recursal/Fanatic-Fandom huggingface dataset:
Barbarian

## Archetypes

* Animist (Paths of Magic)
* Frenzied Slayer (Lords of the Night)
* Folken (Gonzo)
* Living Storm (Akashic)
* Primal Disciple (Path of War)
* Rageshaper (Akashic)
* Raging Beast (Psionic)

## Class Options

* Rage Powers (Legendary Barbarian)
* Rage Powers (Paths of Magic)

## Favored Class Bonuses

* **Aellar:** Get Fly as a class skill and a +1/2 bonus.
* **Atstreidi:**Reduce the penalty to the barbarian’s AC while raging by 1/3. When this penalty is reduced to 0, further selections of this favored class bonus instead increase the their AC while raging by +1/3.
* **Dreige:** Add +1 to the barbarian’s total rounds of rage per day.
* **Ethumion:** Add 1 to the ethumion’s total number of rage rounds per day.
* **Gamla:** Increase fast movement bonus by 1 foot (only effective in increments of 5).
* **Grendle:** Increase the barbarian’s Will save bonus from his rage class ability by +1/4.
* **Half-giant**: Add 1 to the half giant’s total number of rage rounds per day.
* **Houri:** Add +1 on Intimidate checks.
* **Maenad:** Add 1 to the maenad’s total number of rage rounds per day.
* **Mineralite:** While you are raging, your projected weapon deals +1/3 point of damage. If you have the Natural Weapon Projection trait, this instead applies to that attack.
* **Sobek:** Increase the essence capacity of bite or natural camouflage by +1/4.
* **Suqur:** Gain a +1 bonus to Fly checks.
* **Xeph**: Add +1 to the xeph’s base speed.
Bishamon

The bishamon, sometimes referred to as a double halberd, possesses some of the most ornate designs for any polearm. Running parallel to the long central blade are two 'crescent moon' shaped blades facing outwards.

They are attached in two locations by short cross bars, making the head look rather like a fleur-de-lis.
Blissful Spell (Mythic)

Your magic grants absolute peace of mind and joy to foes and friends alike.

Prerequisite: Blissful Spell.

Benefit: When a creature is successfully hit by an offensive mythic blissful spell or fails its saving throw against an offensive mythic blissful spell, all beneficial effects of rage, raging song, rage powers or similar affecting the creature are removed. A beneficial blissful spell instead dispels any ongoing negative emotion effect on a creature.
Biokinetic Rhythms

You know how to heal your body with biokinetic
techniques.

**Prerequisites:** Biokinetic Adept, Psionic Meditation,
Con 15.

**Benefit:** You may expend your psionic focus as
a standard action to gain fast healing equal to your
Constitution modifier for 5 rounds. Using this feat drains
your body’s natural biorhythms; after activating this feat
you must wait 10 minutes before activating it again.
Bestial Roots

*Despite your alternative route to power, you can still tap into the power of animals.*

**Prerequisites**: Legendary shifter 5th; dragon shape, fairy shape, giant shape, mimic shape, or necro shape.

**Benefit**: You may use the prerequisite abilities to transform into animals as though you had the shifter shape class feature.

**Special**: This feat does not allow you to take the form of magical beasts.
Bloodeater's Belt

**Descriptors**: None

**Class**: Daevic, Guru, Helmsman, Huay, Kheshig, Nexus, Promethean, Spellweaver, Vizier

**Slot**: Belt

**Saving Throw**: None

*Scarlet bands of akashic energy gird your waist,*
*filling you with an infernal energy that causes*
*wounds you inflict to bleed uncontrollably.*

Shaping this fearsome veil causes any wound
you inflict with a manufactured or natural weapon
(including weapon-like veils) to deal 1 additional
point of bleed damage.

**Essence:** For each point of essence invested in this veil,
your attacks with manufactured and natural
weapons deal 1 additional point of bleed damage.

**Chakra Bind (Belt): [D13, G17, Hu16, K14, N16, P16, Vi16]** Binding this veil to your Belt chakra allows you
to feed on bleeding wounds by drawing the blood
into your belt and diffusing its vital energy into
your body. Activating this ability is a move action
that heals you for 1d8 points of damage for each
creature taking bleed damage within 30 ft. of you,
and causes 1d8 points of damage to each bleeding
creature. Affected creatures are entitled to a
Fortitude saving throw to resist this effect, which
also prevents you from gaining any healing from
them. For each point of essence invested you
gain 1d8 additional points of healing per affected
creature (maximum 20d8) and bleeding creatures
take an additional 1d8 points of damage.
Black Midnight's Voice

**Descriptors:** Darkness, Fear

**Class:** Fisherking

**Slot:** Voice

**Saving Throw:** Will; see text

*Your voice has been imbued by the eldest hag with the night-black mysteries of deepest midnight.*

As a standard action you can speak a mote of darkness into reality in a point within Close range (25 ft. + 5 ft. per veilweaver level). This mote of darkness reduces the illumination level by one step within a 5-foot radius spread (up to supernatural darkness). This is considered to be a darkness effect with an effective spell level equal to the number of points of essence invested in this veil and can dispel light effects of equal or lower equivalent spell level. Non-magical sources of light, such as torches and lanterns, do not increase the light level in an area affected by the mote of darkness. The saving throw DCs of darkness and fear descriptor effects targeting creatures standing in an area of dim or darker illumination created by this mote gain a +1 profane bonus. You can move the mote of darkness up to 30 feet per round as a move action, but it must remain within Close range of you or it vanishes. The mote can also be dismissed as a swift action.

In addition, you can take a point of essence burn to cast *mount* as a spell-like ability, using your veilweaver level as the caster level. Essence burn taken in this way lasts as long as the mount remains summoned. The mount can only be ridden by you.

**Essence:** For every odd-numbered point of essence invested in this veil, you gain a +1 profane bonus to Intimidation checks, and the profane bonus to the save DCs of darkness and fear effects increases by +1. For every even-numbered point of essence invested in this veil, the range of its effect, and the area of darkness created by mote increases by 5 feet.

**Chakra Bind (Voice): [F9]** Binding this veil to the Voice chakra, makes the darkness you cast terrible and menacing. A creature that begins its turn in a square within the radius of darkness created by this veil’s effect must make Will saving throw or become frightened until the start of their next turn.

When casting the mount spell-like ability granted by this veil you can choose to take 2 points of essence burn to cast *ghost wolf* instead. Essence burn taken in this way lasts as long as the ghost wolf is summoned. The ghost wolf’s speed increases by +10 feet for each point of essence invested in this veil. You cannot designate another creature as the ghost wolf’s rider.

**Kingdom Effect:** Your kingdom’s Marshal treats their Dexterity or Wisdom modifier as being +1 higher when determining the benefit of their role. For every 5 veilweaver levels you possess this to the Marshal’s leadership modifier increases by +1.
Blade Whirlwind

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

**Prerequisite(s)** kinetic blade

**Associated Blasts** any

**Saving Throw** none

You create a kinetic blade and swing it in an arc around you, making a single attack against all foes within reach as if with kinetic blade. If the result is a critical threat, roll to confirm the critical hit against only the first target you hit. The blade vanishes instantly after the whirlwind.

## **WHIP HURRICANE**

**Element(s)** universal; **Type** form infusion; **Level** 6; **Burn** 4

**Prerequisite(s)** kinetic blade, kinetic whip, blade whirlwind

**Associated Blasts** any

**Saving Throw** none

As blade whirlwind, except it manifests a kinetic whip, and the whip lasts until the beginning of your next turn or until you use any form infusion that creates a blade or whip again, whichever comes first.
Bestow Blade

**Discipline:** metacreativity; **Level:** gifted blade 1

**Display:** Material, Visual

**Manifesting Time:** 1 standard action

**Range:** 0 ft.

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

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

**Power Points:** 1

You manifest a short duration copy of your mind blade and you may either use it yourself or grant it to an adjacent ally. This mind blade uses the same configuration for your mind blade with the enhancement bonus reduced by 1 (if the enhancement bonus would be 0, consider the weapon a masterwork weapon).

**Augment:**

* If you spend an additional 2 power points points, you may alter the range of this power to close range (25 feet + 5 feet per two manifester levels).
* If you spend an additional 3 power points, you may manifest an additional weapon at the same enhancement bonus.
Basic Aerokinesis

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

You can create a light breeze that blows against a creature or object from a direction of your choice that follows the target wherever it goes. The breeze grants the subject a +2 bonus on saves against very hot conditions, severe heat, breath weapons, and cloud vapors and gases (such as *cloudkill*, *stinking cloud*, and inhaled poisons). This wild talent doesn’t function without air or while underwater. You can have only one such breeze active at any one time.

You can also use your aerokinesis to make it harder to detect you or others by scent. You can designate a number of creatures or objects equal to your Constitution modifier. These creatures and objects always count as being downwind for the purpose of determining the distance at which they can be detected by scent. This effect lasts for 1 hour or until you use basic aerokinesis again, whichever comes first.
Bioluminescence

**Discipline:** Psychometabolism; **Level:** Cryptic 0, gambler 0, psion/wilder 0

**Display:** Visual

**Manifestation Time:** 1 standard action

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

**Area:** A 30-ft.-radius patch of natural fungus or similar simple plant-life

**Duration:** One hour; see text

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

**Power Points:** Psionic focus or 1

A glowing ball of dim light fades into perceptibility around the caverns nearby, revealing the tiny natural plants living there, but never fades away. To manifest this power, you must target an area of existing small-scale plant life (no more complex than simple grasses). The chemistry of any of these plants within the area of your power is altered so the plants naturally emit dim light. This alteration is fueled by a symbiotic link between you and the plant life, which continue to produce light as long as you remain within range and one hour thereafter. If you return within range of glowing plants before they extinguish, they relink to you automatically and resume feeding harmlessly on your excess mental energy.

The illumination emitted by these plants is non-psionic in nature, raising the ambient lighting level of the area naturally, which may prevail in circumstances where magic or psionic illumination and darkness powers have cancelled one another out.

***Mythic Bioluminescence***

You can optionally cause the affected plants to emit normal light instead of merely dim light. Additionally, the alteration to the plants is a permanent genetic trait that is passed on to future generations, causing the plants to emit light any time a sentient (Intelligence 3 or higher) creature is within 30 feet. This change cannot be dispelled.

**Augmented (3rd):** By expending two uses of mythic power you may target a single large plant such as a tree, which will thereafter shed light in a 30-ft. radius around it. Seeds and cuttings taken from this tree pass on its ability though saplings may only emit light in a 5-ft. radius, which expands as the newly planted tree grows to adulthood.
Barrier of Blood

**Descriptors**: None

**Class**: Daevic, Guru, Huay, Kheshig, Promethean, Radiant, Volur

**Slot**: Blood, Body

**Saving Throw**: None

*When your blood is drawn it takes on a mind of its own, briefly animating to drive away further strikes against you.*

Whenever you take lethal hit point damage, your blood leaks from your wounds and animates to form a brief barrier to protect you from further harm. You gain temporary hit points equal to half of any lethal hit point damage you take (rounded down, minimum 1) up to a maximum of 1/2 your maximum hit points for 1 round, gained after the damage is taken. Temporary hit points granted by this veil stacks with themselves.

**Essence**: For each point of essence invested in this veil the duration of any temporary hit points granted by the veil increases by 1 round, and the number of temporary hit points you gain when taking lethal damage increases by 2, to a maximum of the damage dealt.

**Chakra Bind (Blood): [Daevic 12]** Binding this veil to your Blood chakra allows you to draw your barrier of blood back into your body. At the beginning of any turn in which you have temporary hit points granted by this veil, you can choose to remove those temporary hit points to recover an equal amount of hit points. This healing does not cure nonlethal damage.

**Chakra Bind (Body): [Daevic 12/20, Guru 20, Huay 20, Kheshig 18, Promethean 20, Radiant 18, Volur 20]** Binding this veil to your Body chakra grants you the benefits of this veil’s Blood bind.
Black Seraph Annihilation

You drive your foes before you.

**Prerequisites:** Black Seraph Style, Black Seraph’s Malevolence, Intimidate 11 ranks.

**Benefit:** Creatures within 30 feet of you can be affected
by fear effects even if they are normally immune to
fear. Creatures within 30 feet of you that are normally
immune to mind-affecting effects can still be affected by
fear effects, although they gain a +5 resistance bonus on
saves against such effects.
Bebilith Rend (Combat)

*You grind down your opponent’s equipment until it breaks from wear.*

**Prerequisite**: Bebilith Claw, Bebilith Technique, Improved Sunder, Power Attack, base attack bonus +11

Benefit: Any time you confirm a critical hit against an opponent or successfully make a sunder attempt against an opponent’s armor or shield, you reduce the armor bonus that equipment provides by 1 (if from a critical hit, you choose whether to affect the creature’s armor, shield, or its natural armor, as described in Bebilith Claw). Repairing the equipment to full hit points restores its lost AC bonuses. If an armor or shield’s armor bonus is reduced to 0, it is reduced to half hit points, gains the broken condition, and is unequipped from the creature, regardless of its current hit points or hardness. The equipment falls on the ground in the creature’s space.
Blast Bolt

**Aura** weak transmutation; **CL** 3rd

**Slot** none; **Price** 130 gp; **Weight** –

This *+1 adamantine crossbow* bolt deals full damage when used to attack an object (instead of the usual half for ranged weapons) and deals an additional 1d6 damage to objects. If a *blast bolt* reduces an object’s hit points to 0, the destroyed object explodes into jagged shards, dealing 1d6 slashing and piercing damage to all creatures within 5 feet of the destroyed object’s location (DC 11 Reflex negates). The shards also count as whatever special materials the destroyed item was made of (for example, the shards from a silver weapon overcome DR/silver).

**Construction Requirements** Craft Magic Arms and Armor, *sundering shards*ACG; **Price** 95 gp
Bastion (Script)

**Design** creation (protection); **Level** 8

**Casting Time** 1 standard action

**Range** 20 ft.

**Area** 20-ft.-radius sphere, centered on you

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

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

*Bastion* creates an immobile sphere of protective energies that shields allies within its area. This has several effects.

First, the sphere blocks any attempt to project something through it, including weapon attacks, gaze attacks, breath weapons, scripts, and spells. It blocks line of effect, but does not block line of sight.

Second, a creature that tries to enter into the area of the *bastion* must succeed at a Will save to do so; otherwise, it is unable to enter the area for the duration of bastion. Creatures that succeed on their saving throw do not have to save again should they leave the area of the bastion and want to re-enter.

Third, allies gain fast healing 1 and a +4 shield bonus to AC as long as they remain inside the bastion’s area.

The area is a full sphere that extends through surfaces, so creatures cannot circumvent it by burrowing through the ground or turning incorporeal and moving under it. Teleportation into the area, however, is still possible.

A bastion script cannot be dispelled or negated, nor can an *antimagic field* or *negation* field stop it. However, *mage’s disjunction* or a *rod of cancellation* can destroy a bastion.

**Overload**: For every runic charge overloaded into this script, the save DC increases by +1. In addition, the bastion gains additional effects when certain charge designs are used. Multiple charges of the same type do not stack their effects:

* *Alteration*: Allies in the area receive DR 5/adamantine so long as they remain in the area.
* *Creation*: The shield bonus to AC increases by +2.
* *Invocation*: All energy damage dealt inside the bastion is reduced by 10.
* *Manipulation*: Creatures can no longer teleport into the area of the bastion, as if it were under the effect of a dimensional lock spell. Teleportation effects cast while already inside of the bastion are not hindered.
Blade Shifter (Fighter)

*Many combatants are content specializing in a single weapon, but not the blade shifter. With an unmatched flexibility in armament and a bit of magical power, blade shifters can adapt quickly in combat as needed by transforming their weaponry.*

#### **Blade Shift (Su)**

At 5th level, a blade shifter chooses one group of weapons from the weapon training class feature, except siege weapons. As a swift action, the blade shifter can transform a weapon he is wielding into any weapon from the chosen weapon group. This functions as if using an *alter weapon* spell, but it is supernatural and is not limited by the weapon’s size or whether it is a ranged or melee weapon. If the blade shifter lets go of the weapon, it reverts to its original shape after 1 round.

In addition, each time the blade shifter changes his weapon’s shape, he can select one feat he knows that applies to a single weapon, such as Weapon Focus (longsword). That feat applies to his weapon’s new form.

Blade shift cannot be used on an unarmed strike, a natural weapon, ammunition, a siege engine, or an improvised weapon. Every four levels after 5th (9th, 13th, and 17th), the blade shifter can select an additional weapon group that he can transform his weapons into. This ability replaces weapon training 1.

#### **Morphing Strike (Ex)**

Also at 5th level, the blade shifter can alter the form of his weapons to catch his foes off-guard. Whenever the blade shifter uses his blade shift ability, he gains a +1 bonus on weapon attack and damage rolls until the end of his turn. This bonus increases by +1 at 13th level. Multiple uses of blade shift in a round do not increase these bonuses.

#### **Morphic Training (Ex)**

At 9th level, the blade shifter gains weapon training. This weapon training applies to all groups he has selected with his blade shift ability but is only a +1 bonus, increasing to +2 at 17th level. This ability counts as weapon training 1 and weapon training 2 for the purposes of interacting with class features, magic items, and other effects. This replaces weapon training 2 and weapon training 4.

#### **Improved Blade Shift (Su)**

At 13th level, the blade shifter can now use his blade shift ability as a free action any number of times during his turn. When he uses the ability, he can select up to two feats he knows that apply to specific weapons and have them apply to the weapon’s new form. This ability replaces weapon training 3.

#### **Shifting Master (Ex)**

At 20th level, the blade shifter can use his blade shift ability as an immediate action. Any feats he has that apply to a specific weapon apply to all forms he can shift his weapon into using his blade shift ability. Whenever he scores a critical hit, that attack bypasses all damage reduction the creature possesses. This ability replaces weapon mastery.
Bebilith Technique (Combat, Technique)

*You strike in a flurry, attacking both your opponent and the equipment that protects it.*

**Prerequisite**: Improved Sunder, Power Attack, base attack bonus +6

**Benefit**: Whenever you make at least two successful attacks in a round against an opponent with a melee weapon, you can make a sunder check against that target as a free action at your full attack bonuses. You can only do this once per round.
Barbed

**Aura** moderate transmutation; **CL** 8th

**Slot** none (armor quality); **Price** +2 bonus; **Weight** —

A suit of armor or shield must have armor spikes (or shield spikes) before it can be given the *barbed* property. Armor spikes and shield spikes on *barbed* equipment deal damage as if one size category larger (this stacks with the size bonus shield spikes already give to a shield’s damage). In addition, the wearer of *barbed* armor can add the armor’s enhancement bonus to AC as a bonus to attack and damage rolls made with the armor spikes as if it were a weapon enhancement bonus. The same applies for adding a shield’s enhancement bonus to AC as a bonus to attack and damage rolls made with the shield as if it were a weapon enhancement bonus.

**Construction Requirements** Craft Magic Arms and Armor, *spikes*; **Price** +2 bonus
Bloody Shroud

**Descriptors:** evil

**Class:** Daevic, Promethean, Vizier

**Slot:** Body

**Saving Throw:** Fortitude negates

This veil wreathes the wearer’s entire body and manifests as a tattered and blackened aura of Akashic energy streaked through with rippling flashes of crimson.

The wearer of this shroud gains an aura with a range of 5 feet. Whenever a creature within the range of this aura takes piercing or slashing damage, the first 1 point of that damage is treated as bleed damage unless they succeed at a Fortitude save. This aura can be activated or deactivated as a standard action.

**Essence:** For each point of essence invested in this ability increase the range of your Aura by 5 feet and increase the amount of damage treated as bleed damage by 1.

**Chakra Bind (Body): [D12/20, P20, V20]** Binding this veil to your Body chakra fills you with darksome energy. This power is triggered as part of any melee attack with a weapon the wearer is currently wielding. If the wearer successfully scores a critical hit against a target, the attack inflicts 1d4 negative levels (Fortitude half). For each negative level inflicted this way the wearer gains 1 temporary point of essence and 5 temporary hit points. The temporary essence lasts for 1 round and the temporary hit points expire after 1 hour.
Beastmaster Style (Mythic)

Your bond can protect your animal companion even once it leaves your side.

Prerequisite: Beastmaster Style.

Benefit: When benefiting from the Beastmaster Style feat, add half your mythic tier as a circumstance bonus to your Handle Animal check. You may spend mythic power before rolling. For each use of mythic power you spend, you may use that Handle Animal roll to negate 1 attack in the next 5 rounds, even if your animal companion is not adjacent to you at the time of the attack and you are not adjacent to the attacker.
Barbed Arrow

**Name** Barbed arrow (20); **Cost** 20 gp; **Weight** 3 lbs. per 20 arrows/10 bolts

**Craft DC** 20; **Craft Skill** Bows or Weapons

This projectile has a head consisting of vicious barbs. A target struck by it suffers 1 hp bleed damage each round until it receives magical healing or is the beneficiary of a successful DC 20 Heal check.
Behemoth's Flesh

**Descriptors:** [Fleshwarp]

**Class:** Daevic, Huay, Promethean

**Slot:** Chest

**Saving Throw:** none

*Your body churns and your bones groan as you suddenly increase in weight, your flesh surging in size as your veins strain against your skin.*

Shaping this veil infuses your body with matter pulled from primordial chaos, greatly increasing your body’s natural density and mass and giving you a brutish and bulky appearance. Your weight is doubled, and you can use this increase to better leverage your combat maneuvers, treating yourself as one size category larger when determining the size of creatures you can affect.

In addition, you gain a +2 insight bonus to your bull rush and overrun combat maneuvers, and whenever you succeed on one of those maneuvers you deal bludgeoning damage to the target equal to 1d8 + 1.5 times your Strength modifier. This damage counts as a slam natural attack for your effects that increase the damage of your natural attacks (such as the Essence-Honed Flesh feat or an *amulet of mighty fists*).

**Essence:** Investing essence in this veil further increases the density and mass of your flesh. For each point of essence invested in this veil, you gain a damage reduction of DR 1/-, your insight bonus to bull rush and overrun attempts increases by 1, and the damage you deal on a successful bull rush or overrun increases by 2. This damage reduction does not stack with other sources of damage reduction. For every 3 points of essence invested in this veil, your weight is again doubled (4x at 3 essence, 8x at 6 essence, and so on), and you are treated as an additional size larger for the purposes of your combat maneuvers.

**Chakra Bind (Chest): [D19, Hu18, P18]** Binding this veil to your Body chakra fully suffuses your body with primordial flesh, increasing your size by one category. This increase in size is an extraordinary effect, thus stacking with other magical size increases, and grants you a +8 size bonus to your Strength, -2 to your Dexterity, a +4 size bonus to your Constitution, and appropriate size bonuses and penalties to your AC, Attack, CMB, CMD, Fly, and Stealth for your new size (-1 AC/Attack, +1 CMB/CMD, -2 Fly, -4 Stealth for a Large creature).
Caustic Veil

**Descriptors:** Acid, Pain, Variant

**Class:** Huay, Nexus, Stormbound, Vizier

**Slot:** Headband

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

*A veil of diaphanous acid covers your face, the strange liquid-given-form dripping down and imbuing itself among and empowering your acid-producing effects*

This veil is a variant of the Shroud of Corrosion veil.

Whenever you deal acid damage, the acid damage dealt increases by +1. Additionally, acid damage you deal ignores up to 5 points of the target’s acid resistance.

**Essence:** For each point of essence invested in this veil, the increase to acid damage increases by +1 and the amount of acid resistance your damage ignores increases by 5.

**Chakra Bind (Headband): [Hu12, N12, St12, Vi12]** Binding this veil to your Headband chakra causes the acid you inflict upon your foes to cause intense searing pain. The first time each round a creature would take acid damage from one of your effects, they must make a Fortitude saving throw. On a failed save, they suffer a –4 penalty on attack rolls, skills checks, and ability checks until the end of your next turn. This is a pain effect.
Basic Cryokinesis

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

**Prerequisite(s)** cold blast

You focus more strongly on your ability to manipulate ice and snow than water in its liquid state. You receive a bonus to your natural armor equal to 1 + 1/5 your kineticist level and can use *create water* at will, but it instead conjures an equivalent amount of ice. You also receive a circumstance bonus on damage rolls equal to 1 + 1/5 your kineticist level on your cold blast, ice blast, and any composite blast for which cold blast or ice blast is a prerequisite when using them against creatures of the fire subtype and when used in cold temperatures and frigid environments.

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

You respond to threats to your animal companion immediately and viciously.

Prerequisite: Beastmaster Ire.

Benefit: Whenever you benefit from the Beastmaster Style feat you may make a single melee attack on the attacking creature as soon as its attack is resolved. You may expend one use of mythic power to add your mythic tier to the morale bonuses granted by the Beastmaster Ire feat.
Bindings of the Immortal

**Descriptors**: None

**Class**: Daevic, Helmsman, Huay, Kheshig, Promethean, Radiant

**Slot**: Body

**Saving Throw**: none

*Faint lines are traced into the Veilweaver’s skin, giving them the appearance as if their skin had been wrapped around their body.*

You gain the benefits of the Diehard feat, and a +2 insight bonus to saves versus death effects. If you are already gaining the benefits from this feat, you can treat your constitution score as 10 higher for the purposes of determining the amount of negative hit points you can reach before dying. You do not take damage from strenuous actions while at or below 0 hit points.

Treat your Constitution score as if it were 4 times your veilweaving level points higher when determining the amount of negative hit points you can reach before dying.

While at or below 50% hit points, you gain 1 point of hardness.

While at or below 0 hit points, double the amount of hardness gained from this veil.

**Essence**: Each point of essence invested in this veil increases the hardness granted by this veil by 1. Every 2 points of essence invested in this veil increases the bonus to saves granted by this veil by 1.

**Chakra Bind (Body): [D12/20, He20, Hu20, K18, P20, R18]** Once per day, if you would die, this veil protects you from death. Instead of dying, this veil explodes outwards, forming a sarcophagus around you, preventing you from taking any damage or being targeted or included by spell effects. This sarcophagus has hit points equal to your maximum hit points, and hardness equal to twice the amount of essence invested in this veil. You gain fast healing while in this sarcophagus equal to your Hit Dice, but may not take any actions. Whenever you are healed to full hit points, or the sarcophagus is destroyed, you emerge from the sarcophagus, lose this fast healing, and may take actions on your turn as normal.
Body of Magic

**Descriptors**: None

**Class**: Eclipse, Helmsman, Huay, Kheshig, Lunar, Nexus, Promethean, Stormbound, Vizier, Volur

**Slot**: Body

**Saving Throw**: None

*Arcane runes swirl and shift over the veilweaver’s body.*

You gain a +2 insight bonus to Spellcraft checks.

You gain spell resistance equal to 6 + your veilweaving levels. If you already have spell resistance, that spell resistance instead improves by +3. Your spell resistance is selective -- You may choose whether or not your spell resistance applies to each spell as it affects you. Choosing does not take an action.

When you identify a spell as it is being cast within Close range (25 feet plus 5 feet per two veilweaver levels) of you, you may attempt to counter it by burning an amount of essence equal to the spell’s level as an immediate action. When you do, roll a 1d20 plus your veilweaver level vs a DC of 11 plus the effect’s caster level. If you succeed the roll, the spell is negated.

As an immediate action, whenever an individual uses a veil ability within Close range, you may attempt to counter it by burning an amount of essence equal to the amount of essence invested into the individual’s veil.

When you do, roll a 1d20 + your veilweaver vs a DC of 11 plus their veilweaver level. If you succeed the roll, the effect is negated, and the individual takes essence burn equal to the amount of essence you burnt.

**Essence**: Each point of essence invested in this veil increases the insight bonus to Spellcraft checks and spell resistance by 1. Additionally, each point of essence invested in this veil increases your veilweaver level by 1 for the purposes of countering a spell.

**Chakra Bind (Body): [He20, Hu20, K18, L20, N20, P20, St20, Vi20, Vo20]** Your spell resistance applies to all spells that target you, even if they don’t normally allow for spell resistance.
Blade Dancer

Intelligence and technique are valued in the magical arts, but such virtues can be seen in the weaving of sword and sorcery by those willing to dedicate themselves to two master. Blade dancers work by seamlessly mixing deadly swings into their magical assaults, forming a beguiling core of steel and spells.

#### Martial Prowess

A blade dancer has a moderate base attack bonus progression as though they were a cleric.

This ability alters the legendary wizard’s base attack bonus.

#### Singular Path

A blade dancer can only select the path of the prodigy. In addition, the blade dancer may cast one fewer spell of each level than normal. If this reduces the number to 0, they may cast spells of that level only if their Intelligence allows bonus spells of that level.

This ability alters the path of the mage class feature.

#### Bonded Blade

A blade dancer can choose a melee weapon of their choice as their bonded object, treating it as though it was any of the three other options for the purpose of its benefits.

#### Blade Gift

Whenever a blade dancer successfully casts a spell defensively, they can make an attack as a free action. This attack is treated as an attack action for the purpose of feats. At 9th level, the blade dancer gains the Vital Strike feat. At 15th level, they gain the Improved Vital Strike feat.

This ability replaces the active ability from the blade dancer’s specialty school.
Boiling Murk

**School:** conjuration (creation) [steam];

**Level:** sorcerer/wizard 8, summoner 6

**Casting Time:** 1 standard action

**Components:** V, S

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

**Area:** murk spreads in 20-ft. radius sphere

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

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

A boiling murk spell creates a cloud of black murk riddled with boiling bubbles of steam. The murk obscures all sight as a murk spell does. In addition, the steam bubbles within the cloud deal 6d6 points of steam damage to everything within the cloud on your turn each round. All targets can make Reflex saves each round to take half damage. As with a murkill spell, the murk moves away from you at 10 feet per round. Figure out the murk’s new spread each round based on its new point of origin, which is 10 feet farther away from where you were when you cast the spell. By concentrating, you can make the murk move as much as 60 feet each round. Any portion of the murk that would extend beyond your maximum range dissipates harmlessly; reducing the remainder’s spread thereafter. As with a murk spell, water currents disperse the murk, and the spell can’t be cast out of the water.
Bind the Myriad Visage

Your form is ever shifting and your mutable nature has reached its peak.

**Prerequisites:** Level 9, Ability to shape the Visage of the Faceless veil as a racial trait

**Benefits:** You treat the Visage of the Faceless veil granted by your racial trait as if it were bound to the Head chakra. In addition as part of the alter self at-will ability this veil grants you, you gain any subtypes of that form for as long as you remain transformed.
Blood Scion

*Your dark martial prowess feeds your insatiable hunger*

**Prerequisites**: Cruomancer level 1, Two manuevers from Black Seraph, Leaden Hyena, or Unquiet Grave

**Benefit**: Your levels in initiator classes that provide access to a qualifying maneuver count as cruomancer levels and increase blood powers and feats accordingly.
Blasting Wilder

Wilders are known for invoking dangerous surges of
psionic power, yet some have learned to turn that power
into an actual weapon. These blasting wilders can attack
their enemies with surging blasts of psionic energy,
raining devastation from afar, although doing so poses
just as much of a risk to psionic overload. These wilders
give up their ability to improve their manifesting ability
and instead improve the ferocity of these blasts.

This ability
replaces elude attack (+1).

### **Psionic Meditation**

The blasting wilder gains Psionic Meditation as a bonus feat at 6th level even if she does
not meet the prerequisites.

This replaces elude attack
(+2).

### **Chained Blast**

A blasting wilder of 10th level can
chain the effect of her surge blast to another nearby
target at a reduced capacity. Any time the blasting
wilder uses her surge blast, she can select a secondary
target within 15 ft. of the original target. The secondary
target takes half the damage of the original target if the
blasting wilder makes a successful ranged touch attack
against the secondary target. If the original target took
no damage, the blasting wilder cannot chain the blast.

This replaces elude attack (+3).

### **Perfect Blast**

A blasting wilder of 20th level has
learned how to make efficient use of her surge blasts.
When the blasting wilder invokes a wild surge, she
may expend her psionic focus to make one surge blast
for each of her iterative attacks. The blasting wilder is
still subject to the normal risk of psychic enervation for
invoking the wild surge.

This ability replaces perfect
surge.
Bloodfountain

**Discipline:** Psychometabolism; **Level:** Dread 2, psion/wilder 2

**Display:** Visual

**Manifestation Time:** 1 standard action

**Range:** Touch

**Target:** Creature touched

**Duration:** One round/level

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

**Power Points:** 3

Your press your fingers against the pliant flesh of your enemy and through this contact tap into its bloodstream, overloading its capacity. When you manifest this power, your target’s blood pressure (or similar life-giving fluid) increases to the point that vessels begin to burst. A creature affected by *bloodfountain* begins to leak their precious fluids out of eyes, ears, or other openings. Such a creature bleeds 2 hit points of damage at the start of its turn each round. This bleed damage functions as normal, requiring a DC 15 Heal check or magical healing to stop.

**Augment:** For every two additional power points you spend, the bleed damage increases by one each round and the DC also increases by one.

***Mythic Bloodfountain***

Every round that a creature takes damage from *mythic bloodfountain*, it also takes one point of Constitution damage unless it succeeds at an additional Fortitude saving throw. Succeeding at this saving throw does not end the power early.
Chameleon Skin

**Descriptors:** [Fear], [Fleshwarp]

**Class:** Eclipse, Huay, Promethean, Vizier

**Slot:** Shoulders, Body

**Saving Throw:** none

*Magic burns through your flesh, leaving it a mess of riotous colors and patterns. Slowly your senses adapt to the changes, calming as you gain control over them.*

Shaping this veil alters your flesh so it automatically adapts to your surroundings and softens your footfalls, granting you a +2 insight bonus to Stealth checks. This requires a significant amount of your flesh to be visible to gain the benefits of this veil, such as both your forearms, your head, and your hair being visible.

When not actively hiding, you can change the appearance and texture of your skin as a free action on your turn.

As an immediate action when you are targeted by a melee attack, you can cause your flesh to flare with a riot of startling colors and patterns. The attacker must roll their attack roll twice and take the lower result. Creatures who cannot see, or who are immune to fear, are immune to this ability.

**Essence:** For each point of essence invested in this veil, the bonus to Stealth rolls increases by 1. For every two points of essence invested, creatures who are forced to roll twice against you treat both of the rolls as 1 lower (to a minimum of 1). This adjusted roll counts as the natural roll, allowing it to negate critical threats.

**Chakra Bind (Shoulders):** **[E15, Hu10, P10, Vi10]** Binding this veil to your Shoulders chakra improves the abilities of your flesh to match their surrounding, allowing you to use the Stealth skill even while being observed. In addition, you can move at your full speed while hiding at no penalty.

**Chakra Bind (Body):** **[Hu20, P20, Vi20]** Binding this veil to your Body chakra further imbues your flesh with power, granting you all of the benefits of the Shoulder bind and allowing you to use the ability of this veil against any melee attack made against you as a free action that may be taken even outside your turn.
Cerulean Seas Glossary

Words listed below are often referred to throughout the Cerulean Seas campaign and are defined here for clarification. More advanced definitions can be found in other sections.

**Anthromorph:** A humanoid sea animal. Mogogols, sebek-ka, pisceans, slurgs, and karkanaks are anthromorphs.

**The Bloody War:** A war that ended over 400 years ago between sahuagin and the good denizens of the sea. The sahuagin lost and were hunted to near extinction.

**Brill:** An extremely rare and ancient glowing stone that is actually a magically transformed elf. Brill come in blue, green, and red. Only the blue ones can be successfully transformed back into an elf (a sea elf with memories of times long before the Bloody War). Green brillstones turn into surface elves and red into surface drow. It is considered evil to release an elf from a green or red stone, as they have no place to go.

**Buoyancy Units (bu.):** These reflect an item’s buoyancy, and are described later in this chapter.

**Cerulean Current:** An Antarctic water current that bisects the Cerulean Seas and changes direction annually.

**Cerulean Seas:** The known world that is divided into 9 sections (or seas) by location.

**Depth Tolerance:** The maximum depth a creature can safely traverse. This is detailed in the section on pressure later in this chapter.

**Feykith:** Any variety of water fey descendants, including nixies, sea-elves, naiads, selkies, deep drow, and nucklavee.

**The Great Flood:** A catastrophe that raised the ocean level several hundred feet, drowning most of the land and those that inhabited it. This happened 522 years ago.

**Glimmerkeepers:** An organized crime faction run by the notorious Flickersnitch, a nixie rogue whose exploits are legendary.

**Kahuna:** An undersea class that replaces the druid’s niche in the Cerulean Seas campaign setting. Kahunas call on spirits of the sea to bless their allies in battle.

**Leviathan:** Any sea creature of at least Colossal size, usually solitary and aggressive.

**Mariner:** An undersea class that replaces the ranger’s niche in the Cerulean Seas campaign setting. While they are quite skilled in combat, their focus on movement and speed is what sets them apart.

**Merfolk:** A creature with a humanoid torso and fish-like lower half. Cindarians, seafolk, boggers, nommo, and kailio are all merfolk.

**Merped:** A creature with the upper body of a quadruped and the lower body of a fish. Sea cats and hippocampi are merpeds. Merpeds are often used as mounts.

**Planar:** A humanoid with heritage from the elemental plane of water, including genai and tritons.

**Remora Imp:** A tiny imp-like creature that bonds to any creature that can speak pelagic. They are detailed in Chapter 9: An Undersea Bestiary.

**Siren:** An undersea class that replaces the bard’s niche in the Cerulean Seas campaign setting. Sirens are masters of enchantment who muddle their foes’ hearts and minds with a simple song.

**Trueform:** An intelligent species of non- humanoid form. Carchardians, delphins, ixarcs, and squibbon are trueforms. While not standard PC races, they do contribute to the overall society of the campaign setting.
Bestial Takedown

*In the heat of combat, you snag your foes in more ways than one.*

**Prerequisites**: Two Brutal Crocodile maneuvers known, two Fool’s Errand maneuvers known

**Benefit**: When you initiate a grapple with a creature for any reason, you also automatically lock the creature. A creature remains grasped even after it escapes the grapple. In addition, all Fool’s Errand strikes gain the [G] descriptor.
Bite The Mongoose

**Discipline:**Steel Serpent (Counter)

**Level:**7

**Prerequisites:**Two Steel Serpent Maneuvers

**Initiation Action:**1 immediate action

**Range:**Melee attack

**Target:**One attacker

**Duration:**One attack

Inevitably, the disciple of Steel Serpent will be struck in combat and through the use of this technique; he learns to make his foe regret its actions. Just as the cobra often poisons the foolish mongoose, so does the disciple of Steel Serpent poison his foe. Upon being struck in combat, the disciple takes advantage of the opening that his injury makes available and strikes out once with poisoned, life sapping *ki*energies. Make an immediate attack at full base attack bonus against the opponent that has successfully attacked you; if this attack hits it inflicts an additional 6d6 points of damage and 1d6 Constitution damage (Fortitude save DC 17 + initiation modifier halves this Constitution damage). This is a supernatural ability.
Broken Blade Stance

**Discipline**: Broken Blade (Stance); Level: 3

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

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

**Range**: Personal

**Target**: You

**Duration**: Stance

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DESCRIPTION

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The disciple of the Broken Blade has learned the flows of combat to a degree and has the insight necessary to see the path to victory through the patterns of steel his opponents weave before his eyes. While in this stance, the initiator gains a competence bonus equal to his initiator level to Acrobatics checks to avoid attacks of opportunity, and may make an additional attack when making a full attack action. If the initiator is two weapon fighting, he gains this extra attack for both hands. The attack(s) uses the initiator’s full base attack bonus, plus any modifiers appropriate to the situation.
Blinding Shot (maneuver)

**Discipline:**Tempest Gale (Strike)

**Level:**5

**Prerequisites:**Two Tempest Gale maneuvers

**Initiation Action:**1 standard action

**Range:**Ranged attack

**Target:**One creature

**Duration:**Instantaneous (see text)

With a skilled shot, you take your opponent’s sight, and with it, the threat they pose. Make a ranged attack. If it hits, it deals weapon damage as normal plus an additional 5d6 points of damage, and the target must succeed at a Fortitude save (DC 15 + your initiation modifier) or become blinded for a number of rounds equal to your initiation modifier.