recursal/Fanatic-Fandom huggingface dataset:
Aerial Nimbus

**Descriptors:** none

**Class:** Guru, Nexus, Radiant, Stormbound

**Slot:** Body

**Saving Throw:** none

This veilweaver’s form seems somewhat hazy and out of focus, as though he were surrounded by a small cloud.

A veilweaver who wears this unusual veil is supernaturally light and attuned to the very air around them. While this veil is shaped, up to 10 feet of the wearer’s movement can be used to tread on air as if walking on solid ground. Moving vertically is similar to walking up or down a hill (the maximum upward or downward angle possible is 45 degrees, and the rules for moving on a diagonal apply—every second square of movement counts as 10 feet). The wearer must still end their movement on a solid surface or they immediately fall.

**Essence:** For each point of essence invested in this ability, the wearer increases the amount of their movement that can be spent walking on air by an additional 10 feet. When at least 4 essence is invested in this veil, this veil's effect no longer ends when your movement does, allowing you to remain in the air for as long as you wish.

**Chakra Bind (Body): [G20, N20, R18, S20]** When this veil is bound to the Body chakra, the wearer is treated as though under a constant air walk effect, but is never affected by strong winds unless they choose to be. The wearer can extend these benefits to one additional ally within 60 feet for each point of essence invested in this ability. Allies who end their turn outside of this ability’s area of effect immediately lose its benefits. Alternatively, the veilweaver may suspend the air walk effect as a standard action to summon an elder air elemental as though they had cast summon monster VIII with an unlimited duration. If the elemental is slain or dismissed all effects of this veil are suppressed for 1d4 rounds and the veilweaver cannot use the summon option of any instance of this veil for 24 hours. The veilweaver may dismiss the elemental as a standard action, returning it to the veil without suffering any negative consequences, though if the elemental is summoned again before at least 8 hours have passed, any effects or damage it took previously persist.
Aether Puppet

**Element(s)** aether; **Type** utility (Sp); **Level** 5; **Burn** 0

You use strands of aether to animate an object. You can animate a Medium or smaller object as an animated object with no Construction Point abilities (except for stone or metal [common], if the object is constructed of one of those materials). Each round on your turn, you must take a move action to guide the object, or it reverts to its inanimate state.

By accepting 1 point of burn, you can pour a bit of your own sentience into the aether puppet, allowing the effect to persist for 1 round per kineticist level without requiring additional actions. At 12th level, you can animate a Large or smaller object, which gains all the abilities of the Medium animated object plus the additional attack ability. At 14th level, you can animate a Huge or smaller object, which gains all the abilities of the Large animated object. At 16th level, you can animate a Gargantuan or smaller object, which gains all the abilities of the Huge animated object, as well as the metal (mithral) ability if the object is made of mithral. At 18th level, you can animate a Colossal or smaller object, which gains all the abilities of the Gargantuan animated object, plus the metal (adamantine) ability if the object is made of adamantine.

## **Clockwork Puppet**

**Element(s)** earth or machine; **Type** utility (Su); **Level** 5; **Burn** 0

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

You can weave metal into clockwork parts, creating clockwork constructs to attack your foes. This functions as the aether puppet wild talent, except the object animated gains the clockwork subtype and cannot have the stone Construction Point ability.

## **Plant Puppet**

**Element(s)** wood; **Type** utility (Sp); **Level** 5; **Burn** 0

You can control plants, causing them to attack your foes. This functions as the aether puppet wild talent, except it controls plants instead of objects. At 12th level, you can grant hardness 5 to Large and larger animated plants.
Akashic Flux

*Your are able to channel the forces of the cosmos to tame the raging elemental energies within.*

**Prerequisites:** Two maneuvers known of two different disciplines, essence pool 1

**Benefit:** Whenever you would spend animus or tempo points, you may take an amount of essence burn equal to the number of points which would be spent to trigger the effect as if you had expended a number of points without actually expending any. In addition, whenever you reassign essence, you may spend animus or tempo points to gain an amount of temporary essence equal to half the number of points spent for 1 minute.

In addition, you gain 1 point of essence.
Animal Call (Mythic)

Your animal calls can fool even veteran woodsmen--even the animals themselves are drawn in.

**Prerequisite**: Animal Call.

**Benefit**: When using Animal Call, add your mythic tier to your Bluff check. If you succeed you may expend one use of mythic power: Your animal call attracts every animal in a 100 ft. radius that is the same species as the call you made and the animals are friendly towards you. Only you benefit from the friendly attitude—the animals act normally towards your allies.
Advanced Ascetic Path

You are an expert of unarmed combat.

**Prerequisites:** Dodge, Psionic Dodge, Ascetic path
class feature, manifester level 10th, base attack bonus +6

**Benefit:** The competence bonus of your Ascetic trance
now applies to both AC and saves. In addition, when
using the Ascetic maneuver, you can deflect one attack
as if using the Deflect Arrows feat, although you may
alternatively deflect a melee attack.
Albedo

Light and energy reflect brilliantly
from an armored figure who
stands in the midst of an elemental
storm. Fire, ice, and cascading
electricity bounce off of the
mirrored surfaces of her shining
shoulder guards, striking back at
their originators.

### **Weapon and Armor Proficiency**

The albedo does
not gain proficiency with shields or tower shields.

### **Trained in Light (Ex)**

The albedo gains 4 skill points
+ a number of skill points equal to her Intelligence
modifier at each level, instead of the normal 2 skill
points + Intelligence modifier at each level. Furthermore,
Knowledge (arcana), Knowledge (geography),
Knowledge (planes), Perception, and Spellcraft are all
class skills for her.

### **Bonus Feats**

Whenever the albedo gains a bonus feat,
she may choose any akashic feat in addition to combat
feats.

### **Shining Guardian**

At 1st level, the albedo gains
the ability to shape the Perihelion Pauldrons veil with
a veilweaver level equal to her class level, increases her
total veils shaped by 1, and gains a pool of essence equal
to 1/3 her class level (minimum 1). Shaping this veil
requires 1 hour of quiet contemplation. At 8th level, and
again at 14th level, the maximum essence capacity of of
her Perihelion Pauldrons increases by 1. At 8th level, she
gains the ability to bind veils to her Shoulders slot.

This replaces the bonus feats gained at 1st and 8th
level.

### **Reflective Armor (Su)**

From 7th level on, as long
as the albedo has her Perihelion Pauldrons shaped, she
may reflect rays targeted at her back at their source as
an immediate action. The originator of the ray uses the
same attack roll and saving throw DC of the original
effect when determining whether and how they are
affected by a reflected ray.

This replaces the instance of armor training 2 normally
gained at 7th level. The albedo gains armor training 2
at 11th level instead of armor training 3, and armor
training 3 at 15th level instead of armor training 4.

### **Perfect Reflection (Su)**

Upon reaching 19th level,
the albedo gains immunity to one of the following types
of damage: acid, cold, fire, electricity, or sonic. She may
change the type of energy to which she has immunity
between any of the available options as a full-round
action.

This replaces armor mastery.
Afraid of the Dark

**School** enchantment [emotion, fear, mind-affecting]; **Level** antipaladin 3, bard 2, cabalist 3, inquisitor 3, medium 3, mesmerist 2, nightblade 2, occultist 3, psychic 3, shaman 3, sorcerer/wizard 3, spiritualist 3, witch 3

**Casting Time** 1 standard action

**Components** V

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

**Targets** up to one creature per level

**Duration** 1 round/level

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

With a single word you evoke the primal fear of darkness in your foes. You do not need line of sight to creatures you affect with this spell, but must have line of effect to each creature. Each creature you target within range must make a Will save or become terrified of darkness for the duration of the spell. An affected creature is shaken as long as it remains in dim light, or frightened so long as it remains within darkness or supernatural darkness. A creature that leaves from darker lighting conditions and reenters becomes shaken or frightened as appropriate so long as the spell still has duration remaining.

Creatures with darkvision or the see in darkness ability are still subjected to this spell’s effects, but gain a +2 bonus on the saving throw.
Acid Manipulator

**Element(s)** poison and water; **Type** utility (Sp); **Level** 3; **Burn** 0

**Prerequisite(s)** basic toxikinesis, water manipulator

This functions as the water manipulator wild talent, except it affects liquid acid rather than water. In addition, if you have the basic hydrokinesis wild talent, you may use it to putrefy water as the *putrefy food and drink* spell at will and can accept 1 burn to turn a flask of any kind of water into acid or a flask of acid into clean water as a move action.
Aerial Supremacy

**Element(s)** air; **Type** utility (Su); **Level** 2; **Burn** --

You know how to use flight to your advantage. When you are flying and attacking a non-flying opponent, you gain a +1 bonus to attack and damage rolls against it. While in the air, if you use a charge attack, you may include up to two 90 degree turns in your movement.
Animal Spirit

*You allow your spirit to guide you rather than your wisdom.*

**Prerequisite**: Legendary shifter 1st.

**Benefit**: You use your Charisma to determine any shifter class feature which would normally use your Wisdom to determine its effects, such as defensive instinct. In addition, you may apply your Charisma modifier to your will saving throws instead of your Wisdom modifier, up to a limit equal to your shifter level.
Accelerate

**Design** manipulation (time); **Level** 6

**Casting Time** 1 swift action

**Range** touch

**Target** one willing creature

**Duration** instantaneous

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

The flow of time briefly lurches forward for the target, allowing it to act sooner that it should. The target creature can immediately take a standard action or move action of its choice (but not both). Once affected by accelerate, the creature cannot take any actions or make any attacks of opportunity until after its next turn. A creature can only be affected by accelerate once per round, regardless of source.

**Overload**: If you overload at least two charges into this script, the target is staggered on their next turn, instead of being unable to take actions. If you overload four charges into this script, you can choose to cast it as an immediate action. If you cast the script as an immediate action, you can only target yourself.
Accelerant

**Discipline:** Metacreativity; **Level:** Cryptic 1, dread 1, psion/wilder 1

**Display:** Olfactory

**Manifesting Time:** 1 standard action

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

**Effect:** Ray

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

**Saving Throw:** See text; **Power Resistance:** No

**Power Points:** 1

The stench of oils wafts around you, then the target of your ire finds themselves doused in a sticky flammable jelly that reeks of fiery doom. When you manifest *accelerant*, one creature or object becomes coated by a layer of fluid that they cannot easily remove. The target may immerse their entire body in a solvent to remove the oily slick, but ordinary water does not dissolve the fuel you have created.

Once so coated, the target is vulnerable to any source of flame, psionic or mundane. Mere contact with fire ignites the gel, forcing the subject to make a Reflex save to avoid catching on fire. On a failed saving throw, the target takes 1d6 points of fire damage. Each round thereafter, the target must make another Reflex save at the same DC to extinguish the flames, with failure resulting in an additional 1d6 points of fire damage. The target of this power may automatically extinguish (but not remove) the burning jelly by jumping into enough water to douse themselves. If insufficient water is available, the target may roll on the ground or smother the fire with cloaks or similar to make another save with a +4 bonus. This fire does not cause clothes or equipment to burn.

The flammable jelly remains present even when not burning and can be reignited by fresh exposure to a fire source. Once the duration of this power expires, the fuel vanishes. If the target is on fire when *accelerant* ends, they remain burning until they succeed at putting the fire out.

**Augment:** For every additional two power points you spend, the damage dealt by this power increases by 1d6 and the saving throw DC increases by 1.

***Mythic Accelerant***

The damage dice increase to 1d10s and the target gains the *death throes* monster special ability. If the subject of *mythic accelerant* is killed while on fire due to this power, they explode in a blinding flash of fire that deals 10 points of fire damage per damage die to anything within 10 feet per damage die (Reflex DC equal to this power’s halves). The subject does not need to die due to burning to trigger this explosion. If the subject dies while having temporarily extinguished the flames, they do not explode.

**Augmented (6th):** Creatures that fail their Reflex save to take half damage from a *death throes* explosion become covered in *mythic accelerant* as if originally targeted. This does not extend the duration of this power but such creatures are considered to automatically have been exposed to fire and start taking burning damage on their turns. The *death throes* special property is inherited by these creatures, possibly allowing a cascading series of explosions for the duration of this power.
Addle

**Design** revelation (thought) [mind-affecting]; **Level** 4

**Casting Time** 1 standard action

**Range** 30 ft.

**Area** cone-shaped burst

**Duration** 1 round/level

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

This script causes each affected creature to act abnormally, confusing it for the duration of the script.

**Overload**: For every runic charge overloaded into this script, when a confused creature determines their action for the turn, add +5 to their result for each charge used (a result over 100 is treated the same as a 100, i.e. attack nearest creature).
Adorn Akashic Treasure

*You have gained insight into some of the treasures stored within the akashic record and have learned to adorn your veils with them.*

**Prerequisites:** Ability to shape at least 1 veil

**Benefit:** When you gain this feat, choose a number of Akashic Treasures equal to your 1 + veilweaving modifier (minimum 2). If a treasure has a selectable component (such as choosing an elemental type for the Elementium Etchings treasure), you must choose the selectable components when you choose the treasure. You may choose multiple of these treasures if you wish to gain multiple selection options, but each counts as a unique chosen treasure for the purposes of this feat. If you later gain a permanent increase to your veilweaving modifier, you gain knowledge of additional treasures. If that permanent increase is lost and later regained, you lose those treasures while the increase is lost, and then regain those same chosen treasures when the
increase is regained.

Whenever you shape your veils for the day, you may select one of your chosen treasures. You may adorn one of your veils with the selected treasure. This otherwise follows the rules for adorning akashic treasures.

If you have the ability to adorn any akashic treasure from one of your class features, you instead increase the number of veils you may adorn with treasures each day by one.

**Special:** You may select this feat multiple times, choosing additional akashic treasures and gaining the ability to adorn
one additional veil with a treasure each time it is selected.
Alluring Voice

**Descriptors:** Compulsion, Mind-affecting, Language-dependent

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

**Slot:** Headband, Neck

**Saving Throw:** Will negates

*Your voice is augmented by magics that allow your words to be viewed more favorably by those that hear them, bending the minds of mortals to your will.*

Shaping this veil causes your voice to reverberate within the minds of mortals, granting you a +2 insight bonus to Bluff and Diplomacy checks. You do not gain this bonus against creatures immune to compulsions or mind-affecting effects.

As a standard action, you can attempt to enforce your will on a creature within 30 feet with a magic-laced command. This functions as the *suggestion* spell, save that its duration is only 1 round and uses the DC of this veil in place of its normal saving throw.

**Essence:** For each point of essence invested in this veil the insight bonus to Bluff and Diplomacy granted by the veil increases by 1, and the range at which you can command a creature increases by 10 feet.

**Chakra Bind (Headband): [Hu12, N12, P12, R9, St12, Vi12, Vo11]** Binding this veil to your Headband chakra allows you to deliver an even more powerful command against a single creature. This more powerful command has a duration of 1 hour per veilweaver level, or until the command is completed. If a creature succeeds on its saving throw against this ability, it is immune to your more powerful command for 24 hours. You can still affect it with commands that only last 1 round, as normal.

**Chakra Bind (Neck): [Hu14, N14, P14, R12, St16, Vi14, Vo14]** Binding this veil to your Neck chakra allows you to throw your voice to command multiple creatures. When you use the ability of this veil, you may choose to target a number of creatures up to 1 + your veilweaving modifier (minimum 2). Each creature must be given the same command, and must all share a language, or be able to understand the command in the language you choose.
Amulet of the Unbranded

**Aura** faint abjuration; **CL** 9th

**Slot** neck; **Price** 18,000 gp; **Weight** —

This archaic amulet carved from wood and inlaid with precious metals and gems protects you from the effects of magic, especially those that would attempt to brand you. You gain a +3 resistance bonus on saving throws. This bonus is doubled against saving throws from veils with the [brand] descriptor.

**Construction Requirements**

Craft Wondrous Item, *resistance*; **Cost** 9,000 gp
Aetheric Adaptability

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

When using aether blasts or composite blasts that include aether, you can choose to treat your blast as two different damage types instead of just one if that blast offers multiple choices for damage types (for example a telekinetic blast could be bludgeoning and slashing, bludgeoning and piercing, or piercing and slashing.)
Alter Form, Lesser

**Design** alteration (polymorph); **Level** 3

This script functions like *alter form*, except with weaker enhancements and abilities.

First, you gain an enhancement to apply to your physical being. Choose one of the following enhancements:

* +2 size bonus to Strength.
* +2 size bonus to Dexterity.
* Increase your size by one size category (+2 size bonus to Strength, -2 size penalty to Dexterity, appropriate size modifiers to AC, CMB, attack rolls, etc). This effect does not stack with other effects that increase your size.
* Decrease your size by one size category (+2 size bonus to Dexterity, -2 size penalty to Strength, appropriate size modifiers to AC, CMB, attack rolls, etc). This effect does not stack with other effects that decrease your size.

In addition to choosing one of the above enhancements, you gain two of the following abilities of your choice. You cannot choose the same ability twice:

* A pair of claw attacks that each deals 1d4 points of damage if Medium (1d3 if Small).
* A bite attack that deals 1d6 points of damage if Medium (1d4 if Small).
* A climb speed of 30 feet.
* A swim speed of 30 feet.
* The scent universal monster ability.
* +2 natural armor bonus.

**Overload**: For every runic charge overloaded into this script, you can choose from different abilities, based on the runic charge used:

* *Alteration*: Damage Reduction 5/magic.
* *Creation*: 15 temporary hit points.
* *Destruction*: Natural attacks deal damage as if one size category bigger.
* *Invocation*: Energy resistance 10 to your choice of either acid, cold, electricity, or fire damage.
* *Manipulation*: Increase base land speed by 15 feet.
* *Revelation*: Darkvision 60 feet and low-light vision.

In addition, for every two runic charges overloaded into this script, you gain an additional ability.
Angel Technique (Combat, Technique)

*You are an expert at defending yourself and allies.*

**Prerequisite**: Combat Expertise, base attack bonus +4

**Benefit**: When you use Combat Expertise to grant yourself a dodge bonus to AC, the penalty you take to attack rolls is reduced by 1.

In addition, when you use Combat Expertise or take the total defense action you can designate one ally that is in an adjacent space to you. That ally gains a dodge bonus to AC equal to the bonus you granted yourself. If the ally is unconscious or helpless, the bonus is doubled. The ally loses the benefit if it is not adjacent to you, and the bonus lasts until the start of your next turn.

The dodge bonus you can grant to an ally with Angel Technique does not stack with any dodge bonuses gained by that ally via its own use of Combat Expertise, nor does it stack with a dodge bonus granted by another ally’s use of Angel Technique. Unlike normal dodge bonuses, the dodge bonus you grant an ally with Angel Technique is not lost when that ally is denied its Dexterity bonus to AC; the bonus is only lost when you yourself are denied your Dexterity bonus to AC.
Alpha’s Roar

**Discipline:** Golden Lion (Boost)

**Level:** 8

**Prerequisites:** 3 Golden Lion maneuvers

**Initiation Action:** 1 swift action

**Range:** 30-ft.

**Target:** Allies

**Duration:** One round

With an awesome cry for victory and bravery from
his allies, the Golden Lion disciple bolsters allies’
defenses and attacks for a moment as his allies cannot
help themselves but to win. Allies within 30-ft. of the
disciple gain a +4 morale bonus to their saving throws
and increase to the DC’s of their abilities (maneuvers,
spells, powers, etc) for one round.
Additional Assault

You can channel an elemental attack an additional time per day of a different energy type.

**Prerequisites:** character level 4th, lesser kamigei

**Benefit:** You gain an additional mystical assault per day. Its energy type will be of other element that you did not chose at 1st level, but that was an option at that time.
Amateur Swashbuckler (Mythic)

Although not a swashbuckler, you have a panache pool at your disposal.

**Prerequisite**: Amateur Swashbuckler.

**Benefit**: At the start of each day, you gain a number of panache points equal to your Charisma modifier (minimum 1), and you gain the ability to perform a single 3rd-level deed from the swashbuckler deed class feature. If you have a single panache point left, you can expend one use of your mythic power to perform a deed, rather than spend the panache point.

**Special**: If you gain levels in a class that grants the grit class feature, you can immediately trade this feat for the Mythic Extra Panache feat.
Abyssal Lance

**Discipline**: Black Seraph (Strike) [evil]; Level: 5

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

**Initiation** **Action**: 1 standard action

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

**Target**: One creature

**Duration**: Instant

Those who have become masters of the Black Seraph discipline have learned that by focusing the rage within themselves, they may use it as a weapon of pure destruction at the cost of their self. These disciples know that so long as their foe is destroyed, pain is inconsequential. By summoning forth this rage and channeling it through their form, they may will a lance of venomous rage and pain into existence and fling at their enemy. This is a ranged touch attack which deals 8d6 points of profanedamage and stuns a foe for one round with wracking pain (Fortitude save DC 15 + initiation modifier negates the stunnedcondition).
Anima

**Design** creation (animation); **Level** 6

**Casting Time** 1 standard action

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

**Effect** one magical construct

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

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

You assemble raw magic into a stable form, granting it a rudimentary level of autonomy. Its form shifts with multiple runic patterns describing its creation.

This script creates an anima (see stat block below). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. You can mentally direct it not to attack, to attack particular enemies, or to perform other actions. It is created with magic, not summoned, and as such is not subjected to effects that would banish or protect against a summoned creature.

In addition to the base abilities of the anima, you can grant it one additional ability from the following list:

* 20 additional hit points
* +4 deflection bonus to AC
* +4 resistance bonus to all saving throws
* +2 morale bonus to attack and damage rolls
* Resistance 20 to your choice of acid, cold, electricity, or fire damage.
* Damage Reduction 5/adamantine.
* Size reduced by 1 size category. This gives the anima a -2 size penalty to Strength and +2 size bonus to Dexterity, along with the appropriate modifiers to AC, attack rolls, and Stealth based on its new size.
* Any two abilities from lesser anima. You cannot select the same ability twice.

**Overload**: For every runic charge overloaded into this script, the duration increases by 1 round. For every two charges used, you can select an additional ability. Additionally, each charge grants you additional choices of ability to grant the anima, as follows:

* *Alteration*: The anima gains the pounce ability.
* *Creation*: Fast healing 5.
* *Destruction*: The anima gains the Improved Critical feat with its slam attacks.
* *Invocation*: Choose either acid, cold, electricity, or fire damage. The anima deals an additional 1d6 damage of the chosen type with its slam attacks.
* *Manipulation*: The anima gains a fly speed of 40 feet with good maneuverability.
* *Revelation*: Blindsense 30 feet.

You can also choose any ability based on runic charge type from *lesser anima*.

## **Anima (CR 7)**

**XP** 0

N Large Construct

**Init** +1; **Senses** darkvision 60 ft., low-light vision; Perception +0

#### DEFENSE

**AC** 24, touch 10, flat-footed 23 (+1 Dex, +14 natural, -1 size)

**hp** 85 (10d10+30)

**Fort** +3, **Ref** +4, **Will** +3

**Immune** construct traits

### OFFENSE

**Speed** 30 ft.

**Melee** 2 slams +18 (1d6 + 9)

**Space** 10 ft.; Reach 10 ft.

#### STATISTICS

**Str** 28, **Dex** 13, **Con** —, **Int** —, **Wis** 11, **Cha** 10

**BAB** +10, **CMB** +20; **CMD** 31
Alligator Suplex

**Discipline:** Brutal Crocodile (Strike)

**Level:** 4

**Prerequisite:** One Brutal Crocodile Maneuver

**Initiation Action:** 1 standard action or [G]

**Range:** Melee

**Target:** Creature you are grappling

**Duration:** Instant

Wrapping your arms around a grappled target, you slam them into the ground with immense force. The creature takes an amount of damage equal to 4d10 damage and must make a Fortitude save or be dazed for one round (DC 14 + your initiation modifier). Initiating this maneuver automatically releases the creature from your grapple.
Aetheric Sniper

**Element(s)** aether; **Type** utility (Su); **Level** 3; **Burn** --

**Prerequisite(s)** telekinetic invisibility

When using a kinetic blast while under the effects of your telekinetic invisibility wild talent, you can remain invisible for 1 additional round before your invisibility ends. When sniping while invisible, you only suffer a -10 penalty to your Stealth check to remain hidden instead of -20.
Advanced Outrider Path

Your ectoplasmic mount strikes at foes you pass.
**Prerequisites:** Wis 13; Mounted Archery or Ride-By Attack; Warrior’s Focus, Outrider path class feature,
manifester level 10th, base attack bonus +6.

**Benefit:** Whenever you are riding the mount from
your outrider trance and its movement takes you within
5 feet of an opponent during your turn, you may deal
force damage equal to your Wisdom modifier to that
opponent. A given opponent can only take this damage
once per round. This feat is a supernatural ability.
Akashic Threads

**Descriptors**: Enhanced (rope dart)

**Class**: Sphereshaper

**Slot**: Hands

**Saving** **Throw**: None

*Threads of akasha wind themselves in the air around your hands. With a gesture it's sharpened point springs out towards your foes.*

You gain the Lancer sphere and Ranged Impale talent. You do not gain the ability to make impales as part of a melee attack or with any other weapon than the rope dart created using this veil unless you have the Lancer sphere from another source.

Shaping this veil allows you to conjure a rope dart that can be used to impale your foes from range and quickly tear free to inflict bleeding wounds. This rope dart is conjured as a free action, and disappears if it and its rope leaves your hands. Whenever you impale a creature using the rope dart with Ranged Impale, you can end the impale as part of the same action to retrieve your rope dart (normally a free action).

**Essence**: For each point of essence invested in this veil the range of your rope dart conjured by this increases by 5 feet, and the bleed damage you inflict with it when ending an impale increases by 1.

**Chakra Bind (Hands)**: Binding this veil to your Hands chakra allows you to forcefully pull an impaled creature to yourself, or yourself to that impaled creature. You gain the Get Over Here! talent as a bonus talent. Unless you have the Lancer sphere from another source you may only use this talent with the rope dart conjured by this veil. When making a drag combat maneuver as part of this talent using this veil’s rope dart you gain a +1 insight bonus to your CMB plus an additional +1 per point of essence invested in the veil. If you succeed on this maneuver, you choose whether to drag the creature to you, or whether you drag yourself to the closest adjacent square to that creature. This movement does not provoke attacks of opportunity. You cannot choose to use this ability to drag yourself to creatures two or more sizes smaller than you. You can also use this special drag maneuver on creatures two or more sizes larger than you, but you may only drag yourself adjacent to them when doing so. This otherwise follows the normal restrictions for this talent.
Akasha-Imbued Body

The akasha within you coats your bones and infuses your muscles, making you more resilient.

**Benefit:** When you take this feat, you gain 2 hit points for each akashic feat you have. Whenever you take a new akashic feat, you gain 2 more hit points. If you are using the death by massive damage rules, you gain a +4 bonus on Fortitude saves made to avoid death from massive damage.

You gain 1 point of essence.
Bad Romance

Creatures who are subject to your feel the love compulsion will suffer for their love.

**Prerequisites:** 6th level compulsions (Dynamancer), evil alignment.

**Benefit:** Creatures who are subject to your feel the love compulsion only determine the target of their affection from your visible allies. Furthermore, the compulsion is not broken prematurely if the target of the compelled creature’s affections acts hostile towards them.
Absorb Spirit (Mythic)

Your body can better harbor restless spirits.

**Prerequisite**: Absorb Spirit.

**Benefit**: You gain a bonus equal to your mythic tier on all Will saves and Constitution checks made as a result of this feat. Additionally, when you succeed on the daily Constitution check required while harboring the essence of a haunt or incorporeal undead, you suffer no Constitution or Wisdom damage, instead of suffering 1 point of Constitution and Wisdom damage. If you succeed on three of these Constitution checks in a row, your grip over the spirit’s essence grows, and you need make such Constitution checks only once per week for that spirit for as long as you continue to harbor it. Finally, you can use this ability on any incorporeal undead reduced to 0 or fewer hit points within 30 feet of you, instead of just those with the rejuvenation ability. If you do, the creature is destroyed if you ever release its essence.
Absorb Radiation

**SCHOOL** transmutation; **LEVEL** atomic adept 3

**CASTING TIME** 1 standard action

**COMPONENTS** S

**RANGE** touch

**TARGET** one creature touched

**DURATION** instantaneous

**SAVING THROW** none; **SPELL RESISTANCE** yes

The caster of this cures 200 x their caster level in rads from their target but the caster receives rads equal to half the value they cure.
Adonai

Although adonais are the elven race in *Third Dawn*,
they have modified racial traits from standard elves, as
detailed below.

Primarily found within the Plains of Ventrad on the eastern side
of the continent of Femon, adonais are most often nomadic and
tribal by nature. Adonais tend to avoid permanent settlements,
preferring the ability to pick up and move with the season.

As a general rule, adonais are more savage in nature than the
races commonly found within the Ophid Protectorate, although
they cannot be said to be stupid or crude. Instead, their response to
insults, perceived or actual, tends to be extreme and violent, where
other races might respond in a calm fashion. Mostly unknown on
the continent of Tion, adonais can expect to receive a variety of
reactions from the local residents, from curiosity to distrust.

## **Racial Traits**

* **+2 Dexterity, +2 Wisdom, –2 Constitution:** Adonais are nimble, both in body and mind, but their form is frail. Medium: Adonais are Medium creatures and have no bonuses or penalties due to their size.
* **Normal Speed:** Adonais have a base speed of 30 feet.
* **Low-Light Vision:** Adonais can see twice as far as humans in conditions of dim light.
* **Adonai Immunities:** Adonais are immune to sleep effects and get a +2 racial saving throw bonus against telepathy powers and effects.
* **Keen Senses:** Elves receive a +2 racial bonus on Perception skill checks.
* **Weapon Familiarity:** Adonais are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “adonai” in its name as a martial weapon.
Address

**Design** revelation (insight) [language-dependent]; **Level** 0

**Casting Time** 1 standard action

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

**Target** one creature

**Duration** instantaneous

**Saving Throw** none; **Spell Resistance** yes (harmless)

You send a telepathic message to a single creature. The message must be brief (less than ten words) and in a language you speak. Address is a one-way communication. It does not allow the target to reply.

**Overload**: For every charge overloaded into this script, the length of the message you can send increases by five words. If you overload at least three charges, the range increases to medium (100 ft. + 10 ft./level). If you use four charges, the range increases to long (400 ft. + 40 ft./level).
Affinity Field

**Discipline:** Psychometabolism; **Level:** Psion/wilder 9, tactician 9, vitalist 9

**Display:** Material and visual

**Manifesting Time:** 1 standard action

**Range:** 20 ft.

**Area:** 20-ft.-radius emanation, centered on you

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

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

**Power Points:** 17

You create an affinity feedback loop with all creatures
within the area. While the duration lasts, affected creatures
take all damage (including ability damage) as you do and
heal all wounds as you do. Hit points gained or lost persist
after this power ends.

Creatures in range are also subject to magical and
psionic effects of 3rd level or lower. Creatures that have an
affinity to you gain a saving throw against each new power
transferred through the *affinity field* as if the power were
manifested upon them normally. All magical and psionic
effects transferred to subjects fade at the end of this power’s
duration, although instantaneous effects remain. If you
suddenly become immune to a particular effect or power,
the effect or power to which you are immune cannot be
transferred to creatures that have affinity to you, although
effects already on creatures that have affinity to you are not
ended unless that creature also gains the same immunity.

## Affinity Field (Mythic)

You choose which creatures share beneficial effects and which one share harmful effects and you add half your mythic tier to the level of magical and psionic effects that creatures are also subject to.

**Augmented:** If you expend one use of mythic power, non-mythic effects that are transferred do not end when this power ends; they are in effect as if each target was targeted normally
Ancient Grudge

Ancient combat techniques have been passed on to fight an ancient foe.

**Prerequisite:** Delphin or Hydrurgan race.

**Benefit:** You receive a +2 bonus on attack rolls against sharks (including carchardians) if you are a delphin or penguins (including squawks) if you are a hydrurgan, because of special training against these traditional foes.
Aberrant Anatomy IV

**School** transmutation (polymorph); **Level** psychic 8, sorcerer/wizard 8

This spell functions as *aberrant anatomy III*, except it doesn’t limit your base speed and also allows you to use more abilities. If the form you assume has any of the following abilities, you gain those abilities: burrow speed 60 feet, climb speed 90 feet, fly speed 120 feet (good maneuverability), swim speed 120 feet, all-around vision, blindsense 60 feet, blindsight 30 feet, darkvision 90 feet, lifesense, low-light vision, scent, scent metals, see in darkness, sense blood, sin-scent, tremorsense 30 feet, acid injection, adhesive, amorphous, barbed carapace, bleed, blood drain, blood siphon, change shape (humanoids only), compression, constrict, corpse lure, corrosive blood, crab walk, deadly pincers, deaf, devastation, DR 5 (any), DR 10 (any type except DR/– and DR/epic), faceless (does not grant any senses), fast healing 5, fear aura, ferocity, float, frightful presence, grab, heat adaptability, lashing strike, light lure, marrow drain, mimic object, muddy cloud, no breath, partial invisibility, penetrating jaws, poison, pounce, pull, rend, rust, sinful bite, sinkhole, slashing scales, slippery, sound mimicry, strangle, tentacles, trample, trip, undersized weapons, unnatural aura, and web. If the creature has immunity or resistance to any energy types, you gain resistance 30 to those energy types. If the creature has immunity to mind-affecting effects or poison, you gain a +8 resistance bonus on saves against those effects. If the creature has Spell Resistance or magic immunity, you gain Spell Resistance 6 + your caster level. If the creature has any weakness, you gain those weaknesses.
Animal Disguise (Mythic)

Your skill at animal disguise has verged into the uncanny.

**Prerequisite**: Animal Disguise.

**Benefit**: A number of times per day equal to 3 + your mythic tier you may assume the form of the animal as which you are disguised, as polymorph. This is a supernatural ability. Each use lasts 1 minute per character level.
Aegis (Script)

**Design** creation (protection) [force]; **Level** 1

**Casting Time** 1 standard action

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

**Target** one creature

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

**Saving Throw** Will negates (harmless); **Spell Resistance** no

An invisible field of force surrounds the subject of an aegis script, providing a +2 armor bonus to AC. The aegis also negates magic missile and striking attacks directed at the target. Unlike mundane armor, aegis entails no armor check penalty, arcane spell failure chance, or speed reduction. Since aegis is made of force, incorporeal creatures can’t bypass it the way they do normal armor.

**Overload**: For each runic charge overloaded into this script, the armor bonus to AC increases by +1.
A Blink of the Universe

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

**Level:** 8

**Prerequisites:** Three Sagitta Stellaris maneuvers

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

**Range:** ranged attack, [Trail] 120 ft.

Imbued in your strike is the immutable fate of the universe, the ordinant song by which the greatest stars in the cosmos live and one day die.

Make a 120-foot trail ranged attack: if it hits, it deals weapon damage as normal. Immediately after the trail is drawn, it shines fiercely and erupts in a fleeting but brilliant supernova: creatures and objects in the trail’s area take 6d6 force damage and become flatfooted for 1 round. A creature that was directly hit by the trail strike is also blinded for 1 round and automatically fails their next reflex save against this trail.

At the end of your turn, the radiance of the trail fades and darkens, pulling light and space into it as it collapses into the form of a black hole. Whenever an enemy starts their turn within 20 ft. of an unoccupied space in the trail, they must make a Reflex save (DC 18 + your initiation modifier) or be pulled 20 feet in a straight line towards the closest such space - colliding with a stationary obstacle will stop this movement. An enemy that starts their turn in the trail must also make this reflex save: on failure they are treated as having entered the trail even though they didn’t move. Enemies and objects that enter the trail are crushed by the immense gravity, taking 6d6 magical bludgeoning damage, and are pinned until the start of your next turn. This trail uses your own combat maneuver bonus and combat maneuver defense for interactions with the pinned condition. A successful Fortitude save (DC 18 + your initiation modifier, affects objects) halves the damage and negates the pinned condition.

When within 20 feet of the trail, any creature’s movement in a direction entirely away from it costs double, and enemies cannot take the 5-foot step action.
Air's Leap

**Element(s)** air; **Type** utility (Su); **Level** 1; **Burn** 0

You are always considered to have a running start when jumping. You add your kineticist level as a bonus on all Acrobatics checks to jump, you jump twice as far or high as the results of your check indicate, and you can accept 1 point of burn when jumping to double the distance you jump again (to a total of four times as far).

## **GRAVITIC LEAPER**

**Element(s)** void; **Type** utility (Su); **Level** 1; **Burn** 0

**Prerequisite(s)** gravity blast

Your skill at controlling gravity is such that you can make longer jumps than most. This functions as the air’s leap utility wild talent, except that gravity control propels you further, rather than air. This wild talent does not stack with the effects of air’s leap.
Akashic Quartermaster

### **Combat Training**

Akashic quartermasters use the Proficient progression for their combat talents, gaining a combat talent at 2nd level and every 2 levels thereafter, rather than their normal progression.

*This modifies the commander’s combat training class feature, and replaces their normal combat talent progression.*

### **Veilweaving**

Akashic quartermasters gain the ability to shape potent magical forces to empower their allies known as veils, which they draw from the rajah veil list. The akashic quartermaster uses their practitioner modifier as their veilweaving modifier, and has a veilweaving level equal to their class level. The saving throw DCs of the akashic quartermaster’s veils are equal to 10 + the essence invested in the veil + the akashic quartermaster’s veilweaving modifier.

At 1st level, the akashic quartermaster gains access to a pool of essence which can be invested into their veils and other essence receptacles to increase their power. The akashic quartermaster gains 1 point of essence at each class level except 4, 8, 12, 16, and 20 (for a total of 15 points of essence at 19th level).

At 1st level, the akashic quartermaster can shape a limited number of veils per day. They can shape 2 veils at 1st level, and gain the ability to shape 1 additional veil each day at 3rd, 9th, 15th, and 18th level.

*This replaces the commander’s commander, lingering commands and battlefield specialist class features.*

### **Command the Entitled**

If one of the akashic quartermaster’s class features would affect a creature benefitting from one of their shouts or tactics, those abilities instead affect a creature who has one of the akashic quartermaster’s [Title] descriptor veils shaped on them.

### **Empowered Titles**

At 4th level, an akashic quartermaster’s mastery over akasha enables them to bind titles for greater effects. The akashic quartermaster can bind title veils they have shaped onto their allies to the Belt, Body, Chest, Feet, Hands, Head, Headband, Neck, Shoulders, and Wrists slots, even if they cannot normally bind veils to those slots. The akashic quartermaster, however, is limited in how many titles they can have bound at once: 1 title at 4th level, and an additional bound title every 4 levels thereafter. This ability only applies to veils gained from the akashic quartermaster’s veilweaving class feature; veils gained through feats or through another class follow their own rules.
Absorb Dorje

**Discipline:** Psychometabolism; **Level:** Cryptic 1, dread 1, highlord 1, psychic warrior 1, vitalist 1

**Display:** Visual

**Manifesting Time:** 1 standard action

**Range:** Personal

**Target:** You

**Duration:** Until discharged; up to 24 hours

**Power Points:** 1

A light nausea overtakes you as you witness violation of your body, and a solid object slides under your skin. When you manifest this power, you must be holding a psionic dorje that contains a power that is on your power list but is not necessarily one of your powers known. That dorje merges into your flesh, becoming part of your body.

As long as the dorje you have absorbed has charges, you may manifest its contained power as if it was one of your powers known. You must expend power points as normal to manifest the absorbed power as well as one charge from the dorje. The manifested power uses your manifester level and ability score for purposes of determining its DC and other variable effects.

Once the absorbed dorje runs out of charges, it is immediately ejected from your body. You cannot eject it earlier voluntarily however a day after you absorb the dorje, it will slide harmlessly from your skin as *absorb dorje* expires. You can never have more than one dorje absorbed; attempting to manifest this power again while it is already in effect does not work.

***Mythic Absorb Dorje***

You may absorb as many dorjes as you have mythic tiers. Doing so causes the duration of *mythic absorb dorje* to be divided by the number of dorjes absorbed. Additionally, manifesting a power from any of the absorbed dorjes consumes a charge from each of the absorbed dorjes.