recursal/Fanatic-Fandom huggingface dataset:
Call Red Current

**School:** evocation [acid]; **Level:** kahuna 3

**Casting Time:** 1 round

**Components:** V, S

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

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

**Duration:** 1 min./level

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

Immediately upon completion of the spell, and once per round thereafter, you may call down a 5-foot-wide, 30-foot- long, vertical current of corrosive red algae that deals 3d6 points of acid damage. The algae sweeps down in a vertical stroke at whatever target point you choose within the spell's range (measured from your position at the time). Any creature in the target square or in the path of the current is affected. The algae immediately dissipates harmlessly, but may later infest the area, as it continues to reproduce. You need not call a red current immediately; other actions, even spellcasting, can be performed. However, each round after the first you may use a standard action (concentrating on the spell) to call a current. You may call a total number of currents equal to your caster level (maximum 10 currents). If you are in an area already afflicted with red algae—each current deals 3d10 points of acid damage instead of 3d6.

This spell does not function indoors, underground, or out of water.
Black Maelstrom

**School:** conjuration (summoning); **Level:** cleric 9, kahuna 9, witch 9

**Casting Time:** 1 round

**Components:** V, S

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

**Effect:** 720-feet-wide greater maelstrom

**Duration:** concentration (maximum 10 rounds) (D)

**Saving Throw:** see text; **Spell Resistance:** yes

You create a greater maelstrom that is 720 feet across (see chapter 1 for details for a maelstrom of this size). Creatures drawn into the whirlpool are subject to normal damage generated by such an effect. Each round that you continue to concentrate, the spell generates additional effects as noted below. Each effect occurs on your turn.

* 2nd Round: The waters of the maelstrom become highly acidic, dealing an additional 1d6 points of acid damage (no save).
* 3rd Round: You cause 6 electrical surges to occur.
* You decide where the surges strike. No two surges may affect the same target. Each surge deals 10d6 points of electricity damage. A creature affected can attempt a Reflex save for half damage.
* 4th Round: Shards of razor-sharp ice fill the area, dealing an additional 5d6 points of slashing and piercing damage (no save).
* 5th through 10th Rounds: The water becomes an ominous inky black shrouded in clouds of ebony vapor. The murk and vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).
Catapsi

**Discipline:** Telepathy [Mind-Affecting]; **Level:** Gambler 5, highlord 5, psion/wilder 5, psychic warrior 5, tactician 5

**Display:** Mental and visual

**Manifesting Time:** 1 standard action

**Range:** 30 ft.

**Area:** 30-ft.-radius emanation centered on you

**Duration:** 1 round/level

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

**Power Points:** 9

By manifesting this power, you generate psychic static,
interfering with the ability of other psionic characters to manifest their powers or use psi-like abilities (you are not
affected by your own *catapsi* manifestation). All psionic
activity within the area requires 4 more power points to
manifest than normal, unless a character makes a Will save
each time he attempts to manifest a power. Using a psi-like
ability becomes a full-round action, instead of a standard
action, in a *catapsi* field. If two or more fields of *catapsi*
overlap, the effects are not cumulative.

The limit on the number of power points a subject can
spend on a power remains in effect; thus, a subject may not
be able to manifest its highest-level powers. If manifesting
a power would cause the manifester to exceed his available
power points or his spending limits, the manifestation fails
automatically, but no power points are expended.

**Augment:** For every 4 additional power points you spend,
this power’s range and the radius of its area both increase
by 5 feet.

## Mythic Catapsi

The psychic static only affects those creatures you wish to affect in the area and the range increases to 60 feet.

**Augmented:** If you expend one use of mythic power, creatures that fail their save while manifesting a power or using a psi-like ability are staggered for one round.

**Augmented (5th):** If you expend two uses of mythic power, non-mythic creatures in the affected area are unable to manifest any psionic powers or psi-like abilities unless they succeed on the saving throw, and non-mythic creatures that make their saving throw are still required to pay the additional power point cost or, for psi-like abilities, use a full-round action to activate the ability.
Breastplate of Bloody Conflict

**Descriptors:** none

**Class:** Daevic, Promethean

**Slot:** Chest

**Saving Throw:** see text

This horrific veil appears as a massive bloody ribcage encircling the wearer’s torso.

While clad in this veil you thrive on bloody conflict and are empowered by the same. Whenever you are taking ongoing Bleed damage you deal additional damage equal to that amount with all attacks made with manufactured or natural weapons (for example, if you are taking 5 Bleed damage each round, all of your weapon attacks would deal an additional 5 points of damage).

**Essence:** You gain DR 1/Slashing or Piercing for each point of essence invested in this veil, allowing you to shrug off attacks that don’t free the blood which empowers it.

**Chakra Bind (Chest): [D19, P18]** Binding this deadly veil to your Chest chakra fills you with destructive power. All melee weapons you wield are treated as having the vicious weapon property; moreover, the damage dealt to you as a result of the vicious property is dealt as Bleed damage.
Catfish Hold

**Discipline:** Brutal Crocodile (Stance)

**Level:** 3

**Prerequisite:** One Brutal Crocodile Maneuver

**Initiation Action:** 1 swift action

**Range:** Personal

**Target:** You

**Duration:** Stance

Bracing yourself against the terrain, you steel yourself to control and redirect any oncoming assaults. While in this stance, you ignore any size modifiers to CMB that you or any creatures you are attempting to grapple possess, and may grapple creatures of any size. In addition, when you maintain a grapple, you deal an additional amount of damage equal to your initiation modifier.
Biokinetic Adept

You utilize biokinetic techniques when you gain your
focus.

**Prerequisites:** Psionic Meditation, Con 13.

**Benefit:** You may gain temporary hit points equal
to 1/2 your manifester level whenever you gain your
psionic focus. These temporary hit points last for up to
one minute per character level. You may gain temporary
hit points from this feat up to four times per day, and
they do not stack with themselves.
Break the Hourglass

**Discipline:**Riven Hourglass (Counter)

**Level:**9

**Prerequisite:**Four Riven Hourglass maneuvers

**Initiation Action:**1 immediate action

**Range:**Personal

**Target:**You

**Duration:**Instantaneous

By forcing your will upon the quintessence of the universe and acting within pockets of time so small that blink past within the gap between seconds, you turn time on its end and react to an opponent’s actions before they have even been made. You can initiate this counter in response to being targeted or caught within the area of an attack or effect. You can immediately take a standard action and a move action (or a single full-round action by combining them) before that effect resolves. While taking these actions, you can only attack or otherwise affect the originator of the attack or effect. If you reduce the originator of the attack or effect to 0 or fewer hit points with these actions, then the attack or effect (including parts of the effect that affect other creatures) is completely negated, having been prevented from happening at all. You cannot gain more than one standard action and move action per round this way.
Chameleon Shift

**Benefit:** You gain a +1 bonus on Stealth checks for
each Shifting Feat you possess. This shift lasts for 1 hour.

**Special:** At 3 Shifting feats, you no longer take a -5
penalty for attempting to move more than half your
normal speed while hiding.

At 5 Shifting feats, you may attempt a Stealth check to
hide even when observed.
Broken Blade Crush

A blow from your fist crushes armor as easily as bones.

**Prerequisites:** Broken Blade Style, Acrobatics 7 ranks.

**Benefit:** Once per round, when you make an unarmed
strike against an opponent wearing armor, you can make
a sunder attempt against that opponent’s armor as a free
action that does not provoke attacks of opportunity. This
sunder attempt takes place before your unarmed strike.
Branded Mimicry

**Descriptors**: Brand, see text

**Class**: Volur, Vizier

**Slot**: Special

**Saving Throw**: See text

*This veil’s form is particularly mutable, able to adapt to and take the shape of another brand you have shaped.*

When shaping this veil, select another [brand] veil you have
shaped. This veil is shaped in the same slot as that veil, and
copies that veil’s effects. It gains any descriptors that veil
possesses, and counts as a unique veil for all purposes. This
veil may share a slot with another veil without penalty.

If the copied veil is unshaped, this veil is suppressed until
you spend an hour in meditation, allowing you to select a new
[brand] veil you have shaped for this veil to copy the effects of.
If you have no such veil, this veil is suppressed until you rest
and reshape your veils.

If this veil was shaped using the brandweaving class feature
(or a similar ability that modifies how you shape [brand] veils), it follows the rules of that class feature, even
if the copied veil was not shaped using that feature. If the
copied veil was shaped using the brandweaving feature and
this veil was not, this veil is considered to be shaped in the veil
slot normally associated with the copied veil (or one of the
slots of your choice, if it could be shaped in multiple) and may
share that slot with another veil without penalty.

**Essence**: Investing essence in this veil functions as per
investing essence in the copied veil.

**Chakra Bind (Special):** When you bind the copied veil to its
chakra slot, this veil counts as being bound to its chakra slot
as well when determining its effects.

If you shaped this veil using the brandweaving class feature (or a similar feature), you must bind this veil using your brandbinding class feature instead (or a similar feature), even if the copied veil is bound normally to its chakra. You may bind this veil in this way even if the copied veil is not bound.

If the copied veil is bound using the brandbinding (or similar)
class feature, and this veil is shaped using normal veilweaving
rules, it only counts as bound if you have the ability to bind
veils to the chakra it is currently treated as being shaped in.
Brilliant Infusion

**Element(s)** fire or light; **Type** substance infusion; Level 6; Burn 4

**Prerequisite(s)** flash infusion

**Associated Blasts** aurora, bioluminescent, blue flame, crystal, fire, flashbang, forge, glorious, green flame, haunted, light, lightning, plasma, silverlight, solar, supernova, thunder flash, ultraviolet

**Saving Throw** none

Your kinetic blast leaves an afterglow that banishes the darkness. Treat each square of the path of your ranged attack kinetic blast, the target square of your melee attack kinetic blast, or the area of your area of effect kinetic blast as the center of a *continual flame* effect that lasts until the end of your next turn. This effect counts as a 6th-level spell with the light descriptor.
Captain's Guided Hand

**Descriptors:** None

**Class:** Daevic, Helmsman, Vizier

**Slot:** Hands

**Saving Throw:** none

*You gain the ability to properly control your vessel even in the most dangerous of situations*

While this veil is shaped, you can steadily control a vessel even as your environment lashes out against you. You receive a +1 bonus on all Fly, Ride, and Profession checks made to steer or control a vehicle.

**Essence**: For every point of essence invested in this veil, the bonus to Fly, Ride, and Profession checks increases by 1.

**Chakra Bind (Hands): [D4, H2, V2]** While this veil is bound to your hand chakra, you gain the ability to easily maneuver through treacherous effects. Any vessel you are piloting ignores nonmagical difficult terrain as well as the effects of high winds.
Carnival Swap

**Discipline:**Shattered Mirror (Boost)

**Level:**4

**Prerequisites:**1 Shattered Mirror maneuver

**Initiation Action:**1 swift action

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

**Target:**You and one other creature

**Duration:**Special (see text)

You catch your enemy in the reflection of your blade and twist reality like a funhouse mirror, leaving an unfair trade. The next time this round that you make an attack that hits, you may select one power, psi-like ability, spell, or spell-like ability affecting the struck creature. That creature loses the benefits of the chosen effect and you gain them for a number of rounds equal to your initiation modifier. Select a power, psi-like ability, spell, or spell-like ability affecting you. You lose the chosen effect and the struck creature gains it for a number of rounds equal to your initiation modifier.
Burning Ash

*Ash and flames mix in the sky above your storm, raining poisonous flaming death upon your foes.*

**Prerequisite:** Ability to shape two or more Storm veils, ability to shape The Conflagration and The Devastation Storm veils.

**Benefit:** When you have both The Conflagration and The Devastation Storm veils shaped, their abilities combine to form a storm of toxic, flaming ash. When a creature is struck by The Conflagration, or caught in one of its explosions, they must make a Fortitude saving throw or take 1 Constitution damage, plus an additional point of Constitution damage per 3 essence invested in The Devastation. The DC of this fortitude save is equal to the DC of The Devastation. This is a poison effect. The devastation deals an additional 1d6 fire damage, plus 1d6 per 3 essence invested in The Conflagration. This damage is halved if the creature succeeds on their Fortitude save versus The Devastation.
Capala of Aquasaurs

**Aura** moderate enchantment, moderate transmutation; **CL** 11th; **Slot** none; **Price** 30,200 gp; **buoyancy** -2 bu.

**DESCRIPTION**

The capala is an ornately decorated and carved plesiosaur skull with large rubies inlaid into its eye sockets. The capala enables its owner to charm up to 14 Hit Dice of aquatic reptiles as per the spell *charm animal* (Will DC 16 negates, animals get a +5 bonus if currently under attack by the wielder or her allies), no two of which can be more than 30 feet apart. The owner can use this effect up to three times per day. The owner can communicate with the animals as if using a *speak with animals* spell.

Animals that successfully make their saving throws are free of control, but they will not approach within 10 feet of the capala.

When the capala is tossed forward and the correct command word spoken, it becomes a living elasmosarus (PATHFINDER RPG BESTIARY) of normal size. The creature obeys and serves its owner. The creature understands Common but does not speak.

If the capala is broken or destroyed in its skull form, it is forever ruined. All magic is lost, its power departed. If slain in plesiosaur form, the capala simply reverts to the skull form that can be used again at a later time.

**CONSTRUCTION**

**Requirements** Craft Wondrous Item, *animate objects*, *charm animals*, *speak with animals*; **Cost** 16,100 gp
Buraq

Buraq are rare creatures said to accompany heroes and prophets of legend. Gifted with akashic power, buraq are champions of life and evolution, appearing to aid their champions in ushering in eras of great change or rebirth.

**Animal Feats:** In addition to the standard animal companion feats, a buraq may select Access Higher Chakra Slot, Access Low Chakra Slot, Access Middle Chakra Slot, Akashic Charge, Enhanced Capacity, Extra Essence, and Shape Veil, treating his master’s effective druid level as his character level when determining prerequisites.

**Essence Pool:** Starting at 1st level, the buraq gains an essence pool equal to 1/2 his master’s effective druid level.

**Marked by Destiny:** The buraq must choose the Shape Veil feat as his 1st level feat, though he does not need to meet the prerequisites when he gains it in this manner. The buraq must have the appropriate limbs and equipment slot to learn a veil (for example, a snake buraq cannot normally learn or shape a veil that attaches to the Feet, Hands, Shoulder, or Wrist chakra). The buraq always knows how to use any veil it can shape, including allocating essence, and will instinctively shape its known veils after an 8 hour rest.

**Use Veil:** At 1st level, the buraq learns the following two tricks as bonus tricks:

* **Activate Veil (DC 20):** The animal uses a supernatural, spell-like ability, or extraordinary ability associated with one of its veils (such as the breath weapon granted by Gorget of the Wyrm or the area blast of Ditchdigger’s Armlets). You may choose which veil the animal activates as part of the command.
* **Allocate Essence (DC 15):** The animal invests or reinvests essence into its veils as you direct. This replaces the bonus tricks normally gained at 1st and 3rd level.

**Veil Sharing:** At 1st level, the buraq gains the ability to share any one veil it is capable of shaping with its master. The master gains the benefits of any essence the buraq has invested in the veil, but loses the veil and its benefits if he is more than 30 feet from the buraq.

The master regains the benefits of this veil as soon as he returns to within 30 feet of the buraq. This replaces either the share spells or light armor proficiency class feature, depending on which the companion starts with.

**Winged Steed:** At 3rd level the buraq adds the Gorget of the Wyrm veil to his list of veils known and increases his total veils shaped by 1. The buraq is always treated as having a Shoulder chakra to shape this veil in, even if their animal type would normally not have shoulders.

At 9th level, the buraq learns to bind veils to its Shoulder chakra, unlocking their most potent abilities. This replaces the evasion and Multiattack class features; at 15th level when the buraq would normally gain improved evasion, it instead gains evasion.
Catalyzed Treasure

**Aura** weak transmutation; **CL** 3th;

**Slot** none (see text); Price 5,000 gp; **Weight** —;

**Description**

A treasure drawn from the akashic record given physical form. When a catalyzed treasure is created, it is given the shape of a single akashic treasure which the thereafter dictates its abilities and function. If the chosen treasure has components which are selected upon adorning it, those components are selected when the catalyzed treasure is created.

When you shape your veils for the day, you may meld a catalyzed treasure with a veil, allowing it to be adorned as per the akashic treasure chosen when it was created. A catalyzed treasure can adorn a veil alongside a normal akashic treasure, but two catalyzed treasures cannot adorn the same veil. If the veil is unshaped, the catalyzed treasure reappears in one of your free hands, or on the ground in your space (you may unshape and reshape the same veil as part of shaping your veils for the day if you wish to stop using the catalyzed treasure with that veil).

If you wear a magic item in the same slot as a catalyzed treasure, you lose the benefits of the catalyzed treasure for as long as another magic item shares its slot (an akashic treasure melded with a veil shaped in the Hands slot grants no benefits if you wear items in your hands magic item slot, for example.

Since a catalyzed treasure melds with the veil and is not worn or carried, it cannot be enhanced or combined with the effects of other worn or slotless wondrous items (such as using the magic item rules to also grant it the effects of an akashic catalyst).

A catalyzed treasure otherwise follows the same restrictions as other akashic treasures (you can’t adorn the same treasure multiple times unless otherwise specified by the treasure).

**Construction**

**Requirements** Craft Wondrous Item, creator must be able to adorn at least one akashic treasure; **Price** 2,500 gp

### Improved Catalyzed Treasure

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

**Slot** none; **Price** 10,000 gp; **Weight** —;

**Description**

An improved catalyzed treasure functions as per a catalyzed treasure, save that the effects of an improved catalyzed treasure are not removed if you wear a magic item in the same slot as the veil it is melded to.

**Construction**

**Requirements** Craft Wondrous Item, creator must be able to adorn at least one akashic treasure; **Price** 5,000 gp

### Greater Catalyzed Treasure

**Aura** strong transmutation; **CL** 11th;

**Slot** none; **Price** 25,000 gp; **Weight** —;

**Description**

This gleaming gem contains constantly shifting images, a faint glimpse into the treasure vaults of the akashic record. A greater catalyzed treasure functions as per an improved catalyzed treasure, save that you can change the akashic treasure associated with a greater catalyzed treasure each day when you shape your veils into any other akashic treasure of your choice.

**Construction**

**Requirements** Craft Wondrous Item, creator must be able to adorn at least one akashic treasure; Price 12,500 gp
Chakra-Enhanced Fortitude

You can use akasha to strengthen your blood and harden your internal organs. You boost your ability to resist effects that would adversely affect your health.

**Prerequisite:** Con 13 or veilweaver level 1.

**Benefit:** You can invest essence into this feat. You gain an insight bonus on Fortitude saves equal to the invested essence.

You gain 1 point of essence.
Brace for Impact

**Discipline:** Piercing Thunder (Counter)

**Level:** 2

**Initiation Action:** 1 immediate action

**Range:** Personal

**Target:** You

**Duration:** Instantaneous

In the chaos of battle, you know you can truly only trust the
weapon in your hand. You can initiate this counter when
an opponent makes a charge attack against you. Make an
Acrobatics check, using your opponent’s attack roll as the
DC. If you succeed, the attack is negated and that opponent
takes damage equal to your initiator level. If you are wielding
a weapon with the brace property, this damage is doubled.
If you are not wielding a discipline weapon or a piercing
weapon, this counter does no damage to your opponent
but can still negate the attack.
Brutal

**Aura** moderate transmutation; **CL** 6th

**Slot** none (weapon quality); **Price** +1 bonus; **Weight** —

A *brutal* weapon is more effective at dealing singular, powerful strikes. Whenever the wielder uses the Vital Strike, Improved Vital Strike, or Greater Vital Strike feats, he multiplies the weapon’s enhancement bonus to damage by the number of times he multiplies his weapon dice: twice for Vital Strike, three times for Improved Vital Strike, or four times for Greater Vital Strike. The additional damage is multiplied on a critical hit.

**Construction Requirements** Craft Magic Arms and Armor, *bull's strength*; **Price** +1 bonus
Bubbler

Like the boil blade, the bubbler was intended to make the most out of a small amount of abacinite; this time in the form of a small ring around a lantern-like structure crested with a sharp spike. This spear-like thrusting weapon has a nasty surprise. The first successful thrust each round is accompanied with an extra 1d8 steam damage, as boiling water shoots out of a hole situated near the spike. Subsequent successful attacks during the same round yield no steam damage. The weapon recharges by the beginning of the next round.

The beauty of the bubbler is that it is entirely spring operated, powered by the force of a successful thrust and the heat of the abacinite. Water is sucked into the chamber, quickly heated, and expelled without need of magic, charges, or special fuel. Bubblers became of favorite of Frasnian cavalry (who rode plesiosaurs), and are still popular today, long after the Frasnian civilization fell.
Asteroid Belt

**Discipline:** Sagitta Stellaris (Stance); **Level:** 1

**Prerequisites:** None

**Initiation Action:** 1 swift action

**Range:** Personal

**Target:** You

**Duration:** Stance

Attuning yourself to the cosmos, you emulate a special gravitational field around your body that lets your possessions orbit around you. When you enter this stance, you may draw out any number of objects in your possession that you can carry in one hand (to a maximum of 10 lbs. each) and have them start to circle around your body. Despite their lazy drifting, they are unexpectedly secure: these objects move with you when you do, and still count as attended and fastened for targeting or steal combat maneuvers, and count towards your encumbrance.

You may retrieve any item in orbit around you as a free action, and any ammunition or weapon (including thrown weapons) you make ranged attacks with returns to your orbit at the start of your next turn. Pulling an unattended object within your natural reach into your orbit is a free action and does not need any free limbs. At 6th initiator level, weapons and fired ammunition instead return immediately after the attack resolves, and you gain the benefits of the Deflect Arrow feat, adding the projectiles of negated attacks to your orbit unless there is an effect that would say otherwise.

Ammunition used while this stance is active is not destroyed as part of the attack, but if it would have been destroyed, it still loses any magical properties it had. Objects automatically stow themselves into containers on your person however you choose whenever you willingly leave this stance. In addition, while in this stance you may use mage hand as a spell-like ability at will, with caster level equal to your initiator level.
Breaker’s Dodge

**Discipline:** Mangled Gear (Counter)

**Level:** 2

**Initiation Action:** 1 immediate attack action

**Range:** melee or ranged attack

**Target:** one object used by a creature to attack you

**Duration:** instantaneous

As a foe raises their weaponry, you intercept their attack by going after their equipment. When a creature makes an attack roll against you, you may make a sunder check against the weapon they are using. If you succeed, the attack misses and the weapon takes sunder damage as normal.
Accelerated Gathering

**Prerequisite(s)**: Gather power class feature, kineticist 5th.

**Benefit**: When you use your gather power, you can also spend a standard action to reduce the total burn cost of a blast wild talent used on your next turn by 2. At 11th level you can spend a standard action to reduce the total burn cost of a wild talent used on your next turn by 3. Gathering power in this way ends your turn immediately. You cannot gather power on your next round as a move action to further reduce burn cost.
Buoyancy Control

Your natural buoyancy control gets better.

**Benefit:** If you have no air bladder, you gain a type A air bladder. If you have a type A air bladder, you gain a type B air bladder. Finally, if you have a type B air bladder, you gain a type C air bladder.

**Special:** You can take this feat multiple times until you obtain a type C air bladder.
Brutal Coup de Grace (Mythic)

Simply watching you kill is enough to drive foes to flee, and when you take a life, you can harness some of its mythic essence.

Prerequisite: Brutal Coup de Grace.

Benefit: Non-mythic enemies that fail their Will save, as well as mythic enemies that fail their Will save by 5 ormore, are frightened for 1 minute, rather than being shaken. Additionally, whenever you deliver a coup de grace with the selected weapon and kill the target, if the target was mythic, you regain one use of mythic power. You cannot regain more uses of mythic power in this way in a single day than your mythic tier.
Bestial Senses

Your primal nature has granted you exceptionally sharp senses.

**Prerequisites:** Creeper, morphbear, nameer, wolger, or wyrmkin.

**Benefit:** You gain the scent special ability and a +1 racial bonus to Perception and Survival checks made using your sense of smell. You may invest essence into this feat to increase the granted bonus by +1 per point of essence invested.

You gain 1 point of essence.
Boiling Hands

**School:** evocation [steam]; **Level:** sorcerer/wizard 1, witch 1

**Casting Time:** 1 standard action

**Components:** V, S

**Range:** 15 ft.

**Area:** cone-shaped burst

**Duration:** instantaneous

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

A cone of boiling steam shoots from your fingertips. Any creature in the area of the steam takes 1d4 points of steam damage per caster level (maximum 5d4). A cloud of steam bubbles persist in the area of the cone for 1d3 rounds after the spell is cast, granting concealment to all those inside it. This cloud dissipates instantly when exposed to any current moving 20 feet or faster.
Burst Pincers

**Descriptors:** Fleshwarp, Sonic

**Class:** Daevic, Eclipse Promethean

**Slot:** Wrists

**Saving Throw:** Fort half

*Your arms warp and twist as bone and flesh reconfigure into a pair of chitin-plated pincers backed by incredible twitch muscle mass.*

Shaping this veil allows you to reform two of your arms into a pair of pincers that can deliver powerful bursts of sonic pressure. Reforming your arms to and from these pincers is a swift action. While in their pincer form, your arms are replaced by a pair of pincers that function as two primary natural attacks appropriate to your size (1d6 medium, 1d4 small). You cannot use these pincers to wield weapons or shields, but they can be used to hold objects and interact with objects that don’t require fine dexterity (they could be used to open a door, but not pick a lock as examples).

Once per round when you make an attack with one of these pincers, you can utilize the muscle mass granted by this veil to rapidly enhance the speed of the ferocity of the attack called a burst strike. You gain a +2 insight bonus to attack rolls with this burst strike, and it unleashes a burst of sonic pressure along with the attack. Whether the attack hits or misses, each creature (other than yourself) within a 5-foot radius burst centered on the attack’s target takes 1d6 points of sonic damage and is deafened for 1 round. A successful Fortitude saving throw halves this damage and negates the deafened condition. When determining the saving throw’s DC, you may use the higher of your veilweaving modifier or the ability score used to make this attack.

**Essence:** For each odd point of essence invested in this veil, the insight bonus to attack rolls granted to your burst strike increases by +1. For every 2 points invested, the sonic damage dealt by your burst strike increases by +1d6. For every 3 points of essence invested in this veil, the radius of the sonic burst caused by your burst strike increases by 5 feet.

**Chakra Bind (Wrists):** Binding this veil to your Wrists chakra allows you to better harness the muscles granted by this veil, allowing you to utilize burst strikes more often. You may make a burst strike using this veil up to twice per round. If you use a burst strike against a creature already deafened by this veil, if they fail their saving throw against the burst strike they are staggered until the beginning of your next turn.
Bursting Blooms

*Your storms nurture life to the extinction of all else; blooms turn toxic, plants strangling life.*

**Prerequisite:** Ability to shape two or more Storm veils, ability to shape The First Bloom and The Infestation Storm veils.

**Benefit:** When you have both The First Bloom and The Infestation veils shaped, you may use the abilities of these veils in the following ways:

When you use the standard action ability of The Infestation to create a burst of spores, you can cause those spores to additionally take root upon any terrain within the burst, causing them to grow as if they were natural vegetation when determining the effects of The First Bloom.

When you use the standard action ability of The Infestation, rather than creating a burst of spores you can choose to have all vegetation within the area of your storm affected by The First Bloom to release spores instead. These spores affect every creature within a space of difficult terrain created by The First Bloom, rather than in a burst.

When you use the standard action ability of The First Bloom, you can cause creatures to also become infected as per The Infestation if they fail their saving throw. If the creature ends this entanglement, the infection bursts as if they took damage.
Brutal Crocodile

In the wild, no creature will ever submit to you if they have a choice of continuing to fight. As a result, the best way to defeat a beast is to prevent it from striking back while one methodically crushes the life out if it. Learning from the beasts he hunted and drawing upon the myriad skills it took him to survive in the wilderness, the original master of the Brutal Crocodile developed a style of fighting built upon invalidating the resistance attempts of his opponents. Disciples of the Brutal Crocodile learn to use their hands like the maw of their namesake, holding fast to their foes with incredible force until they are no longer capable of standing against them.

The associated skill for Brutal Crocodile is Climb. The associated weapon groups are Natural, Flails, and Close weapons.

**Associated Skill:** Climb

**Associated Weapon Groups:** Close, flails, and natural weapons

**Martial Tradition:** The Primeval Lodge

**Title Veil:** The Luchadore

**Style Feats:**

* Brutal Crocodile Style
	+ Brutal Crocodile Tenacity
		- Brutal Crocodile Desolation

**Combo Feats:**

* Bestial Takedown (Fool's Errand)
* Lethal Reptile's Maw (Steel Serpent)

Strikes with a [G] next to their title can be initiated as part of maintaining a grapple or pin in place of inflicting damage so long as such maintenance is done as a standard action. Performing such a strike does not interfere with damage dealt by abilities such as constrict which deal damage every round that the foe is grappled.

The Brutal Crocodile discipline favors a highly aggressive, feral fighting style, and as such can be exchanged by any martial class from other sources with access to Primal Fury for one martial discipline they possess.

Rules Element: Grab, Grapple, & the Brutal Crocodile
Similarly, GMs should become familiar with circumstances and abilities that resist or negate the grappled condition. Some campaigns using pregenerated monsters and villains may not be crafted in a manner to anticipate with the potential of player character grab attacks, accerlerated grapple action economies, or bonuses to resolve grapple-effects.
GMs struggling with grapple rules may wish to substitute Primal Fury or Thrashing Dragon for this discipline.

## 1st level

 **Expert Grip** | Boost
 **Hungry Jaws** | Stance
 **Painbringer** | Stance
 **Snatching Talons** | Strike
 **Trampling Pin** | Strike [G]

## 2nd level

 **Anaconda's Coils** | Boost
 **Bestial Dash** | Strike [G]
 **Gar Rush** | Strike

## 3rd level

 **Into the Earth** | Strike [G]
 **Monkey Vault** | Boost
 **Trapping Jaws** | Counter

## 4th level

 **Bonebreaker Riposte** | Counter
 **Magebreaker** | Boost
 **Silencing Grip** | Strike

## 5th level

 **Kraken's Coils** | Stance
 **Meat Shield** | Counter
 **Voracious Maul** | Strike [G]
 **Wing Ripper** | Strike [G]

## 6th level

 **Blood in the Water** | Boost
 **Disfiguring Gouge** | Strike [G]
 **Insatiable Warpath** | Stance

## 7th level

 **Dismemberment** | Strike [G]
 **Hippo Press** | Strike [G]
 **Meteoric Suplex** | Strike [G]

## 8th level

 **Gorilla Backbreaker** | Strike [G]
 **Impossible Hurl** | Strike [G]
Bronze Lancet Charge

**Discipline:** Piercing Thunder (Strike)

**Level:** 1

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

**Range:** Melee attack

**Target:** One creature

**Duration:** Instantaneous

You make a thunderous charge and deliver a powerful
attack. Make a charge attack that does not provoke attacks
of opportunity. If your attack hits, it deals weapon damage
as normal plus an additional 1d6 points of damage.
Burning Venom Prana

**Discipline:**Steel Serpent (Boost)

**Level:**5

**Prerequisites:**Two Steel Serpent Maneuvers

**Initiation Action:**1 swift action

**Range:**One melee attack

**Target:**One creature

**Duration:** Instantaneous

By focusing his *ki*along the edge of a close combat weapon, the disciple readies his energies to disrupt his foe’s mind with burning mental fire. The next attack that the disciple makes inflicts 1d4 points of Wisdom damage to his opponent unless the foe succeeds on a (DC 15 + initiation modifier) Fortitude saving throw. This is a supernatural ability.
Centaceph Pistol

**Aura** faint evocation; **CL** 5th

**Slot** none; **Price** 20,300 gp; **Buoy.:** -7 bu.

DESCRIPTION

A centaceph is a second-generation aquabus pistol which has been retrofitted and enchanted to function as a +1 fizzlepop pistol. A centaceph frequently features a squid or nautilus motif. This weapon loads like an advanced firearm since it only requires spikes for ammunition. The explosive charge comes from a *mageboil* spell that is stored in its tank. A centaceph pistol can be shot 100 times before requiring another *mageboil* spell (cast at any level) to fuel it. Optionally, the remaining charge can be spent all-at-once, causing a successful hit to deal an additional point of steam damage for every 10 shots left in the tank. A gauge located near the top of the pistol indicates how many shots it has left before requiring another *mageboil* spell.

CONSTRUCTION

**Requirements** Craft Magic Arms and Armor, *mageboil*; **Cost** 10,800 gp
Brutal Crocodile Style

*Your grip inflicts pain upon your struggling target.*

**Prerequisites**: At least one Brutal Crocodile stance, Climb 3 ranks

**Benefit:** You gain the constrict special ability. Every time you maintain a successful grapple check against a foe, the foe takes damage equal to that of a slam attack two sizes larger than you (so 1d8 if the initiator is medium sized) plus 1.5x your grappling modifier.
Brutal Club

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

You can enhance the power of a club or quarterstaff you possess. This functions as *shillelagh*, except it only lasts 1 minute, can only affect a weapon made entirely of wood or plant matter, and wielding this weapon does not interfere with your ability to use gather power or kinetic blasts.

At 9th level, you can accept one additional point of burn to give the affected weapon the *conductive*UE weapon ability, but this only functions with wood-element kinetic blasts; you can use a physical blast this way, treating it as a touch attack of its normal range (though targets of a physical blast delivered this way still use their normal AC). You can also accept 1 additional point of burn to treat the weapon as an additional size category larger. Both of these abilities can be used simultaneously.
Brutal Surge

You are able to manifest powers using your anger to a
greater degree.

**Prerequisites**: Ability to manifest a rage blade, ability
to manifest 1st level powers from the gifted blade list.

**Benefit**: You may treat the enhancement bonus
increase from your rage blade as the wild surge class
feature (see wilder base class for details) on powers
that you manifest. You spend one round of your rage
blade usage and initiate a wild surge and risk psychic
enervation as per the wilder class (using the brutality
blade’s enervation penalty).
Bombardier

Grand displays of psychokinetic energy are not the
sole purview of the kineticist. Bombardiers have
learned to charge psychokinetic energy into crystalline
stones and then hurl them to explode at their opponents.

### **Class Skills**

The bombardier adds Use Magic Device
to his class skills.

### **Scribe Scroll**

A bombardier gains Scribe Scroll as a
bonus feat to craft the power stones he will use.

This
replaces the 1st level bonus feat.

### **Exploding Stone (Su)**

A bombardier can throw a
power stone at an enemy as a standard action. Thrown
power stones have a 20 range and use the Throw Splash
Weapon special attack. On a direct hit, an exploding
stone inflicts 1d6 points of damage of the bombardier’s
active energy type + additional damage equal to the
bombardier’s Intelligence modifier and the effect of the
power stone affects the struck creature.

The bombardier is capable of empowering mundane
crystal to act as an exploding stone in place of using a
power stone.

The damage of a bombardier’s exploding stone
increases by 1d6 points at every odd-numbered
bombardier level (this bonus damage is not multiplied
on a critical hit or by using feats such as Vital Strike).
Splash damage from a bombardier exploding stone is
always equal to the exploding stone’s minimum damage
(so if the exploding stone would deal 2d6+4 points of
fire damage on a direct hit, its splash damage would
be 6 points of fire damage). Those caught in the splash
damage can attempt a Reflex save for half damage. The
DC of this save is equal to 10 + 1/2 the bombardier’s level
+ the bombardier’s Intelligence modifier.

A bombardier can throw exploding stones a number of
times each day equal to his class level + his Intelligence
modifier.

This ability replaces discipline.

### **Talents**

A bombardier gains *energy splash* as a talent
usable at will as long as the bombardier maintains
psionic focus.

This ability replaces discipline talents.
Brilliant Planner (Mythic)

Your brilliant plans can be extraordinarily elaborate.

Prerequisite: Brilliant Planner.

Benefit: Your brilliant plan fund can be up to 500 gp per character level, rather than the normal limit. Additionally, it takes you only a single full-round action to enact your brilliant plant, instead of 10 minutes. Finally, if you expend one use of mythic power, and 10 gp from your brilliant plan fund when you enact your brilliant plan, it can incorporate up to eight hours of unskilled, non-dangerous labor (performed by individuals you hired with the 10 gp), provided that there is a conceivable time frame during which the labor could have occurred since the last time you replenished your brilliant plan fund.
Buzzing Cloak

**Descriptors:** Fleshwarp, Sonic

**Class:** Daevic, Huay, Promethean, Vizier

**Slot:** Shoulders

**Save:** Fortitude (see text)

*The muscles of your shoulders twist under your flesh before bursting forth to form a pair of insectile wings that drape across your back.*

Shaping this veil grants you a pair of insectile wings which you can use to break your fall or buzz to distract and deafen those around you. You can make a DC 15 Fly check to fall safely from any height without taking falling damage, as if using feather fall. When falling safely, you may make an additional DC 15 Fly check to glide, moving 5 feet laterally for every 10 feet you fall.

Additionally, you can vibrate these wings to create an aura of deafening buzzing within 10 feet. Creatures other than you within this aura suffer a -2 penalty on hearing-based Perception checks and on concentration checks. Activating this aura is a standard action and deactivating it is a free action. If you lose the ability to take free actions on your turn, this aura automatically ends. While using this ability, the Perception DC to hear you is decreased by -10.

**Essence:** For each point of essence invested in this veil, the penalties to creatures suffering from your buzzing aura worsen by -1. For every even point invested, the maximum radius of your aura increases by 5 feet. Each round on your turn, you can change the size of your aura (10 feet minimum).

**Chakra Bind (Shoulders):** Binding this veil to your Shoulders chakra strengthens your wings, allowing you to fly and allowing you to focus your buzzing to damage and deafen a foe.

You gain a fly speed of 30 feet with poor maneuverability. For each point of essence invested in this veil, this fly speed increases by 5 feet. For every 3 points of essence invested the maneuverability of this flight increases by 1 step, to a maximum of perfect maneuverability with 9 essence invested.

While your buzzing aura is active, you can focus your destructive sonic energies upon a single creature within the aura as a standard action. That creature suffers 1d6 points of sonic damage per point of essence invested in this veil, and is deafened for 1 round per point of essence invested in this veil. A successful Fortitude saving throw halves this damage and causes them to not become deafened.
Bulwark

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

**Casting Time** 1 standard action

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

**Target** one suit of armor or a shield

**Duration** 10 min./level

**Saving Throw** Will negates (harmless, object); **Spell Resistance** yes (harmless, object)

You enhance the targeted armor to provide more protection, granting the target armor or shield a +1 enhancement bonus per four caster levels (max +5).

An outfit of clothing counts as armor with a +0 AC bonus for the purpose of this script.

**Overload**: For every runic charge overloaded into this script, your caster level for determining the enhancement bonus increases by +2. In addition, depending on the design of charges used, you can grant different armor properties, as shown below. Each property has its listed equivalent enhancement bonus:

* *Alteration*: *Invulnerability* (+3)
* *Creation*: *Light* (+1) or *moderate fortification* (+3)
* *Destruction*: *Deathless* (+1)
* *Invocation*: *Energy Resistance* (+3)
* *Manipulation*: *Ghost touch* (+3)
* *Revelation*: *Glamered* (+2)

Adding these properties consumes an amount of bonus from *bulwark*’s effect equal to the property’s cost. These bonuses are added to any properties the armor already has, but duplicate abilities do not stack.
Catch These Hands

You are adept at the art of throwing fists and other improvised weapons

**Prerequisites:** Improved Unarmed Strike or Catch Off Guard

**Benefit:** If you have the Improved Unarmed Strike feat, your unarmed strikes gain the *throwing* special property, even if they aren’t otherwise masterwork or magical. If you have the Catch Off Guard feat, improvised weapons you wield gain the *throwing* special property, even if they aren’t otherwise masterwork or magical. Increase the range increment of weapons you wield with the *throwing* special property by five feet per character level. Unarmed strikes you throw reappear back on your body at the end of each ranged attack made with them, and cannot be caught or otherwise prevented from returning to you, even if circumstances such as a *dimensional anchor* or the sudden appearance of a *wall of force* would normally prevent it.