recursal/Fanatic-Fandom huggingface dataset:
Brutal Mutation

A brutal mutation is one that occurs when a kineticist is born with too much potential. The mutation causes their raw power to rip apart their body as it is used, often leaving lasting scars. Those who possess this mutation are far more easily able to tap into their elemental power.

**Restrictions**: Must possess the burn class feature.

**Benefit**: Whenever a kineticist with this mutation gains the expanded element class feature, if the kineticist selects a new element to expand into, they gain a bonus infusion of that element. They are also only treated as 2 levels lower than their primary element for selecting wild talents from their new element. If the kineticist chooses to expand their original element, they gain both a bonus infusion and bonus utility wild talent of that element.

Also when they select the Extra Wild Talent feat, they can select wild talents one spell level lower than they could normally use rather than two, can always select 1st-level wild talents with it, and are treated as a 5th-level kineticist for the purpose of meeting its prerequisites.

**Drawback**: All damage the kineticist receives from burn or an ability that alters burn is treated as lethal damage instead of nonlethal damage. This damage cannot be reduced or healed except by the methods of removing nonlethal damage from burn.

**Special**: A fusion kineticist with this mutation treats their sub element as 2 levels lower than their main element at 1st level, removing the restriction limiting them to only 1st level talents until 7th level. At 7th level, they consider their sub element 1 level lower than their main element rather than 2. When a psammokinetic with this mutation gains access to the earth element, they can select earth wild talents as if it was their primary element, whether through gaining them normally or via Extra Wild Talent. This mutation cannot be taken by a legendary kineticist.
Cape of the Wanderer

**Descriptors:** Divination

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

**Slot:** Shoulders

**Saving Throw:** None

*A billowing cape furrows out behind you, subtly pushing you in the direction you need to go.*

Shaping this veil grants you supernatural insight into your current location, and nearby points of interest. You always know exactly where you are and have general information about your location. This information is usually no more detailed than a summary that locates you according to a prominent local or regional site. You also always know the direction you are facing. You gain a +2 insight bonus to the following actions, and can make any check that is granted a bonus by this veil untrained: Survival checks to avoid getting lost, to avoid natural hazards, and to navigate the wilderness; Knowledge (dungeoneering) checks made to navigate underground; Knowledge (geography) checks made to recognize regional terrain features, and to know the location of nearby communities or noteworthy sites; Knowledge (planes) checks made to navigate on another plane, and to recognize your current plane.

**Essence:** For each point of essence invested in this veil, the bonus it provides to skill checks increases by +1.

**Chakra Bind (Shoulders): [D10, Hu10, P10, St10, Vo8]** Binding this veil to your Shoulders chakra causes the veil to pull you in the direction of whatever location you seek. By spending ten minutes in meditation you can attune the veil to a single prominent specified destination, such as a city, keep, lake or dungeon. The locale can be outdoors or underground, as long as it is prominent. For example, a hunter’s cabin is not prominent enough, but a logging camp is. The ability works with respect to locations, not objects or creatures at a locale. The location must be on the same plane as you when you use this ability. You gain the ability to sense the correct path that will lead you in the most direct physical route to your destination, knowing at appropriate times the exact path to follow or physical actions to take. For example, you can sense what cavern corridor to take when a choice presents itself. This ability ends once you reach your destination, or you unshape this veil.
Breaking

**Design** destruction (ruin); **Level** 1

**Casting Time** 1 standard action

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

**Target** one object weighing no more than 5 lbs. per caster level, see text

**Duration** instantaneous

**Saving Throw** Fortitude negates (object); **Spell Resistance** yes (object)

You cause an object to shatter to pieces. You can use this script against a single solid object, regardless of composition, weighing up to 5 pounds per caster level. The object targeted by *breaking* loses half of its hit points and gains the broken condition. If it was already broken, it is instead destroyed. You can also attempt to break a magic item, but magic items receive a +4 bonus to their saving throw (on top of their normal save bonuses). Magic items can be broken but not destroyed.

Unattended objects receive no save, unless they are magical. Items in a creatures possession use their normal bonuses or the save of the creature, whichever is better. *Breaking* cannot break artifacts or similarly unique items.

**Overload**: For every runic charge overloaded into this script, the DC increases by 1. For every two charges used, you can target an additional item.
Bristling Bull Rush (Mythic)

You know just how to use the terrain to rough up your targets and can be even nastier if you’re willing to take the pain as well.

Prerequisite: Bristling Bull Rush.

Benefit: When you benefit from the Bristling Bull Rush feat, add your mythic tier to the damage dealt by the feat. You may expend one use of mythic power to do an additional 1d4 points of damage per 5 feet. If you do so, you take the damage as well.
Celerity

**Element(s)** air or time; **Type** utility (Sp); **Level** 3; **Burn** 0

You can galvanize the flow of electricity or alter the perception of time within your allies to enhance their speed. This acts as *haste* except it lasts for 1 round. You can accept 1 point of burn to increase the duration to 1 round per kineticist level you possess.

## **CELERITY, IMPROVED**

**Element(s)** air or time; **Type** utility (Su); **Level** 4; **Burn** --

**Prerequisite(s)** celerity

While you are under the effects of your own celerity, you treat any BAB gained from kineticist levels as equal to your kineticist level when making ranged attacks. This only affects you, not any other allies affected by celerity.
Assign Imperative

**Discipline** Telepathy (curse, mind-affecting); Level Telepath 6

**Display** Auditory and Mental

**Manifesting Time** 10 minutes

**Range** close (25 feet + 5 feet/level)

**Target** One creature

**Duration** Permanent

**Saving Throw** None; **Power Resistance** yes

**Power Points** 11

One of the most terrifying abilities of any telepath, this power distorts the ambitions of a target for a permanent duration. You command the target to perform or refrain from specific action, forcing the target to follow the given instructions until the job is completed, no matter how long it takes. If the instructions involve some open-ended task that the recipient cannot complete through his own actions, the power remains in effect for a maximum of 1 day per manifester level. A clever recipient can subvert some instructions. This power cannot be dispelled as normal, and only a *cleanse spirit*, *bend reality*, or similarly powerful instance of magic can end its effects. Even still, these effects require a successful manifester level check (DC 10 + your manifesting ability score modifier + the number of power points spent on this power) in order to dispel this power. However, a *psychic chirurgery* power is strong enough to end the effects of this power automatically.

**AUGMENT**

In addition to the ways that *mind control* can be augmented, this power can be augmented in the following ways.

* If you spend 4 additional power points, you may manifest this power as a standard action. If you do, the target is allowed a Will save.
* If you spend 4 additional power points, you may force a creature under the effects of this power to perform actions against its nature, including self-destructive actions. E creature is allowed a saving throw to break away from this effect if subjected to a flagrant command of this manner.
* If you spend 2 additional power points, you may deteriorate the mind and body of the targeted creature should their efforts prove insufficient. Once per day, you may cause a target to take a -3 penalty to all of its ability scores. These penalties are cumulative, but can never reduce an ability score below 1.
Bracelet of Charms

**Aura** faint universal **CL** 3rd

**Slot** wrist **Price**1,000gp **Weight** —

**DESCRIPTION**

By itself, this bracelet of twisted mithral and silver does nothing. Instead, it has five rings from which its wearer can hang charms (such as *power charms* or *refinement charms*). One person can wear up to two of these, one on each wrist, though this occupies the wrist slot as normal. Removing or attaching a charm is a full-round action.

**CONSTRUCTION**

**Requirements** Craft Wondrous Item **Cost** 500 GP
Bolster

**Discipline:** Radiant Dawn (Counter); **Level:** 1

**Initiation Action:** 1 immediate action

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

**Target:** One ally

**Duration:** Instantaneous

**DESCRIPTION**

You fortify an ally with akasha, hardening their skin like the scales of a dragon. You can initiate this counter in response to a melee or ranged attack hitting an ally within close range (25 feet + 5 feet per 2 initiator levels). That ally gains DR/– equal to your initiation modifier for 1 round.

**Essence:** For each point of essence invested into this counter, the damage reduction granted increases by 1.
Boiling Shield

**School:** evocation [steam or cold]; **Level:** sorcerer/wizard 4

**Casting Time:** 1 standard action

**Components:** V, S, M (phosphorus for the warm shield; a luminescent jellyfish for the chill shield)

**Range:** personal

**Target:** you

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

This spell wreathes you in light and causes damage to each creature that attacks you in melee. The light also protects you from either cold-based or fire-based attacks, depending on if you choose cool or warm light for your boiling shield. Any creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of damage + 1 point per caster level (maximum +15).

This damage is either cold damage (if you choose a chill shield) or steam damage (if you choose a warm shield). If the attacker has spell resistance, it applies to this effect. Creatures wielding melee weapons with reach are not subject to this damage if they attack you. When casting this spell, you glow with ghostly light, increasing the light level within 10 feet by one step, up to normal light. The color of the light is blue or green if the chill shield is cast, violet or red if the warm shield is employed.

The special powers of each version are as follows.

* Chill Shield: The light is cool to the touch. You take only half damage from steam-based attacks. If such an attack allows a Reflex save for half damage, you take no damage on a successful saving throw.

* Warm Shield: The light is warm to the touch. You take only half damage from cold-based attacks. If such an attack allows a Reflex save for half damage, you take no damage on a successful saving throw.
Burnished Shell

**Discipline:** Iron Tortoise (Counter)

**Level:** 3

**Prerequisites:** 1 Iron Tortoise Maneuver

**Initiation Action:** 1 immediate action

**Range:** Personal

**Target:** You

By angling one’s shield correctly and stepping into
an enemy spell’s effect, he may deflect the power of
the spell that targets him. Spells or powers countered
by this ability must be targeted spells (one cannot
use Burnished Shield against fireball for example, as
it does not specify a target) with the martial disciple
as the target. The initiator makes an attack roll using
his base attack bonus plus his shield bonus to AC
opposing the enemy’s caster level check. If successful,
the spell or effect is negated.
Break the Ice

Your humor can make friends.

**Prerequisites:** Natural comedian racial characteristic

**Benefit:** You can change the initial attitudes (see Diplomacy) of non-player characters as a full-round action. Targets must make a Will save (DC 10 + 1/2 your Perform (comedy) skill check modifier) or their attitude improves by one step. This is a charm, enchantment, and language-dependent effect. You cannot make a creature helpful this way, the best possible attitude you can achieve is friendly. You cannot use Perform (comedy) to influence a given creature’s attitude more than once in a 24 hour period.
Bristling Drag (Mythic)

You are adept at taking opponents low and slow through the worst the ground has to offer.

Prerequisite: Bristling Drag.

Benefit: When you benefit from the Bristling Drag feat, add your mythic feat to the damage dealt by the feat. If you choose to drag a creature fewer feet than you are entitled to you do an additional 1d8 points of damage for each 5 feet you forgo. You must drag the creature at least 5 feet to gain the benefit of this feat.
Call Bonded Object

**School** conjuration (teleportation); **Level** sorcerer/wizard 3

**Casting Time** 1 standard action

**Components** V, S, M (a ruby worth 500 gp)

**Range** see text

**Target** your bonded object

**Duration** permanent until discharged

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

You call your bonded object directly to your hand from virtually any location.

When you cast this spell, you magically and invisibly inscribe the name of the bonded object onto the ruby used for this spell. Thereafter, you can summon your bonded object by speaking a special word (set by you when the spell is cast) and crushing the gem. The item appears instantly in your hand. Only you can use the gem in this way.

If the item is in the possession of another creature, the spell does not work, but you know who the possessor is and roughly where that creature is located when the summons occurs.

The inscription on the gem is invisible. It is also unreadable, except by means of a *read magic* spell, to anyone but you.
Broken Blade Riposte

**Discipline**: Broken Blade (Counter); Level: 4

**Prerequisite(s)**: One Broken Blade maneuver

**Initiation** **Action**: 1 immediate action

**Range**: Personal

**Target**: One creature

**Duration**: Instant

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DESCRIPTION

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Sometimes to give, one has to take. This ebb and flow that the disciple has mastered allows him to focus his pain into a forceful counter blow to drive his opponent back. After being struck in melee combat, the initiator may make an immediate counter attack at his full base attack bonus and this attack inflicts an additional 3d6 points of damage and pushes the target away from the initiator 5-ft.; this movement does not provoke attacks of opportunity.
Cannonade

**Design** creation (generation) [force]; **Level** 7

**Casting Time** 1 round

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

**Effect** one magical cannon

**Duration** 1 round/level

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

Several glowing parts of a massive cannon appear from thin air, rapidly assembling themselves into a functional siege weapon. The cannon is Medium sized and appears in an unoccupied square within the script’s range. If the cannon ever leaves your line of sight, it winks out of existence, and the script’s duration ends.

The cannon has a range increment of 60 feet. It targets touch attack in the first range increment, and it has no misfire chance. Each round on your turn, the cannon fires a single round made of solid energy. The cannon’s attack bonus is equal to your caster level + your Intelligence, Wisdom, or Charisma score (whichever is highest) with an additional +1 per four caster levels (maximum +5 at 20th level). On a hit, it deals 3d10 force damage + 1 per two caster levels (max +10). The cannon’s attacks have a critical modifier of ×4.

The cannon strikes as a spell, not as a weapon, so for example, it can damage creatures that have damage reduction. As a force effect, it can strike incorporeal creatures without the reduction in damage associated with incorporeality. If an attacked creature or object has Spell Resistance, you make a caster level check (1d20 + caster level) against that Spell Resistance the first time the cannon strikes it. If the cannon is successfully resisted, the attack deals no damage, and the cannon cannot make any further attacks against that target. If not, the cannon has its normal full effect on that target for the duration of the script.

The cannon cannot be attacked or harmed by physical attacks, but any effect that can destroy a *barrier* or *wall of force* can destroy it, as can *negation* or *dispel magic*. Against touch attacks, it has an AC of 10.

**Overload**: For every runic charge overloaded into this script, increase the cannon’s range increment by 20 feet. For every two charges used, the cannon deals an additional 1d10 damage on a hit.
Brute Strength

With a ferocious burst of brute strength you can bust through tough objects.

**Prerequisites:** Mrawgh, Str 15.

**Benefit:** You gain a +4 competence bonus to Strength checks made to break or burst items and objects with a sudden force (refer to Chapter 7 of the PATHFINDER ROLEPLAYING GAME for more information on breaking or bursting items).
Chain

**Element(s)** air; **Type** form infusion; **Level** 5; **Burn** 3

**Associated Blasts** acidic bolt, electric, gigawatt, thunder flash

**Saving Throw** none

Your blast leaps from target to target. When you hit a target with your infused blast, you can attempt a ranged touch attack against an additional target that is within 30 feet of the first. Each additional attack originates from the previous target, which could alter cover and other conditions. For simple blasts, this deals one less damage die to each additional target than it dealt to the last; for composite blasts it deals two less (for example, a 4d6 electric blast would be reduced to 3d6 against the second target, or an 8d6 acidic bolt blast would be reduced to 6d6). You can’t chain the blast back to a previous target. You can continue chaining your blasts until a blast misses or fails to deal damage, or until your blast is reduced to a single damage die (two damage dice for composite blasts).
Brutalize Wounds

**Discipline:** Telepathy [Compulsion, Mind-Affecting]; **Level:** Gambler 6, highlord 6, psion/wilder 6, psychic warrior 6, tactician 6, vitalist 6

**Display:** Visual

**Manifesting Time:** One standard action

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

**Target:** One creature

**Duration:** 1 round/level

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

**Power Points:** 11

You invade the target’s mind and temporarily reduce its
ability to ward off attacks. If the target succeeds at its saving
throw, its hardiness is still depleted; the target takes 1 extra
point of damage per die of damage it is dealt from melee
or ranged attacks while the duration lasts. If it fails its save,
it takes maximum damage plus 1 point of extra damage
per die of damage it is dealt from melee or ranged attacks
while the duration lasts. For instance, if a greatsword that
normally deals 2d6 points of damage hits the target, they
take 14 points of damage from the hit automatically.

A target that knows that it is under the effect may spend a
move action to make an additional Will save at the original
save DC to attempt to reduce the effect to only taking 1 extra
point of damage per die of damage it is dealt.

## Mythic Brutalize Wounds

The range increases to 100 feet + 10 feet per level and you add half your mythic tier (minimum 1) to the extra damage per die of damage dealt.

**Augmented:** If you expend one use of mythic power, the target does not get additional saves to negate the effect.
Call Red Tide

**School:** evocation [acid]; **Level:** kahuna 5

**Casting Time:** 1 round

**Components:** V, S

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

**Effect:** one or more 30-ft.-long vertical streams of algae

**Duration:** 1 min./level

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

This spell functions like call red current, except that each current deals 5d6 points of acid damage (or 5d10 if created in an area already afflicted with red algae), and you may call a maximum of 15 currents.
Cacophonous Bell

**Aura** moderate psychokinesis; **ML** 10th

**Slot** none; **Price** 10,500 gp; **Weight** 3 lbs

**Description**

This heavy iron bell is inscribed with distorted musical
symbols. When its wielder rings the bell and expends
psionic focus, any bardic performance used within 30
feet of the bell costs three rounds for each round of the
performance due to the sonic energy being given off by the
bell. Each round, the wielder can spend a move action to
continue ringing the bell, although if a round is missed, the
wielder must once again expend psionic focus to reactivate
the bell.

**Construction**

**Requirements** Craft Wondrous Item, *create sound* **Cost** 5,250 gp
Cerebral Manipulation

**Element(s)** mind; **Type** utility (Sp); **Level** 2; **Burn** 0

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

You can remove or implant memories into a creature’s mind as per *false belief*.

## **Cerebral Manipulation, Improved**

**Element(s)** mind; **Type** utility (Sp); **Level** 5; **Burn** 1

**Prerequisite(s)** cerebral manipulation

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

Treat this talent as cerebral manipulation except that it can now be treated as *modify memory*.

## **Cerebral Manipulation, Greater**

**Element(s)** mind; **Type** utility (Sp); **Level** 9; **Burn** 2

**Prerequisite(s)** improved cerebral manipulation

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

Treat this as improved cerebral manipulation except that it takes 1 hour to use and allows you to enter the mind of a target, learning everything the target knows. While inside of their mind, you can manipulate the target’s mind in the following ways:

* You can erase any memories of events, people, places, or up to 1 week of a creature’s memories.
* You can create false memories inside of a creature’s mind, such as events that didn’t happen or altering how they remember events that did happen.
* You can bestow up to 1 negative level per 2 kineticist levels you possess as per the *mindwipe* spell.
* You can alter the creature’s alignment, personality, beliefs, and/or opinions however you wish.

You program a certain action or situation (such as speaking to a designated individual, being reduced to 0 or lower hit points, holding a certain item, or being captured) to either trigger the effects of your mental alterations or remove their effects The effects of this ability are permanent (except for negative levels) and can only be fixed with a *greater restoration*, *miracle*, or *wish* spell, or this wild talent, but the target of the ability is aware their memories have been altered, even if the cause of their altered memory is unknown to them. You must be within 60 feet of the target to use this ability, regardless of any other abilities you possess, and the target must be awake unless you possess the improved implant dream wild talent.
Bottled Blade

**Aura** moderate conjuration; **CL** 6th

**Slot** none; **Price** 1,500 gp; **Weight** 2 lbs.

This bottle holds a murky liquid with a silver sheen. When poured, the contents form into a single melee weapon, suitable for a Medium or Small creature to wield. The user of the *bottled blade* determines what sort of melee weapon is created when he empties the bottle.

The weapon is masterwork and has a +1 enhancement bonus, but has no other special properties. However, a single weapon blanch can be mixed with the liquid before pouring, causing that blanch to last for the duration of the blade, instead of for only one attack. The blade lasts for 1 hour, after which is falls apart into a worthless liquid. The bottle only has enough liquid to form one weapon, but it refills itself after 24 hours and can be used again.

**Construction Requirements** Craft Wondrous Item, *conjure weapon*, *magic weapon*; **Price** 750 gp
Bullseye Shot

You slow your breath, calm yourself, and hit the bullseye, just as you were trained to do.

**Prerequisites**: Point-Blank Shot, Precise Shot, base attack bonus +5.

**Benefit**: You can spend a move action to steady your shot. When you do, you gain a +4 bonus on the next ranged attack roll you make before the end of your turn.
Bronze Knuckle

**Discipline**: Broken Blade (Boost); Level: 2

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

**Range**: Personal

**Target**: You

**Duration**: One turn

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DESCRIPTION

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With a spectacular crack of his knuckles, the disciple delivers an extra-potent blow to his foe in the form of a bone-crushing strike. As part of a unarmed attack or a strike from this discipline, the initiator’s attacks for the duration of his turn inflict an additional 2d6 points of damage and these attacks ignore a target’s damage reduction.
Broker

**Discipline:** Psychometabolism; **Level:** Psion/wilder 1

**Display:** None

**Manifestation Time:** One swift action

**Range:** Personal

**Target:** You

**Duration:** One Diplomacy check within 1 round/level

**Power Points:** 1

You gain temporary, intuitive insight into dealing equitably with others. Your next Diplomacy check gains a +2 insight bonus.

**Augment:** For each 2 additional power points you spend, the insight bonus to Diplomacy increases by +1.

## Mythic Broker

The duration increases to one minute per level. Add your tier to the insight bonus gained.

**Augmented (3rd):** If you expend one use of mythic power, you can try to use Diplomacy to influence attitude even during combat.
Boots of the Nomad

**Aura** moderate psychoportation; **ML** 10th

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

**Description**

These black leather boots seem to shimmer when looked
at, as if they are constantly moving. When this item is worn
by a character with the nomad’s step ability, the character’s
nomad level is treated as four higher for the purposes of the
nomad’s step ability. If the character is not a nomad, they
gain the nomad’s step ability as if a 4th-level nomad.

**Construction**

**Requirements** Craft Wondrous Item, *dimension slide* or
nomad’s step ability, **Cost** 5,000 gp
Bright Enervations

*You are the light that saps strength with overwhelming brightness.*

**Prerequisites:** Radiant level 4th, unwilling bond class feature or Unwilling Participant feat

**Benefits:** You may treat your vivifications as though they were veils with the [brand] descriptor (called enervations). An enervation has a reversed effect on the creature it is placed upon compared to a vivification. For example, the clarity enervation would inflict a penalty to Intelligence, the durability enervation would cause the creature to take 1 additional damage when struck, and the regeneration enervation would cause the creature to lose 1 hp each round.

Enervations still use the essence capacity of the unwilling bond or psikashic bond, like normal vivifications. Additional essence assigned to an enervation increases its effects, as normal. Vivifications that are not constant or do not have round by round effects cannot be used as enervations (e.g. renewal and restoration). Sundering an enervation is treated as sundering a brand veil. You may have a number of active enervations equal to half your veilweaving modifier.

You gain 1 point of essence.

**Special:** If you have the psikashic bond class feature, the distance your enervations may remain on a creature is equal to the range of your collective.
Boiling Jet

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

**Casting Time:** 1 standard action

**Components:** V, S

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

**Effect:** one or more rays

**Duration:** instantaneous

**Saving Throw:** none; **Spell Resistance:** yes

You blast your enemies with a boiling jet of steam. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of steam damage. The rays may be fired at the same or different targets, but all rays must be aimed at targets within 30 feet of each other and fired simultaneously.
Brutal Crocodile Desolation

*The copious injuries inflicted by your techniques cannot easily be averted or repaired.*

**Prerequisites**: Brutal Crocodile Tenacity, Climb 11 Ranks

**Benefit**: Rather than ability damage, any Brutal Crocodile maneuvers that you perform instead inflict ability drain. Attempts to magically heal damage dealt by your Brutal Crocodile maneuvers requires the caster to make a Spellcraft or Heal check (DC 10 + half your initiator level + your initiation modifier) or fail to heal any damage.
Borrowed Future Self

**Discipline** Psychoportation; **Level** seer 3

**Display** Visual, Mental, Auditory

**Manifesting Time** 1 standard action

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

**Effect** One future self

**Duration** 1 minute/level

**Power Points** 5

You reach out into all your possible futures and for a short while, you draw a fragment of your future self into this time.

Your duplicate has no actual substance, it only looks like you, and you cannot use it to alter its surroundings or to attack or otherwise harm creatures it encounters. You can use the duplicate to speak, and interact verbally with creatures using the Bluff Diplomacy, and Intimidate skills.

You can see, hear, taste, and smell your duplicate’s surroundings as if you are actually present in its location using your Perception or Sense Motive skills. While you also remain aware of your own immediate surroundings when controlling your duplicate, controlling it does take a toll on your senses. You take a –4 penalty on Perception checks while you control your duplicate.

The duplicate moves under your mental command, and while you need not act out its movements, you must take a standard action to control your duplicate for 1 round (concentrating on the power) or it winks out of existence. You can maintain control of your duplicate even if you have no line of sight or line of effect to it.

The duplicate immediately winks out of existence if it is hit by an attack or in the area of a damaging effect, or if it moves beyond the maximum range of the power.

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

* If you spend 2 additional power points, you can define what your duplicate should do and general orders and it will do this by it’s own volition, as if you were the duplicate. You can still use your senses through the duplicate if you manifest it like this, but cannot influence its actions once triggered.
* If you spend 2 additional power points, the duration increases to 10 minutes/level.
Breath Bandit

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

**Prerequisites:** One Surging Shark maneuver

**Initiation Action:** 1 swift action

**Range:** 20 feet

**Area:** 20 foot diameter burst

**Duration:** Instantaneous

You draw air from those around you, stealing the vital force for yourself. All foes within the area of this boost must make a Fortitude save (DC 14 + initiation modifier) or they lose and you gain a number of rounds of air equal to twice your initiation modifier. You may distribute these rounds of air to your allies within the area as you see fit. A creature who fails their save against this boost while having no rounds of air left is treated as having failed a Constitution save against drowning or suffocation. Stealing air has no effect on water-breathing creatures underwater, nor air-breathing creatures above water. This is a supernatural maneuver.

*Call of the Deep:* Instead of stealing rounds of air, you may temporarily steal a water-breathing creature’s ability to breathe underwater. They immediately gain a number of rounds of air equal to twice their Constitution modifier. This effect lasts for a number of rounds equal to your initiation modifier. If they run out of air, they begin to drown. If a creature under this effect fails their save against this boost again, you may steal these rounds of air as normal. If you have the ability to use call of the deep effects above water, you may use this to prevent an air-breathing creature from breathing, potentially causing them to suffocate.
Call of the Elders

**Design** invocation (natural) [plant]; **Level** 7

**Effect** one or more spectral treants, see text

This script functions as *call of the hunt*, except you manifest ancient guardians of nature. When you cast this script, you manifest a single treantB1. It does not have the ability to animate other treants. In addition to granting you a bonus to Survival, each one grants you and your allies a +2 bonus to Stealth checks to hide in forests, and one ally (chosen by you) the ability to *speak with plants*, as the spell of the same name, for the duration of the script.

You can only have one casting of *call of the elders*, *call of the hunt*, or *call of the wild* in effect at the same time. Casting it again dismisses the previously-invoked creatures, ending the script early.

**Overload**: For every runic charge overloaded into this script, you manifest another treant. Each treant manifested grants a stacking +2 bonus on Stealth checks to hide in forested areas and grants another ally the benefit of speak with plants.
plant
Bound Sigil

The sigils of your manifesting can be drawn on your
body and activated later.

**Prerequisite:** Sigilist

**Benefit:** You can now draw your sigils on your body so
that they etch themselves into you. 3 times per day you
can manifest a power and turn it into a psionic tattoo on
your body instead of having it manifest normally.
Bumble Bubbles

**School:** conjuration (creation); **Level:** sorcerer/wizard 1

**Casting Time:** 1 standard action

**Components:** V, S, F (miniature shovel costing 10 gp)

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

**Effect:** see text

**Duration:** 1 round + 1 round/level

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

You create a sphere of disorienting bubbles. The bubbles occupy a single 5-foot cube. Any creature occupying the square when you first create the bubbles, or who later enters the square containing the bubbles, must make a Reflex saving throw to avoid becoming disoriented. A creature that makes its saving throw is still thrown off ever so slightly and takes a –1 penalty on all rolls and checks for 1 round. The spell has no effect on creatures adjacent to the square containing the bubbles. In addition, buoyancy is affected as if entering an area of methane bubbles (described in Chapter 1).
Bountiful Harvest

**Aura** moderate abjuration and transmutation; **CL** 7th

**Slot** shield; **Price** 52,403 gp; **Weight** 3 lbs.

The *bountiful harvest* is a *+2 greater lifegiving light wooden shield* that is overgrown with leaves and fruits of varying size. The bearer of the bountiful harvest can grant the fast healing from the *greater lifegiving* property to an ally within 30 feet that is below half their maximum hit points as an immediate action. The fast healing lasts as long as the ally remains within 30 feet of the bearer and ends once its hit points exceed half its normal maximum. Hit points granted to allies in this way count against the total hit points the bearer can recover per day with the *greater lifegiving* property, and only one creature (either the bearer or one of his allies) can benefit from the healing at a time.

In addition to the above, the fruits upon the shield can be picked off and eaten (a standard action). The shield has the following fruit upon it:

* Six blueberries, which each function as a single *goodberry*.
* Two strawberries, which grant the effect of either *neutralize poison* or *remove disease,* chosen when eaten.
* A single plum, which grants the effect of *death ward* when eaten.

The maker of the *bountiful harvest* can change what type of fruit is grown for taste (for example, growing cherries instead of blueberries) but the effects do not change. Once a particular fruit is picked, it must be eaten within 1 minute or its magical effects are lost. Any fruit missing from the *bountiful harvest* regrows at dawn on the following day.

**Construction Requirements** Craft Magic Arms and Armor, *create food and water, cure critical wounds, deathward, goodberry, neutralize poison, remove disease*; **Price** 27,278 gp
Call Weaponry

**Discipline:** Psychoportation (Teleportation); **Level:** Gifted blade 1, highlord 1, psychic warrior 1, sighted seeker 1

**Display:** Material

**Manifesting Time:** 1 round

**Range:** 0 ft.

**Effect:** One weapon; see text

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

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

**Power Points:** 1

You call a weapon “from thin air” into your waiting hand
(actually, it is a real weapon hailing from another location
in space and time). You don’t have to see or know of a
weapon to call it—in fact, you can’t call a specific weapon;
you just specify the kind. If you call a projectile weapon, it
comes with 3d6 nonmagical bolts, arrows, or sling bullets,
as appropriate. The weapon is made of ordinary materials
as appropriate for its kind. If you relinquish your grip on
the weapon you called for 2 or more consecutive rounds, it
automatically returns to wherever it originated.

Weapons gained by *call weaponry* are distinctive due to
their astral glimmer. They are considered magic weapons
and thus are effective against damage reduction that
requires a magic weapon to overcome.

**Augment:** For every 4 additional power points you spend,
this power improves the weapon’s enhancement bonus on
attack rolls and damage rolls by 1.

## Mythic Call Weaponry

You add your tier to the enhancement bonus on the summoned weapon and can choose weapon special abilities in place of an enhancement bonus, although the weapon must have a minimum enhancement bonus of +1 and you may not select the *bane* weapon special ability.

**Augmented:** If you expend one use of mythic power, the summoned weapon is treated as an epic weapon for the purposes of overcoming damage reduction.

**Augmented (5th):** If you expend two uses of mythic power, you can select the *bane* weapon special ability.
Burn Resistance (armor)

**Price** +10,000 gp

**Aura** moderate transmutation; **CL** 7th

**Slot** armor quality; **Weight** --

Armor with this special ability allows the wearer to ignore the nonlethal damage from up to 1 point of burn from which they are currently suffering. This ability can only be applied to armor.

**Construction Requirements**

**Cost** 5,000 gp

Burn Resistance, Craft Magic Arms and Armor, kineticist 7th
Call the Soul’s Blade

**Discipline:** Sleeping Goddess (Boost); **Level:** 1

**Initiation Action:** 1 swift action

**Range:** Personal

**Target:** You

**Duration:** 1 round/level (see text)

As an adept of the Sleeping Goddess discipline, your greatest weapon is your personal ideology given form. By focusing on all you view as right and just, you can shape psionic might into a *soul’s blade*. When you initiate this boost, a *soul’s blade* appears in your hands, taking the form of a masterwork melee weapon you are proficient with. A *soul’s blade* created with this boost has hardness 10 and 10 hit points, and is treated as a magic weapon for the purposes of overcoming damage reduction. The blade lasts a number of rounds equal to your initiator level before vanishing. If you throw your *soul’s blade* or otherwise relinquish your grip on it (such as by being disarmed), it dissipates after one round unless you reclaim it. You can have multiple *soul’s blades*created at once if you initiate this boost or other boosts that create a *soul’s blade* multiple times, although only as many as you can wield.

If you are currently wielding a mind blade or equivalent weapon (such as a deadly fist’s empowered strikes, a psychic armory’s panoply of blades, or a soulbolt’s mind bolt), you can choose to amplify it instead of this boost’s normal effects. Until the start of your next turn, all such weapons you wield (including those created after initiating this boost) gain the benefit of a weapon special ability equivalent to a +1 enhancement bonus. This ability must be chosen from the list of weapon special abilities you can normally place on your mind blade (see Mind Blade Enhancements).
Araenae Forelimb Spike

**Cost** 2gp; **Weight** 2 lbs.

**Damage** 1d4 (Medium); **Critical** 19-20x3; **Range** —; **Type** P;

**Special** Araenae

**Category** Light; **Proficiency** Simple

**Weapon Groups** Blades, Light

This sharpened spike of metal is designed to fit over an araenae’s forelimbs without hampering them. An araenae can wield a forelimb spike with only a single one of their forelimbs, and wielding a forelimb spike in this way does not hamper their movement. A forelimb blade counts as a dagger for the purposes of feats and abilities, but cannot be thrown. Due to its special construction, the wielder of a forearm spike has a +4 bonus to their CMD against disarm attempts made to disarm it.

For a non-araenae, a forelimb spike is considered an exotic weapon.
Bribe Fate

You may pay money to avoid failing a saving throw.

**Prerequisites:** Chrysopsaro.

**Benefit:** Once per day, when you fail a saving throw, you may lose half your level in hit points (minimum 1 point) to reroll that saving throw. This feat is used as an immediate action after the first save is attempted, but before the results are revealed by the GM. You must take the second result, even if it is worse. The hit point loss bypasses damage reduction.
Bracers of Archery, Superior

**Aura** strong transmutation; **CL** 12th

**Slot** wrists; **Price** 50,000 gp; **Weight** 1 lb.

**DESCRIPTION**

These normal-looking wristbands empower the wearer to use any bow, including crossbows, as if she were proficient in its use. If she already has proficiency with any type of bow, she gains a +3 competence bonus on attack rolls and a +2 competence bonus on damage rolls whenever she uses that type of bow. Both bracers must be worn for the magic to be effective.

**CONSTRUCTION**

**Requirements** Craft Wondrous Item, Craft Magic Arms and Armor, crafter must be proficient with a longbow or shortbow; **Cost** 25,000 gp
Boom (Psion Discipline)

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

### **Sonic Burst (Su)**

Starting at 2nd level, when you manifest a power that deals sonic damage to a single creature, you may expend your psionic focus to instead cause it to deal +1 damage per die to that creature, and deal damage equal to half your manifester level to all creatures in a 5 foot radius of the targeted creature. This increases to a 10 foot radius at 6th level, a 15 foot radius at 12th level, and a 20 foot radius at 18th level.

### **Crash and Clang (Su)**

Starting at 8th level, whenever you manifest a power that deals sonic damage to a single creature, that creature must make a Fortitude save against the normal DC of that power or be deafened for one hour. A successful Fortitude save reduces this time to one minute. You may expend your psionic focus to affect all creatures within 5 feet of the creature instead. This increases to all creatures within 10 feet at 16th level.
Bonded Savant

Many a legendary wizard possesses their own unique bonded item, considering it a vital part of their magical arsenal.

And yet only bonded savants go as far as to imbue their bonded objects with its own sapience. Wielders of such bizarre magic often find themselves in strange and unique company, even among their fellows.

#### Arcane Union

Whenever a bonded savant selects their bonded object, that object gains a spark of intelligence.

While it is generally believed that this intelligence is spontaneously manifested, there are rumors that such mages draw the spirit of their fallen brethren, with these wayward souls finding their way into these bonded objects.

* **Intelligence**: This is the intelligence score of the bonded object. It starts at 9 and increases by 1 for every two levels of the bladebound magus (at 3rd level, 5th level, and so on).
* **Wisdom and Charisma**: As the bonded savant increases in level, so do the Wisdom and Charisma of the bonded object. These abilities start at 6 and increase by 1 for every two levels of magus.
* **Ego**: A bonded object starts with an ego of 5, and that ego increases as the blade becomes more powerful, as per Table: Bonded Savant Bonded Object Progression below. In cases where a wielder and the bonded object come into conflict, like any intelligent item, a bonded object can attempt to exert its dominance (see Intelligent Items). Due to its flexible and powerful nature, a bonded object has a nonstandard ego progression.
* **Languages and Skills**: A bonded object starts with Common as a language. As the bonded object increases in Intelligence, it manifests knowledge of languages and arcane lore. Upon reaching an Intelligence of 12, it gains a bonus language of the GM’s choice, and gains 1 rank in Knowledge (arcana). Each time the sword gains a bonus to Intelligence, it gains another language and another rank in Knowledge (arcana).
* **Senses**: A bonded object is aware of everything around it like a creature that can see and hear. It can be blinded and deafened as if it were a creature. It uses the saving throws of its magus, even if the magus is not currently wielding the bonded object.

This ability alters the bonded object class feature.

#### Contingent Casting (Ex)

At 9th level, if the bonded specialist is unable to take a standard action (such as through being stunned, paralyzed, or other such conditions) but is still conscious, their bonded object can cast a spell on their turn as long as that spell has a casting time of 1 standard action or less.

This ability replaces the opposition breakthrough class feature.
Burn Fragment

**Price** 500 gp (basic), 2,000 gp (standard), 5,000 gp (grand)

**Aura** faint conjuration; **CL** 1st

**Slot** none; **Weight** 1 lb.

This small stone lacks any identifying feature except for a pale glow inside of it, feeling warm to the touch. When held, it allows the holder to use a swift action to reduce the burn cost of a wild talent of 3rd level or lower by 1, to a minimum of 0. After it is used, the burn fragment is instantly destroyed. A standard burn fragment can be used with a wild talent of 6th level or lower, while a greater burn fragment can be used with a wild talent of 9th level or lower.

**Construction Requirements**

**Cost** 250 gp (basic), 1,000 gp (standard), 2,500 gp (greater)

Craft Wondrous Item, kineticist 1st
Chronological Defiance

**Element(s)** time; **Type** utility (Sp); **Level** 6; **Burn** 0

Your knowledge of time grants you the ability to forestall your own demise. Whenever you would suffer the effects of a harmful condition (such as panicked, paralyzed, stunned, and so on), as an immediate action you can delay the onset of this condition for 1 round per 5 kineticist levels you possess. You can accept 1 point of burn to instead delay the onset of a condition of an ally within 60 feet as long as you are aware of it. You can only use this effect to delay one condition at a time, and cannot delay the same condition twice.
Boiling Invective

**School** evocation [steam, language-dependent]; **Level** alchemist 2, bard 2, inquisitor 2

**Casting Time** 1 standard action

**Components** V, S

**Range** personal

**Area** 30-ft. radius

**Duration** instantaneous

**Saving Throw** none; **Spell Resistance** special, see below

You unleash an insulting tirade so vicious and spiteful that enemies who hear it are physically scorched by your fury. When you cast this spell, make an Intimidate check to demoralize each enemy within 30 feet of you. Enemies that are demoralized this way take 1d10 points of steam damage. Spell Resistance can negate the steam damage caused by this spell, but does not protect the creature from the demoralizing effect.