of the Gravelord

**Descriptors:** Divination

**Class:** Guru, Nexus, Promethean, Vizier

**Slot:** Headband

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

*A crown of blackened metal and bone rests upon your brow, displaying your dominion over the forces of the dead and damned.*

Shaping this veil allows you to detect the presence of undead creatures, and causes them to view you favorably. You gain the effects of *detect undead* in a 30-foot radius emanation as a constant effect. When determining the effects of this ability, you are always treated as if you had concentrated on the effect for three rounds.

When interacting with undead, their starting attitudes towards you are improved. Mindless undead have a starting attitude of indifferent, and intelligent undead have their starting attitude improved by one step, to a maximum of indifferent. Mindless undead will usually ignore you unless attacked, intelligent undead will usually view you more favorably than normal, but may still attack you depending on their beliefs or motivations. When interacting with intelligent undead, you gain a +1 insight bonus to your Bluff, Diplomacy, and Intimidate checks made against them.

**Essence:** For each point of essence invested in this veil, the range of your undead detection increases by 10 feet, and the insight bonus to social skills when interacting with intelligent undead increases by 1.

**Chakra Bind (Headband): [G11, N12, P12, Vi12]** Binding this veil to your Headband chakra allows you to impose your will on the minds of undead creatures. You may use *command undead* as a spell-like ability a number of times per day equal to 1 + your veilweaving modifier. When making opposed Charisma checks using this spell, you may use the higher of your veilweaving modifier or your Charisma. If you unshape this veil (but not if it is suppressed), the duration of all of your active *command undead* spells immediately end.
Coral Shatter

**Discipline:** Surging Shark (Strike); **Level:** 4

**Prerequisites:** One Surging Shark maneuver

**Initiation Action:** 1 standard action

**Range:** Melee or ranged attack

**Target:** One creature

**Duration:** Instantaneous (see text)

With a mighty blow, you break your foe’s defense like fragile coral. Make an attack. If it hits, you deal an additional 4d6 damage, and the foe must make a Fortitude save (DC 14 + initiation modifier) or become stunned for 1 round.

*Call of the Deep:* Your strike causes ripples that explode out from your target in a 15 foot cone. Compare the initial attack roll against the AC of any opponents caught in the cone. Any creatures that are hit also take 4d6 damage and are stunned for 1 round unless they succeed at a Fortitude save with the same DC as the main target. A successful save negates the stun effect. Do not apply the effects of boosts to the cone. If you use this call of the deep effect with an ability that turns an attack into an area of effect (such as a zealot’s destruction augment), the strike only creates one cone, originating from the closest affected creature. Using this call of the deep effect makes this maneuver supernatural.
Chelicerae of Manipulation

**Descriptors:** Fleshwarp

**Class:** Daevic, Eclipse, Huay, Promethean

**Slot:** Head

**Saving Throw:** None

*The flesh and bone of your jaw tears apart, reforming into a set of fangs and chelicerae that can manipulate objects and tear into your foes.*

Shaping this veil modifies your mouth and jaw so that it can unfold into a set of chelicerae and fangs. You gain a primary bite natural attack that deals damage appropriate to your size (1d6 Medium, 1d4 Small), though this bite only deals bludgeoning and piercing damage.

You can also use these chelicerae to hold and manipulate objects or perform somatic components as well as one of your hands, though you cannot use them to wield weapons or a shield. While holding an object with your chelicerae you cannot use your bite attack, though you can still speak.

When not using your chelicerae to hold an object or to make bite attacks, you can cause them to fold back into your jaw to disguise them. In this state, your jaw appears normal for a member of your species, though there are fine grooves in your flesh where your mouth and jaw segment. When folded in this way, you gain a +2 circumstance bonus to Disguise checks made to disguise this veil.

**Essence:** For each point of essence invested in this veil you gain a +2 insight bonus to damage rolls made using this veil’s bite attacks, and the bonus to Disguise checks to disguise this veil increases by +1. For every even point invested, you gain a +1 insight bonus to attack rolls made using the veil’s bite attack.

**Chakra Bind (Head):** Binding this veil to your Head slot further improves the strength of your chelicerae, allowing you to grab hold of foes you bite. Whenever you successfully hit a creature with the veil’s bite attack, you can make a grapple attempt against them as a free action. This grapple does not provoke attacks of opportunity, and requires no free hands. You may maintain this grapple only using your chelicerae with no penalty, and when you are grappling a creature using your chelicerae you may only make bite attacks using this veil against the grappled creature. For every even point of essence invested in this veil, you gain a +1 insight bonus to grapple checks made using your chelicerae, and to your CMD to defend your grapple using your chelicerae.
Charged Wheel

**Discipline:** Spark of Battle (Strike) [electricity]

**Level:** 5

**Initiation Action:** 1 standard action

**Range:** Melee

**Target:** Each creature within melee reach

**Duration:** Instant

The initiator makes one melee attack at their highest base attack bonus against each opponent within reach. They must make a separate attack roll against each opponent. The initiator gains a +2 bonus on the attack roll against opponents who are primarily armored in, or made of, metal. Each opponent hit by this attack takes normal damage plus an additional 5d6 electricity damage. This is a supernatural maneuver.

**Special:** If the initiator has the Spark of Inspiration feat, they may spend an additional stamina point when activating this maneuver to increase the bonus to attack against opponents wearing or made of metal by an additional +2.
Channel (Psion Discipline)

**Replacement Abilities:** The following discipline abilities replace the mental intrusion and last respite abilities of the telepathy discipline.

### **Direct Link (Su)**

Starting at 2nd level, you’re able to link your mind with a single target as a move action. You and that creature can share thoughts with each other so long as you remain within 150 feet of each other. This range increased by 10 feet at every level after 2nd. This is a mind-affecting effect.

### **Distant Message (Su)**

Starting at 14th level, you can send a message to any creature that you’ve used your direct link ability with over the course of the last week. This creature must be on the same plane as you, but the range is unlimited. This is a mind-affecting effect, and takes as much time as it would have to speak the message.
Clutching the Shroud

**Discipline:** Athanatism; **Level**: Cryptic 2, psion/wilder 2

**Display:** Material and mental

**Manifesting Time:** 1 standard action

**Range:** Personal

**Target:** You

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

**Power Points:** 3

You bridge the gap between life and death, counting temporarily as one of the undead. You detect as an undead creature (such as with *detect undead*, but not with magic that reveals your true form) and are treated as undead for the purposes of channeled energy, cure spells, and inflict spells, but not for other effects that specifically target or react differently to undead.

**Augment:** You may spend an additional 2 power points to gain a +2 bonus on saves against mind-affecting effects, disease, poison, sleep, and stunning.
Concussive Onslaught

**Discipline:** Psychokinesis [Force]; **Level:** Gambler 3, psion/wilder 3

**Display:** Auditory, Material, Visual

**Manifesting Time:** 1 standard action

**Range:** Long (400 ft. + 40 ft./level)

**Area:** 30 ft. radius burst

**Duration:** 1 round / level

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

**Power Points:** 5

You direct wave after wave of concussive kinetic energy
at a specific location, pulverizing any and all creatures
within the area of effect. All creatures within the area take
3d6 force damage, or half on a successful Fortitude save.
The damage continues each round in the same area until
the power expires.

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

* For every two additional power points spent, the damage done each round increases by 1d6 and the save DC increases by 1.
* By spending an additional 4 power points, you can redirect what area is affected as a standard action that does not provoke attacks of opportunity. The newly chosen area must be within the power’s range, even if you have moved beyond the range of the initial area.

## Mythic Concussive Onslaught

The affected area increases to a 60-foot radius burst. In addition, you can choose to have the power damage any unattended, mundane objects in the affected area.

**Augmented:** If you expend one use of mythic power, the damage dealt by this power uses d8s instead of d6s.
Cornered Rat

**Discipline:** Roaring Mouse (Counter) [trick]; **Level:** 4

**Prerequisites:** None

**Initiation Action:** 1 immediate action

**Range:** Melee attack

**Target:** Two or more creatures

**Duration:** Instantaneous

You show your true ferocity when backed into a corner. You may initiate this counter whenever you are threatened by at least two opponents. Make an Escape Artist check and compare it to the AC of each opponent threatening you, up to a number of opponents equal to your initiation modifier. If successful, you may deal damage as if you hit them with a normal melee attack and each target is tricked for a number of rounds equal to your initiation modifier. Additionally, you may perform one of the following actions against every opponent you hit. You may perform a different action against each target if you wish.

* Perform a dirty trick, using the result of your Escape Artist check as your CMB roll when determining the duration and other effects of the dirty tricks.

* Knock the foe prone.

* Perform a disarm or steal maneuver, using the result of your Escape Artist check as your CMB roll when determining the effects of the disarm or steal maneuver.
Cloak of Weather Protection

**Aura** moderate abjuration; **CL** 5th

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

**DESCRIPTION**

The finely crafted cloak is lined and trimmed with rabbit fur, and it has a hood. The wearer is protected against the weather; she is comfortable in temperatures ranging from –50 to 140 degrees Fahrenheit, without having to make Fortitude saves. In addition, rain, snow, sleet, and other forms of precipitation roll off the wearer and her possessions, allowing her and the belongings she carries to stay dry even in the worst storms.

**CONSTRUCTION**

**Requirements** Craft Wondrous Item, *endure elements*, *shed the rain*; **Cost** 1,500 gp
Collective Focus

You can store a psionic focus within your collective’s
minds for your use.

**Prerequisites:** Collective class feature.

**Benefit:** You can psionically focus your collective
itself, in the same manner in which you gain psionic
focus normally. At any time when you need to expend
your psionic focus on an ability that would affect a
member of your collective (including you), you can
expend this psionic focus instead. At any time when you
need to maintain psionic focus for an ability that affects
a member of your collective (including you), you can
use your collective’s psionic focus instead. Psionically
focusing your collective works just like focusing your
own mind.

**Special:** You cannot benefit from this feat at the same
time as Psicrystal Containment or Deep Focus. If you
have more than one of these, you may only have a single
additional psionic focus at any given time.