recursal/Fanatic-Fandom huggingface dataset:
Alienist (Cabalist)

*When a cabalist looks into the gulf between the stars, sometimes something looks back. The alienist calls upon the things that lurk at the edges of reality, summoning twisted aberrations to do their bidding.*

#### **Outer Eidolon (Su)**

At 1st level, the alienist forms a pact with a being from beyond the stars. He gains an eidolon and the life link class feature, as an unchained summoner of his alienist level. However, the outer eidolon does not have the same powers as a true eidolon.

An outer eidolon must have a non-good subtype, such as protean or daemon. The outer eidolon does not gain evolution points (just the evolutions from their base form and base evolutions from their subtype). The outer eidolon’s good saves are always Reflex and Will, and its poor save is always Fortitude. It is considered both an aberration and an outsider for the purpose of spells and effects. This replaces bindings and all insights.

#### **Binder’s Arcana (Ex)**

At 3rd level, the alienist can add one spell of his choice from the unchained summoner spell list to his list of spells known. He gains an additional spell of his choice for every three alienist levels gained thereafter, to a total of six spells known at 18th level. This replaces ritual magic.

#### **Alien Recovery (Su)**

At 4th level, the first time each day that the alienist summons his outer eidolon, it recovers hit points equal to its Hit Dice + its Constitution modifier. It also heals 1 point of ability damage and drain to each of its ability scores (if any). This replaces abnormal recovery.

#### **A Call Beyond (Sp)**

Beginning at 7th level, as a standard action, an alienist can call his outer eidolon to his side. This functions as the maker’s call unchained summoner ability, using his alienist level as his summoner level. The alienist can use this ability once per day at 7th level, plus one additional time per day for every four levels beyond 7th. This replaces quicken bindings.

#### **Maddening Presence (Su)**

Starting at 13th level, merely being near the outer eidolon can splinter the minds of foes, granting it the frightful presence evolution. This replaces alien thought.

#### **Twin Terror (Su)**

At 20th level, the alienist gains the twin eidolon class feature, as a summoner equal to his alienist level. This replaces eldritch nexus.
Alteration Amplification

**Element(s)** time; **Type** composite blast; (Sp); **Level** --; **Burn** 2; **Aura** varies (see text)

**Prerequisite(s)** chrono blast, expanded element (any)

**Blast Type** special; **Damage** see text

You are capable of altering the probability of a simple blast, increasing its damage die by one step (to a maximum of d12s); it is otherwise treated as the simple blast. At 15th level, you can also infuse a composite blast with time by increasing its burn cost by 1. This blast uses the aura of the modified blast.
Abyssal Surge

**School** evocation [darkness]; **Level** nightblade 5, occultist 5, sorcerer/wizard 5

**Casting Time** 1 standard action

**Components** V, S

**Range** 120 ft.

**Area** 120 ft. line

**Duration** instantaneous

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

A coruscating pulse of shadowy energy assaults foes before you, shades of black and blue clinging to those within the surge. Each creature in the area of the *abyssal surge* takes 1d4 damage per caster level (max 15d4) and is entangled for 1d4 rounds by the cloying darkness. A successful Reflex save halves the damage and negates the entangling effect.
Aberrant Anatomy I

**School** transmutation (polymorph); **Level** alchemist 4, cabalist 4, occultist 4, psychic 5, spiritualist 4, sorcerer/wizard 5

**Casting Time** 1 standard action

**Components** V, S, M (a piece of the creature whose form you plan to assume)

**Range** personal

**Target** you

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

When you cast this spell, you assume the form of any Small or Medium creature of the aberration type. Your base speed changes to match the new form’s base speed, with a maximum of 60 feet (even if the chosen aberration has a higher movement speed). If the form you assume has any of the following abilities, you gain those abilities: climb speed 30 feet, fly speed 30 feet (average maneuverability), swim speed 30 feet, all-around vision, darkvision 60 feet, low-light vision, scent, expert climber, deaf, float, grab, tentacles, and trip. If the form you assume has the aquatic subtype, you can breathe air and water. If the creature has any weakness, you gain those weaknesses.

You can more easily cast spells that the creature has as spell-like abilities, although you must still cast them as normal for your class. When you cast a spell that the creature has as a spell-like ability, it requires no verbal or somatic components and can’t be countered.

* *Small Aberration*: If the form you take is that of a Small aberration, you gain a +2 size bonus to your Dexterity and Constitution scores.
* *Medium Aberration*: If the form you take is that of a Medium aberration, you gain a +2 size bonus to your Strength and Constitution scores.
Acid Murk

**School:** conjuration (creation) [acid]; **Level:** sorcerer/wizard 6

**Casting Time:** 1 standard action

**Components:** V, S, M (crushed kelp berries and a hippocampus hoof )

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

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

**Duration:** 1 round/level

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

Acid murk creates a billowing mass of foggy murk similar to that produced by a murk spell. In addition to slowing creatures down and obscuring sight, this spell's haze is highly acidic. Each round on your turn, starting when you cast the spell, the murk deals 2d6 points of acid damage to each creature and object within it. The spell effect does not extend beyond the water and cannot be cast outside of the water.
Adamantine Grip

**Discipline:** Fool's Errand (Strike) [lock]; **Level:** 3

**Prerequisites:** One Fool’s Errand maneuver

**Initiation Action:** 1 standard action

**Range:** Melee attack

**Target:** One creature

**Duration:** Instantaneous

**DESCRIPTION**

After striking with your weapon, you follow with an iron grip. Make a melee attack. It deals weapon damage as normal, and regardless of whether or not your attack hit, you may make a lock attempt against the target. If your lock attempt is successful, the target also becomes entangled for as long as they remain locked.
Adamant Crown

**Descriptors:** Mind-affecting

**Class:** Fisherking, Lunar, Radiant, Vizier

**Slot:** Head, Headband

**Saving Throw:** None

“*Oh blackhearted king, if not for that crown none would hear your voice. Not even the foremost of your peers, the fools and the mad.” -Morgan the Wicked*

The ability to speak and be heard is a necessity for all rulers. You gain the ability to speak directly mind to mind as the telepathy universal monster ability with a range of 10 feet. If you are capable of shaping Voice veils you can use this ability to bypass the vocal property within the range of your telepathy, but any effects that target or are directed at other creatures only function within the range of your telepathy or the Voice veil’s range, whichever is less.

**Essence:** For each point of essence invested in this veil the range of your telepathy increases by 10 feet.

**Chakra Bind (Head): [F6, L4/6, R6, Vi6]** Binding this veil to your Head chakra grants a +2 insight bonus on saving throws against illusions and effects with the mind- affecting descriptor. For each point of essence invested in this ability, the insight bonus to saving throws against illusions and effects with the mind-affecting descriptor increases by +1.

**Chakra Bind (Headband): [F12, L10/12, R9, Vi12]** Binding this veil to your Headband chakra grants a +1 insight bonus to the save DCs of any of your spells, other veils, or abilities with the mind-affecting descriptor by 1. For each point of essence invested in this ability, increase the insight bonus to save DCs by 1.
Angry Algae

**School:** conjuration (creation); **Level:** kahuna 9

**Casting Time:** 1 standard action

**Components:** V, S

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

**Effect:** three or more algoids, no two of which can be more than 30 ft. apart; see text

**Duration:** 7 days or 7 months (D); see text

The angry algae spell creates 1d4+2 algoids with the advanced template. The creatures willingly aid you in combat or battle, perform a specific mission, or serve as bodyguards. The creatures remain with you for seven days unless you dismiss them.

However, if the algoids are created only for guard duty the duration of the spell is seven months. In this case, the algoids can only be ordered to guard a specific site or location. Algoids summoned to guard duty cannot move outside the spell's range, which is measured from the point where each first appeared. You can only have one angry algae spell in effect at one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. This spell does not work on dry terrain.
Alter Weapon

**School** transmutation; **Level** bloodrager 1, elementer 1, magus 1, occultist 1, psychic 1, shaper 1, sorcerer/wizard 1, vanguard 1

**Casting Time** 1 standard action

**Components** V, S

**Range touch**

**Target** weapon touched

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

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

With a firm hand you grasp a weapon and remake it into something new. *Alter weapon* changes the shape of the touched weapon into another weapon of your choice. The new form for the weapon must have the same size and handedness as the original; a greatsword could be turned into a halberd, but a dagger could not be made into a longsword. A ranged weapon can be altered, such as a longbow into a shortbow or a hand crossbow into a pistol, but this only alters the weapon, not its ammunition. Melee weapons must be altered into melee weapons, and ranged weapons must be altered into ranged weapons. The targeted weapon and its new form cannot be improvised weapons.

The weapon maintains its special material properties. If you target a magic weapon, the new form retains all special abilities of the original, if applicable (a *keen* greatsword, for example, would no longer be *keen* if altered into a greatclub). If you target a double weapon that has both ends enchanted, only the bonuses for one end of the weapon are granted to the new form, unless the new form is also a double weapon, in which case the enhancements apply to each respective end of the weapon. If a non-double magic weapon is altered into a double weapon, the bonuses only apply to one end of the double weapon, chosen when the spell is cast.

This spell cannot target an unarmed strike or natural weapon, even if it would normally count as a manufactured weapon for the purpose of spells (such as for a monk or brawler). This spell does not grant any proficiency with the weapon’s new form.
Aetheric Boost

**Element(s)** aether; **Type** composite blast (Sp); **Level** --; **Burn** 2; **Aura** varies (see text)

**Prerequisite(s)** telekinetic blast, expanded element (any)

**Blast Type** special; **Damage** see text

You infuse a simple blast you know with aether, causing it to deal 1 additional point of damage of the same type for each of its damage dice; it otherwise acts as the simple blast. At 15th level, you can also infuse a composite blast with aether by increasing its burn cost by 1. This blast uses the aura of the modified blast, adding the force descriptor to it (even if it doesn’t deal force damage).
Amplified Momentum

**​**You can amplify your augmented strikes with momentum, or recycle it into your evasiveness.

**Prerequisites:** Momentum class feature.

**Benefit:** When you spend momentum to amplify an attack, you choose to gain one of the following:

* Your momentum deals an additional 1 point of damage per die added to the attack. Like momentum, the additional damage from this feat is not multiplied by critical hits and similar effects.
* You gain a +1 dodge bonus to AC and on Reflex saves for 1 round, that increases by 1 for every point of momentum you spent (to a maximum of your Intelligence modifier). These bonuses stack with the dodge bonuses you gain from momentum normally, but their total cannot exceed a maximum of your Intelligence modifier + 2.
Access Low Chakra Slot

You gain the ability to bind veils to a Low Chakra, increasing their power and versatility.

**Prerequisites:** Con 13, character level 7th.

**Benefit:** When this feat is selected, choose one of the following slots: Hands, Head, or Feet. You can now bind a veil to that slot. This does not allow you to bind more than one veil to that slot, even if you’ve gained the ability to bind there from another source.

In addition, you gain a minor benefit from this new bind, depending on the slot chosen:

* *Head:* +1 insight bonus on Will saves.
* *Feet:* +1 insight bonus on Acrobatics and Stealth checks.
* *Hands:* +1 insight bonus on Climb and Swim checks.

**Special:** You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new slot.
Additional Allies

**Element(s)** mind; **Type** utility (Sp); **Level** 3; **Burn** 0

**Prerequisite(s)** psychic persuasion or smooth negotiator

You know how to keep more than one foe under your control, being able to have 1 additional creature affected by your psychic persuasion or smooth negotiator wild talents per 6 kineticist levels you possess.
An Insult Knows No Bounds

Warning: This character contains strong language that may be unsuitable for anybody.

**Prerequisites:** Strong Language, Linguistics 12 ranks.

**Benefit:** Your magical insults can affect creatures who cannot normally be affected by your insults. This includes things like deaf creatures, mindless creatures, etc. A creature must still be able to be affected by the resulting condition or effect imposed on them by the insult.
Akashic Aura

*You have learned to invest your essence into the auras granted by your faith, further empowering them and improving their radius.*

**Prerequisites:** Any aura granted as a paladin or antipaladin class feature.

**Benefits:** You may invest essence in this feat. For each point of essence invested, the radius of your auras granted by paladin or antipaladin class features increase by 5 feet.

You gain 1 point of essence.
Adamantine Lancer’s Edge

**Discipline:** Piercing Thunder (Boost)

**Level:** 8

**Prerequisites:** Three Piercing Thunder maneuvers

**Initiation Action:** 1 swift action

**Range:** Personal

**Target:** You

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

As a master of the Piercing Thunder discipline, you wield
your lance with impossible strength and penetrating power,
piercing steel as easily as flesh and bone. After initiating this
boost, the next charge attack you make this turn deals an
additional 8d6 points of damage. In addition, each attack
you make during that charge automatically overcomes
damage reduction, and any creature struck must succeed
at a Fortitude save (DC 18 + your initiation modifier) or
become dazed for one round.
Adrenal Overchannel

You are able to channel your very life force into a psychic
edge with which to defeat your opponents.

**Prerequisites:** Overchannel, base attack bonus +4.

**Benefit:** You can use the Overchannel feat to gain a +1
insight bonus on attack rolls and a +2 insight bonus on
damage rolls for one round instead of gaining a bonus
to your manifester level. At 8th level, these bonuses
increase to +2 on attack rolls and +4 on damage rolls (and
the damage taken increases to 3d8), and at 15th level,
they improve to +3 on attack rolls and +6 on damage
rolls (and the damage taken increases to 5d8). You must
choose to use this feat before making an attack roll, and
its effects last until your next turn.
Acidic Boost

**Element(s)** poison; **Type** composite blast (Sp); **Level** --; **Burn** 2; **Aura** varies (see text)

**Prerequisite(s)** acid blast, expanded element (any)

**Blast Type** special; **Damage** see text

You infuse a simple blast you know with acid, causing it to deal 1 additional point of damage of the same type for each of its damage dice; it otherwise acts as the simple blast. At 15th level, you can also infuse a composite blast with acid by increasing its burn cost by 1. This blast uses the aura of the modified blast, adding the acid descriptor to it (even if it doesn’t deal acid damage).
Aegis of the Valiant Guardian

**Descriptors:** Enhanced (implement: Protection)

**Class:** Sphereshaper

**Slot:** Shoulders, Chest

**Saving Throw:** None

Akasha surges around you in a wave, forming an aegis between yourself and your foes to protect you from harm.

You gain the Protection sphere and the Shared Aegis talent. Unless you have the Protection sphere from another non-veil source, you cannot use the ward ability, and you cannot place an aegis on creatures other than yourself.

When you shape this veil, you can choose to lose the ability to use the deflection aegis. If you choose to do so, you gain a single (aegis) talent of your choice as part of shaping this veil.

You gain the effects of one of your (aegis) talents as a continuous effect. If this continuous aegis is dispelled, dismissed, or sacrificed, you may meditate for 1 minute to restore it. If this continuous aegis would cost 1 or more additional spell points to cast, you must pay the aegis’s spell point cost when you activate or restore this aegis. As a standard action, or when you meditate to restore your aegis, you may change which aegis you gain the effects of using this ability.

If you would use a (succor) talent to sacrifice the continuous aegis, instead of sacrificing the aegis, you may choose to instead pay a number of spell points equal 1 plus the continuous aegis’s spell point cost to cast normally (minimum 1, not including the cost to maintain it without concentration).

**Essence:** For every point of essence invested in this veil, you treat your natural reach for the purposes of sharing your continuous aegis with your Shared Aegis talent as 5 feet longer.

**Chakra Bind (Shoulders):** Binding this veil to your Shoulders chakra allows you to further protect those benefiting from your shared aegises. You gain the Community talent. Whenever a creature benefiting from your continuous aegis through the Shared Aegis talent takes damage, you may use the Community talent without the normal spell point requirement.

**Chakra Bind (Chest):** Binding this veil to your Chest chakra grants you all of the benefits of the Shoulders bind, and dramatically increases the scope of your protective abilities. When sharing your continuous aegis using Shared Aegis, you treat your natural reach as equal to 100 feet + 100 feet per point of essence invested in this veil. Your ability to share your continuous aegis in this way bypasses obstacles, such as walls or floors, and you do not need to be able to perceive your allies to grant them the benefits of your aegis in this way, although you must still be aware of an ally taking damage in order to use the Community talent to transfer that damage (such as witnessing the attack, etc.)

* Note: This was originally published with Slot: Shoulders, Body. Errata should be out for this soon as per communication with from the author, and I have changed it here to reflect that.
Alterator's Touch

**Descriptors**: Enhanced (implement: Creation)

**Class**: Sphereshaper

**Slot**: Hands

**Saving Throw**: None

*Runes magically etch themselves upon your fingers when you shape this veil, granting you the power to repair and destroy with merely a touch.*

You gain the Creation sphere and Potent Alteration as bonus talents. Unless you possess the Creation sphere from a nonveil source you cannot use the create ability.

You may use your Potent Alteration ability to target attended objects without needing to spend spell points. Additionally, whenever you destroy an object using destroy, you can still repair it using repair. It is treated as if it had 0 HP when doing so.

**Essence**: For each point of essence invested in this veil, destroy deals an additional 2 damage and repair restores an additional 2 HP.

**Chakra Bind (Hands)**: Binding this veil to your Hands chakra allows you to utterly destroy the form of an object, and then restore it to its original shape if you wish. You gain Dissolution as a bonus talent. As a standard action, you can touch the remains of an object you disintegrated using Dissolution and restore it to its original form. This returns the object to the original hit points it possessed before being disintegrated, and restored magic to disintegrated magic items if your caster level is equal to or greater than the item’s.
Admiral's Regalia

**Classes**: Helmsman, Lunar, Vizier

**Slot**: Headband, Shoulders

**Saving Throw**: Will negates (harmless, see text)

*Worn by those whose command extends across many vessels, this veil grants the wearer fine control over their fleets and followers.*

While this veil is shaped, any vehicle or mech the veilweaver is piloting gains the ability to ignore 10 feet of difficult terrain and reduce any miss chance from concealment by 10%.

**Essence**: For every point of essence invested, this veil may affect an additional vehicle, mech, or construct that the veilweaver is capable of perceiving. In addition, the amount of difficult terrain ignored increases by 5 feet and any miss chance is reduced by a further 5% for each point of essence invested.

**Chakra Bind (Shoulder): [He11, L10/12, Vi10]** While this veil is bound to your Shoulders slot, any vehicles, mechs, or constructs affected by this ability gain a single bonus mech enhancement of your choice plus an additional enhancement for every 3 points of essence invested in this veil. The enhancement is the same for every vessel affected by this ability.

**Chakra Bind (Headband): [He14, L10/12, Vi12]** This functions as the Shoulders bind, except that the veilweaver also gains the ability to use *mechanical combination* a number of times per day equal to their veilweaving modifier. The manifester level for this effect is equal to their veilweaver level.
Anchoring Chains

**School** conjuration (creation) [metal]; **Level** alchemist 2, antipaladin 2, bloodrager 2, cleric 3, magus 3, paladin 2, shaper 2, vanguard 3

**Casting Time** 1 swift action

**Components** V, M (a small chain)

**Range** personal

**Target** you

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

Numerous chains emerge from the ground and wrap about your midsection, anchoring you firmly in place.

The *anchoring chains* grant you a +20 bonus to your CMD to resist bull rush, overrun, pull, push, reposition, and trip combat maneuvers, as well as any other effect that would move you from your current position (such as being swallowed whole) or knock you prone. It also grants you a +1 resistance bonus per two caster levels (max +10) to saving throws against effects that would move or teleport you, such as *jester’s jaunt*APG or *plane shift*. The chains extend into the spaces near you, making all adjacent squares next to you difficult terrain.

While anchored in such a manner, you cannot move from your current space. If you are moved from your current space for any reason, such as a creature successfully beating your CMD to bull rush you or if you use *dimension door* to teleport, the chains break, and the spell ends. This spell has no effect if you are not touching the ground (climbing, flying, swimming, and so on).
Acrobatic Spellcaster (Mythic)

You rely more on agile maneuvers than concentration to cast spells in combat.

**Prerequisite**: Acrobatic Spellcaster.

**Benefit**: Whenever you must make a concentration check to cast a spell defensively, you can choose to make an Acrobatics check, and use the result of that check instead of making a concentration check. You must declare that you are using this ability before the check is made. Additionally, whenever you cast a spell with a casting time of 1 standard action or greater, you can expend one use of mythic power in order to move up to your movement speed as part of that action.
Air (Aerokinesis)

Kineticists who focus on the element of air are called
aerokineticists. Aerokineticists often control air flow or
electricity, specializing in mobility and ranged combat.

**Class Skills:** An aerokineticist adds Fly and Knowledge
(nature) to their list of class skills.

**Basic Manipulation:** Basic Aerokinesis, Basic Electrokinesis, Wind Blade

**Simple Blast:** Air Blast (physical), Electric Blast (energy)

**Defense:** Enveloping Winds

### **Tertiary**

* Gigawatt Blast (electric/epoch OR chrono/thunderstorm OR chrono/electric/junk)

## **Infusions**

### **1st Level**

* Discharging Infusion
* Energize Weapon
* Gusting Infusion
* Pushing Infusion
* Thundering Infusion

### **3rd Level**

* Bolt
* Magnetic Infusion
* Synaptic Infusion
* Torrent

### **5th Level**

* Bloodrust Infusion
* Bloody Infusion, Improved
* Chain
* Lock-Up Infusion
* Unfolding Wind Infusion

### **7th Level**

* Cloud
* Overload Infusion

## **Utility Wild Talents**

### **1st Level**

* Aerial Adaptation
* Air Cushion
* Air Shroud
* Air’s Leap
* Air’s Reach
* Basic Aerokinesis
* Basic Electrokinesis
* Elemental Acceleration
* Simple Versatility
* Voice of the Wind
* Wind Blade

### **2nd Level**

* Aerial Supremacy
* Cloud Cover
* Living Capacitor
* Magnetic Pull
* Voice of the Wind, Greater

### **3rd Level**

* Aerial Evasion
* Celerity
* Engulfing Winds
* Lightning Step
* Magnetic Pull, Improved
* Magnetism
* Oppressive Atmosphere
* Storm Cloud
* Storm Diffuser
* Windsight
* Wings of Air

### **4th Level**

* Air’s Overarching Reach
* Body of Air
* Celerity, Improved
* Flash Step
* Fog Step

### **5th Level**

* Air Shroud, Greater
* Crushing Atmosphere
* Windsight, Greater

### **6th Level**

* Choking Vacuum (Combo)
* Complete Circuit
* Suffocate
* Wind Manipulator
* Winds of Freedom

### **7th Level**

* Elemental Airstrike
* Elemental Eater
* Empowered Chain
* Magnetic Chain
* Sky Walk

### **9th Level**

* Hurricane Queen
* Magnetism, Greater
Akashic Feats

This section contains new feats for veilweavers and classes interested in utilizing the essence system. A new type of feat, marked with the Akashic descriptor, is presented below. Akashic feats can typically be invested with essence for greater effect (as described in their individual entries), grant additional essence, and can be taken by anyone, though they will usually provide greater benefit to veilweavers or characters with access to the essence subsystem. Some akashic feats may not be appropriate as essence receptacles, but provide other benefits dependent on a character’s essence pool or other akashic options.

## Focus Feats

The following akashic feats with the [focus] tag increase the saving throw DCs of a character’s abilities. The effects of a focus feat do not stack with the Ability Focus feat, other [focus] feats or similar feats unless specified otherwise

 Elemental Akashic Focus | Ability to shape at least one veil with the Acid, Air, Cold, Earth, Electricity, Fire, Sonic, or Water descriptors, veilweaving modifier +3
 Greater Elemental Focus | Elemental Akashic Focus
 Focused Veil | Ability to shape at least 1 veil, veilweaving modifier +3
 Set Focus | Ability to shape at least 1 veil, veilweaving modifier +3
 Greater Set Focus | Set Focus

## Non-Akashic Feats

The following feats do not have the Akashic tag, but are nonetheless associated with the Akashic Magic subsystem. They are listed here for ease of use.

## Shard Feats

Shard feats are a special type of feat that grants benefits to the user when they have veils shattered, growing in power with the more veils the user has shattered. The first time you learn a shard descriptor feat you gain the ability to shatter your veils. You can shatter a single veil as a swift action as part of reallocating your essence. When shattered, a veil is normally suppressed for 10 minutes unless otherwise specified by the veil or one of your abilities. You can choose to keep your veils shattered for longer than 10 minutes, if you wish. After this 10 minutes has passed, you can unsuppress a shattered veil as part of investing your essence. If one of these veils grants a benefit while it is shattered, or if shattering the veil produces an ongoing effect, those effects or benefits end when the veil is unsuppressed.

Unless otherwise specified by the veil, shattering a veil burns the essence invested in it. This essence cannot be recovered while the veil is suppressed, and is automatically recovered when the veil is unsuppressed. Minor Veils cannot be shattered.
Angel's Feather

**Descriptors**: None

**Class**: Guru, Huay, Kheshig, Lunar

**Slot**: Neck

**Saving Throw**: none

*The origin of this necklace comes from the legend that an angel’s feather can ward off illness and harm.*

You gain a +2 insight bonus to saves against diseases, poisons, and curses.

**Essence**: Each point of essence invested in this veil increases the insight bonus granted by this veil by +2.

**Chakra Bind (Neck): [G14, Hu14, K14, L14/16]** As a standard action, you may touch an ally who is afflicted by a disease, poison, or curse, and transfer that affliction to yourself. You may make a save against that affliction to negate it. Diseases, poisons, and curses transferred this way can only be transferred once.
Advanced Archer Path

You have expanded expertise at ranged combat.

**Prerequisites:** Point-Blank Shot, Precise Shot, Archer
path class feature, manifester level 10th, base attack
bonus +6

**Benefit:** Half of the competence bonus from your
Archer trance is added to your damage rolls for attacks
made with ranged or thrown weapons (natural weapons
do not count for this benefit). In addition, when using
the Archer maneuver, you may perform a bull rush
attempt instead of a trip attempt.
Akashic Fury

*Your essence burns so brightly within you that when your anger flares it bursts forth in a burning light that envelopes you.*

**Prerequisites:** Bloodrage or rage class features.

**Benefits:** You can invest essence in this feat. While you are raging, creatures who end their turns adjacent to you take 1d10 points of akashic damage per point of essence invested in this feat. A successful Fortitude save (DC 10 + 1/2 your character level + your Constitution modifier + the essence invested in this feat) halves this damage. This damage comes from a pulse of akashic power, ignoring any of the creature's hardness, damage reduction, or resistances.

You gain 1 point of essence.
Angelic Wings

**Descriptors**: Good

**Class**: Daevic, Helmsman, Kheshig, Lunar, Nexus, Vizier

**Slot**: Shoulders

**Saving Throw**: none

*Brilliant white wings of gleaming energy sprout*
*from your shoulders and settle around you like a*
*fine cloak.*

Shaping this beautiful veil gives you a pair of
wings that allow you to glide. 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.

**Essence:** When you have a least 1 point of essence
invested in this veil you gain a fly speed of
10 ft. with clumsy maneuverability. For each
additional point of essence invested in this veil
your fly speed increases by 10 ft. and your
maneuverability increases by 1 step.

**Chakra Bind (Shoulders): [D10, H11, L10/12, N10, Vi10]** Binding this veil to your Shoulders chakra fills
your wings with potent protective capabilities.
Whenever you are reduced to 25% or less of your
maximum hit point total while this veil is active,
you gain the benefits of a *sanctuary* spell that
lasts until your hit point total is raised above
25%. Attacking another creature while this effect
is active suppresses this benefit for 1 round. In
addition, whenever an ally within your line of sight
is reduced to 25% or less of their maximum hit
point total, you may teleport directly to a square
adjacent to them as an immediate action. As long
as you are adjacent to an ally whose current hit
points are 25% or less of their maximum hit point
total, they do not provoke attacks of opportunity
for moving out of enemies’ threatened spaces.
Angelbane Strike (Mythic)

The dark power of your Abyssal master can destroy the holiest of foes.

**Prerequisite**: Angelbane Strike.

**Benefit**: When you use Channel Smite against a living creature with a good alignment, you roll d8s instead of d6s to determine the channel smite damage. If your target is either a good outsider or a divine caster who serves a good deity, you are considered a number of levels higher equal to half your mythic tier when determining how many channel energy damage dice you roll when using Channel Smite. These effects stack with those of the non-mythic Angelbane Strike feat.
Accelerating Kinetics

**Prerequisite(s)**: Burn class feature.

**Benefit**: Whenever you either accept burn for a wild talent, spend a point from your internal buffer, or prevent yourself from taking burn with gather power, choose one form of movement you possess, and you gain a +5-foot enhancement bonus to that method of movement. This bonus lasts for 1 round per 2 character levels (minimum 1); this duration begins as soon as you take any action to move further than 5 feet. For each point of burn that you accept or prevent yourself from taking beyond the first, increase this enhancement bonus by +5 feet; the bonus cannot be more than half your speed in that method of movement. This is partially a conjuration (teleportation) effect; thus, anything that blocks astral travel halves this movement bonus.

**Special**: You can select this feat in place of a utility wild talent (treating it as a 1st-level universal wild talent) if you would gain one. If you possess this feat, you can select the following feats in place of a utility wild talent (treating them as 1st-level universal wild talents with all of their normal prerequisites) or through the elemental annihilator or indomitable’s bonus feats class feature: Acrobatic Steps, Agile Maneuvers, Fleet, Lightning Stance, Nimble Moves, or Wind Stance.
Animalia (Psion Discipline)

**Replacement Abilities:** The following discipline abilities replace the shared effect and resilient body abilities of the psychometabolism discipline.

### **Bestial Enhancement (Su)**

Starting at 8th level, when you manifest a psychometabolism power, you can expend 3 additional power points to gain a +2 insight bonus to one physical ability score of your choice for one minute. This counts as an augment for the power and follows the manifestation still follows the rules for the manifester level cap. This bonus increases to +4 if you are manifesting a power that’s 4th level or above, and to +6 if you are manifesting a power that’s 8th level or above.

### **Animalistic Retaliation (Su)**

Starting at 14th level, once per day when a critical hit would be confirmed against you, you may make an attack of opportunity with a +4 morale bonus to attack and damage against the creature which confirmed the critical hit. You can do this once more per day for every level beyond 14th.
Agent of Fear (Mythic)

No matter how often your foes encounter you, you can still strike fear into their hearts.

**Prerequisite**: Agent of Fear.

**Benefit**: The bonus opponents gain on saving throws made to resist your frightening appearance and stunning appearance class features as a result of the Agent of Fear feat cannot exceed +4. Additionally, as a swift action, you can expend one use of mythic power to reset this bonus back to +0 for a single creature within 60 feet. If that creature is not currently able to detect you, he is treated as though he were no longer alert to your presence for the purposes of determining whether or not you can use those class features on him.
Amplifier (Tactician Archetype)

Amplifiers use the collective bond to boost the abilities
of their allies, allowing them increased accuracy, speed,
and prowess. These tacticians do so at the cost of their
ability to turn their collective into a coordinated combat
unit. Amplifiers can help turn a dangerous fighter into
a deadly killing machine.

### **Inevitable Strike (Su)**

The amplifier can grant the
members of his collective the increased insight needed
to make successful attacks. A number of times per day
equal to 3 + the amplifier’s Intelligence modifier, the
amplifier can grant one member of his collective a +5
insight bonus to its next single attack roll made before
the end of its next turn. At 3rd level and every 2 levels
thereafter, this insight bonus increases by 1.

This ability
replaces coordinated strike.

### **Heightened Movement (Su)**

An amplifier of 5th
level has gained the ability to accelerate the movements
of members of the collective, allowing them to avoid
danger and increase their movement speed. As a swift
action, the amplifier can grant one member of his
collective a +1 insight bonus to AC and Reflex saves, as
well as a 5 ft. bonus to movement speed. This effect lasts
a number of rounds equal to the amplifier’s Intelligence
modifier and counts as a use of the amplifier’s strategies
ability.

At 11th level, the insight bonus increases to +2 and the
bonus to speed increases to 10 ft.

At 17th level, the insight bonus increases to +3 and the
bonus to speed increases to 15 ft.

This ability replaces improved share.

### **Augmented Offense (Su)**

An amplifier of 6th level
can grant a member of his collective a boost to offensive
abilities for a short duration. As a standard action, the
amplifier can grant one member of his collective a +1
insight bonus to attack rolls and to the DC of the next
single power or spell the collective member manifests
or casts that has a save DC, and a +2 insight bonus to
damage rolls. At 9th level and every 3 levels thereafter,
the insight bonus to attack rolls and DCs increases by
1 and the insight bonus to damage rolls increases by
2. This effect lasts a number of rounds equal to the
amplifier’s Intelligence modifier.

This ability replace
teamwork feats.

### **Empowered Attack (Su)**

As an immediate action,
an amplifier of 6th level can expend his psionic focus
and pay two power points to treat one attack made by a
member of his collective as empowered. An empowered
attack deals 50% additional damage. The attack to be
empowered cannot be modified by a similar effect such
as Empower Power.

This ability replaces coordinate.
Ablative Armor

**Discipline:** Psychokinesis [Force]; **Level:** Highlord 2, psychic warrior 2

**Display:** Visual

**Manifesting Time:** 1 standard action

**Range:** Personal

**Target:** You

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

**Power Points:** 3

A heat-haze of warped space surrounds your armor, hinting that it has been enhanced beyond expectations. You must be wearing a suit of armor (or benefiting from *inertial armor* or similar effect) or wearing *bracers of armor* (or similar item that grants an armor bonus to AC) to manifest this power. Your armor bonus to AC increases by two. Each time you are successfully hit by an attack (other than an attack that targets touch AC) the improvement granted by *ablative armor* is reduced by one. Once your improvement from *ablative armor* is reduced to zero, this power ends.

While under the effect of this power, your armor is also treated as if it had the *ghost touch* property.

**Augment:** For every three additional power points you spend, the improvement granted by this power increases by one.

***Mythic Ablative Armor***

Attacks from non-mythic creatures cause *mythic ablative armor* to degrade at half the usual rate, so two successful attacks are required to degrade its improvement by one.
Adapt Body

**Discipline:** Psychometabolism; **Level:** Cryptic 5, highlord 5, psion/wilder 5, psychic warrior 5, tactician 5, vitalist 5

**Display:** Visual

**Manifesting Time:** 1 standard action

**Range:** Personal

**Target:** You

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

**Power Points:** 9

Your body automatically adapts to hostile environments. You can adapt to underwater, extremely hot, extremely cold, or airless environments, allowing you to survive as if you were a creature native to that environment. You can breathe and move (though penalties to movement and attacks, if any for a particular environment, remain), and you take no damage simply from being in that environment. You need not specify what environment you are adapting to when you manifest this power; simply activate it, and your body will instantly adapt to any hostile environment as needed throughout the duration.

You can somewhat adapt to extreme environmental features such as acid, lava, fire, and electricity. Any environmental feature that normally directly deals 1 or more dice of damage per round deals you only half the usual amount of damage.

## Adapt Body (Mythic)

Each time you move from one plane to another while this power is in effect, you can shift the power’s effects as a swift action to adapt you to the new plane. When you adapt yourself to a plane, you may choose to gain energy resistance 30 to one type of energy associated with that plane, energy resistance 20 to two forms of energy associated with that plane, or energy resistance 10 against acid, cold, electricity, fire, and sonic. You must make this choice when you enter a new plane and you may not change the selected resistance(s) unless you shift to a new plane.

**Augmented (3rd):** If you expend one use of mythic power, you can target a number of additional creatures equal to your mythic tier to a gain the effects of mythic adapt body.
Aerial Dash

**Discipline:** Spark of Battle (Boost)

**Level:** 6

**Initiation Action:** 1 swift action

**Range:** Personal

**Target:** You

**Duration:** 3 rounds

The initiator’s steps are made with such force that they can propel themselves through the air. The initiator gains a +30-foot enhancement bonus to their base speed and can tread on air as if walking on solid ground. Moving upward is similar to walking up a hill. The maximum upward or downward angle possible is 45 degrees, at a rate equal to half the initiator’s modified speed. If their movement ends without reaching solid ground, they immediately fall.

**Special:** If the initiator has the Spark of Inspiration feat, they may spend a point of stamina as an immediate action whenever this boost would expire to reset its duration as though the initiator had just activated it. As long as they have points remaining in their pool, they may continue to spend a stamina point at the start of each turn when this effect would expire to maintain its effects for an additional 3 rounds.
Advanced Infiltrator Path

You have a talent for getting wherever you need to go.

**Prerequisites:** Deceitful, infiltrator path class feature,
manifester level 10th, base attack bonus +6

**Benefit:** When using the infiltrator trance, the
competence bonus to Disguise checks also applies
to Bluff and Sense Motive checks. In addition, when
using the infiltrator maneuver, for the duration of your
*metamorphosis* power, you gain the scent extraordinary
ability and the competence bonus to Intimidate checks
also applies to Survival checks.
Absolute Silence

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

You are capable of muting all sound around you. You can treat yourself as though under the effects of a *silence* spell, granting a +5 on Stealth checks as well as being undetectable by sound-based senses. This effect does not prevent you from using sound kinetic blasts, infusions, or utility wild talents, although it does prevent you from benefiting from your elemental overflow or victorious aria elemental defense. You can end this effect as a swift action.
Altered Life

Your unusual nature affects your vitality, bolstering you in
ways different from other mortals.

**Prerequisites:** Aberration, fey, ooze, plant, or undead type.

**Benefits:** Choose Wisdom or Charisma. You calculate your
bonus hit points per Hit Die based on the chosen ability score
instead of your Constitution.
Advanced Assassin Path

Your attacks have become even deadlier.

**Prerequisites:** Deep Impact, Psionic Weapon, assassin
path class feature, manifester level 10th, base attack
bonus +6

**Benefit:** When using the Assassin trance, you deal
sneak attack as a rogue of half your psychic warrior
level. Your target must be eligible for sneak attack (not
immune to precision-based damage, flanked, denied
a Dexterity bonus, etc). In addition, when using the
Assassin maneuver, your opponent must make a
Fortitude save (DC equal to 10 + your base attack bonus)
or be staggered for a number of rounds equal to your
Wisdom modifier.
Akasha-Infused Spells

You gain the ability to invest akasha directly into the spells you cast.

**Prerequisites:** Con 13 or veilweaver level 1, ability to cast 1st-level spells.

**Benefit:** When you take this feat, choose one school of magic. You can invest essence into this feat to increase the caster level of one spell you have known or prepared by 1. Prepared casters apply this benefit to all instances of the chosen spell (so if a wizard has prepared fireball twice, both instances gain the benefits). For each additional point of essence invested in this ability you may choose an additional spell from the selected school to gain this benefit.

You gain 1 point of essence.
Advanced Gladiator Path

You’ve developed keen tactical instincts and are able to
leverage these with both mental and physical power.

**Prerequisites:** Wis 13; Combat Expertise, Ready Response; warrior’s path class feature, manifester level
10th, base attack bonus +6.

**Benefit:** The gladiator path trance ability allows you to
tactically reposition yourself whenever you fail a combat
maneuver attempt against an enemy or an enemy fails
a combat maneuver attempt against you, allowing you
to move up to 5 feet as a free action without provoking
attacks of opportunity (even if it isn’t your turn). You
may use the maneuver of this warrior’s path as part of
an attack action you have made as a free action once per
round. You must expend your psionic focus and you may
immediately make a combat maneuver attempt (such as
a disarm or grapple) as part of that attack action. This
feat is a supernatural ability.
Akashic Arms and Armor

*You have learned to utilize your knowledge of akasha to enhance veils*

**Prerequisites**: At least 1 veil known with the Enhanced descriptor, character level 5th

**Benefit**: You may enhance veils with the [Enhanced]
descriptor as per the Craft Magic Arms and Armor feat. You
treat your veilweaving level as your caster level when using
this ability. If you do not meet the prerequisites for any
enhancements you apply (such as lacking the proper spells to
enhance your veil with flaming burst), the DC for enhancing
your veil increases by 5 for each prerequisite you do not meet,
as normal.
Absent Bansho

The life of a yakuza can be dangerous, and taking the risks required to be loyal to a gang can threaten one’s life. An absent bansho is one who has learned how to avoid sticking his neck out, often by creating a second identity to draw attention and potential retaliation away from his true identity.

### **Second Life (Ex)**

At 1st level, an absent bansho gains the dual identity and seamless guise vigilante class features, although both class features are treated as his social identity. As long as an absent bansho does nothing to hint that the two identities are related, his is treated as though he was two different people for the purpose of the dual identity class feature.

This ability replaces contacts and gang war.

### **Loose Alliance (Ex)**

An absent bansho gains the gang war class feature at 5th level and gang leader at 13th level, and he treats his yakuza level as if it were 4 levels lower for all effects related to these abilities. He does not gain the gang warlord class feature at all. This modifies gang war, gang leader, and gang warlord.

### **Vigilante Talents (Ex)**

At 2nd level, an absent bansho gains a vigilante talent treating his yakuza level as his vigilante level. He is also treated as though he had the stalker vigilante specialization, and treats sneak attack as though it was sudden strike for the effects of vigilante talents. At 8th level and again at 15th, he can select an additional vigilante talent.

This ability replaces the gang abilities gained at 2nd, 8th, and 15th level.