recursal/Fanatic-Fandom huggingface dataset:
Awaken the Sleeper

**Discipline:** Radiant Dawn (Boost); **Level:** 7

**Initiation Action:** 1 swift action

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

**Target:** One ally

**Duration:** 1 round; see text

**DESCRIPTION**

It’s said that the soul of a mortal contains power that can rival the gods, and this maneuver awakens a fraction of that power for a brief moment. When you initiate this maneuver, choose one ally within close range other than yourself. That ally gains a maneuver known by you of 6th or lower level, readied and unexpended for the duration of this maneuver. An ally may choose to use your initiation modifier and initiator level in place of their own (if any) for this granted maneuvers. Additionally, the ally may may roll twice for any attack, saving throw, damage roll, or any skill check made as part of a maneuver they make during that round. Finally, that ally also gains temporary hit points equal to half of their maximum hit points. These temporary hit points last for 1 round.

Essence: Each point of essence invested into this maneuver increases the target’s movement speeds by 15 feet.
Adamantine Ore

*The rocks you formed your body from were laced with a large amount of adamantine ore, providing you even greater protection.*

**Prerequisites:** Mossling, stone body trait, 1st level only

**Benefit:** Your armor bonus granted by your Stone Body trait is increased by an additional +6, and you gain damage reduction 2/adamantine. Your stone body is considered to be heavy armor, but your movement speed is not reduced. You have a +2 maximum Dexterity bonus to AC, a -5 armor check penalty, and an arcane spell failure chance of 35%. Normal: Without this feat you only have a +2 armor bonus from your Stone Body.

**Special:** Unlike most feats, this feat must be taken at first level during character creation and can never be retrained. Mossling druids who take this trait cannot cast druid spells, or use any of the druid’s supernatural or spell-like abilities. Mossling characters with this feat do not gain the benefit of any class feature that would be prohibited to a character wearing heavy armor. You cannot select both this feat and the Mithral Ore, Necrofrom Mossling, or Wooden Form feats.
Bane

Banes are masters of poison and use this dubious art to aid them against the undead and the mortals who serve such creatures.

### **Proficiencies**

Banes are proficient with simple weapons, as well as light armor and bucklers. In addition, if this is this character’s first level in any class, they may select a martial tradition of their choice.

This modifies weapon and armor proficiencies.

### **Reduced Base Attack Bonus**

A bane has a medium base attack bonus progression like a rogue.

This ability alters the vampire hunter’s base attack bonus.

### **Combat Training (Ex)**

A bane is considered an Adept practitioner, gaining spheres and talents as appropriate. A bane uses Wisdom as their practitioner modifier.

Banes must always choose daring scholar (must select the poison alchemy sphere package) or guild training as their martial tradition.

This ability replaces the spellcasting class feature and the technique feat gained at 1st level. Banes do not gain any spells or spellcasting ability, do not have a caster level, and cannot use spell trigger and spell completion magic items.

### **Undeath's Bane (Su)**

At 7th level even undead are not immune to a bane's poisons. Any poison created by a bane can affect undead, bypassing their normal immunities. Magical effects that negate poisons still apply. If an undead creature fails its save, the poison acts as normal, but may have no effect on the creature, depending on the effect of the poison (such as dealing Constitution damage to undead).

This ability replaces vampire tracker.

### **Expanded Alchemy (Ex)**

Beginning at 11th level, a bane can increase their alchemical repertoire. They can gain an Alchemy sphere talent in place of the following vampire hunter class features: vampire bane (11th), quarry (14th), and improved quarry (19th, must replace if quarry is replaced).

This replaces the vampire hunter class ability the bane gives up.
Antimatter Blast

**Element(s)** machine and void; **Type** composite blast (Sp); **Level** --; **Burn** 2; **Aura** necromancy

**Prerequisite(s)** junk blast, negative blast

**Blast Type** energy; **Damage** half force, half negative energy

Your machines harness raw antimatter into a concentrated beam to drastically damage a foe (undead are not healed by this negative energy, instead taking no damage from it).
Akashic Augmentation

You can augment a psionic power with your chakra energy rather than mental energy.

**Prerequisites:** Con 13 or veilweaver level 1, ability to manifest 2nd-level psionic powers.

**Benefit:** You can invest essence into this feat and choose a particular psionic power that you know. The total power point cost when augmenting that power is reduced by a value equal to the invested essence. This can’t reduce the augmentation cost to less than 1. You can’t invest more essence in this feat than the chosen power’s level, even if the maximum essence capacity of this feat would normally be higher than that value.

You gain 1 point of essence.
Autoloader Magazine

**Aura** weak conjuration and evocation; **CL** 1st

**Slot** none; **Price** 3,500 gp (Least), 7,000 gp (Lesser), 14,000 gp (Greater); **Weight** 2 lbs

**Description**

This box magazine looks like it belongs on a repeating
crossbow. In reality, it can fit onto any crossbow at all,
resizing itself to accommodate. When attached as a full-round action, a small slot appears near the top, and the
magazine itself appears to hover a fraction of an inch over
the path of the crossbow’s systems. It can be removed by
the wielder as a move action.

This has several effects. First, the inside is much larger
than the outside, holding up to 20 bolts. Second, it slowly
generates new mundane ammunition. Least generates one
per turn, lesser two, and greater three. Third, it assists when
the user recocks and reloads the crossbow, reducing the
action required by one type (full-round to move to free).

It has one more capability. If a crossbow bolt is inserted
into the slot as a full-round action, all ammunition currently
in the magazine and the new ammunition produced from
that point on becomes copies of it instead of their default
state. This includes all mundane, material, alchemical, and
magical properties (but not temporary magical effects,
such as magic weapon or named bullet). This lasts for 24
hours, or until a new bolt is inserted.

No bolt can be removed from the autoloader magazine
without destroying it, other than by firing. Bolts fired from
it disappear after use and cannot be retrieved.

**Construction**

**Requirements** Craft Wondrous Item, *mage hand*, *abundant ammunition*; **Cost** 1,750 gp (Least), 3,500 gp (Lesser), 7,000 gp (Greater)
Astral Displacement

**Discipline:** Sagitta Stellaris (Counter) [Teleportation]

**Level:** 2

**Initiation Action:** 1 immediate action

**Range:** personal

**Target:** self

**Duration:** instantaneous

Your insight of the heavens tells you how to be where you need to be, and how to not be where you shouldn’t. You can initiate this counter in response to a melee or ranged attack being made against you. Make a Knowledge (geography) check, using your opponent’s attack roll as the DC . If you succeed, the attack is negated. Additionally, if successful and you have an active trail, you may teleport to any space in it within 20 ft. at the end of that turn.
Axe Beak

STARTING STATISTICS

Size Medium; Speed 50 f.; Attack bite (1d6 + 1-1/2 Str); Ability Scores Str 10, Dex 17, Con 12, Int 2, Wis 11, Cha 10; Special Qualities low-light vision.

4TH-LEVEL ADVANCEMENT

Size Large; AC +2 natural armor; Attack bite (1d8 + 1-1/2 Str); Ability Scores Str +8, Dex –2, Con +4; Special Attacks sudden charge.
Amulet of Construct Control

**Aura** strong transmutation; **CL** 15th

**Slot** none; **Price** 52,200 gp; **Weight** –

An *amulet of construct control* gives its wearer greater control over constructs, both those he creates and those he comes across. Any construct he is in control of and is within 30 feet of has no chance of going berserk. The wearer gains a +4 bonus on any checks involved to take control of or maintain control of a construct (such as Spellcraft checks as part of the *control construct*UM spell). Any spell he casts that affects one or more constructs (and no other creatures) gains a +2 bonus to its caster level and save DC. Once per day, the wearer can speak a command word to use a *control construct*UM spell. He gains the amulet’s +4 bonus on checks with this ability.

The properties of this item can be added to a controlling amulet for a shield guardianB1 golem.

**Construction Requirements** Craft Wondrous Item, *control construct*UM, *soothe construct*UM; **Price** 26,100 gp
Acrobat

*Tumbler*: Grants a bonus on Acrobatics and Fly checks. If wearing no armor the rogue gains an additional +1 bonus on Acrobatics and Fly checks, this additional bonus does not increase with the rogue’s level.

### **Natural Acrobat**

An acrobat must take expert leaper as her inherent talent. This ability modifies inherent talent.

### **Soaring Daredevil**

If an acrobat has either the agile climber or peerless maneuver rogue talent, she rolls twice while making Fly checks and takes the better result.

### **Aerialist**

An acrobat can select the major magic rogue talent and gain enhanced benefits with certain spells. The acrobat does not have to have minor magic when choosing these particular spells but must meet the other prerequisites of the major magic talent.

* At 2nd level, an acrobat can choose *feather fall*, *glide*, or *jump* and use this spell-like ability at will. She can use the *glide* or *jump* spell-like ability as a swift action.
* At 6th level, an acrobat can choose *air step* or *levitate* even though these are not 1st level spells. She can use this spell-like ability at will.
* At 10th level, an acrobat can choose the *fly* spell even though this is not a 1st level or 2nd level spell. She can use this spell-like ability five times per day and this increases to seven times per day at 16th level.
Animal Sense

**School** transmutation [animal]; **Level** druid 3, invoker 3, ranger 3, shaman 3

**Casting Time** 1 standard action

**Components** V, S, M (a bit of fur)

**Range** touch

**Target creature** touched

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

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

With a simple touch, you grant the targeted creature the inherent senses of an animal you specify.

Upon casting *animal sense*, you must select a single creature of the animal type. For the duration of the spell, the targeted creature gains any of the following senses that are possessed by the chosen animal: darkvision 60 feet, keen scent, low-light vision, and scent. This does not change the target’s shape.
Aura of the Adaptable

**Descriptors:** See text

**Class:** Stormbound, Vizier

**Slot:** Shoulders, Chest

**Saving Throw:** None

A veil of pulsating essence enshrouds your body, twisting and churning with an inner potential for change.

Shaping this veil allows you to emulate the effects of another veil at a reduced potential for power. When you shape this veil, choose another veil that you can shape. This veil grants you the abilities of the chosen veil. The chosen veil counts as being shaped in the Shoulders or Chest chakras, even if it would normally be shaped and bound to another chakra. This veil gains the descriptors of the chosen veil. You cannot select a veil you already have shaped using this veil. If you shape a veil that you have chosen to emulate using the aura of the adaptable, you immediately lose the benefits of this veil until you change the veil that the aura of the adaptable is emulating.

As a move action, you may reduce the essence capacity of this veil by 1 (to a minimum of 0) to choose a different veil to emulate the effects of using the aura of the adaptable. You immediately lose the benefits of the previously chosen veil, and any active effects with a duration longer than instantaneous caused by the previously chosen veil end. You then gain the effects of the newly chosen veil. The reduction to this veils essence capacity remains until you meditate for 1 hour, or you reshape your veils for the day. If you reshape this veil through another effect (such as the Vizier’s veilshifting ability), the veil shaped in its place maintains this penalty until you meditate. If this ability is used additional times, the penalties stack.

**Essence:** Investing essence in this veil grants you the benefits for investing essence in the veil the aura of the adaptable in emulating.

**Chakra Bind (Shoulders): [St10, Vi10]** Binding this veil to your Shoulders chakra allows you to access the binding abilities of the veil the aura of the adaptable is emulating, depending on the binds available to the chosen veil. If the chosen veil can be bound to one of the Hands, Feet, or Head chakras, you may choose to gain the bind benefits of a single one of those chakra binds. This choice is made when the emulated veil is first chosen, or when this veil is bound.

**Chakra Bind (Chest): [St18, Vi18]** Binding this veil to your Chest chakra grants allows you to access further binding abilities of the veil the aura of the adaptable is emulating. In addition to the chakra binds available to the Shoulders chakra, you can choose to gain the binding benefits of one of the emulated veil’s Wrists, Shoulders, Headband, or Belt chakra bindings.
Araenae Forelimb Spear

**Cost** 10gp; **Weight** 4 lbs.

**Damage** 1d8 (Medium); **Critical** x4; **Range** —; **Type** P and S;

**Special** Araenae, Reach

**Category** One-Handed; **Proficiency** Martial

**Weapon Groups** Polearms, Spears

This long curved blade attaches to an araenae’s forelimbs, allowing them to place precision strikes at a safe distance on their foes. An araenae can wield a forelimb spear with only a single one of their limbs, and wielding a forelimb spear in this way does not hamper their movement. A forelimb spear counts as both a spear and a halberd for the purposes of feats and abilities.

Due to its Special construction, the wielder of a forearm spear has a +4 bonus to their CMD against disarm attempts made to disarm it.

For a non-araenae, a forelimb spear is considered an exotic weapon.
Arbiter's Cane

**Aura** moderate manipulation; **CL** 9th

**Slot** none; **Price** 23,700 gp; **Weight** 3 lbs.

The arbiter’s cane is carved from a singular piece of multi-hued crystal, and bears an aura of cosmic authority. It allows use of the following scripts:

* *Ward of conviction* (1 charge)
* *Arbitrate* (2 charges)
* *Judgement* (3 charges)

**Construction Requirements** Craft Staff, *arbitrate*, *judgement*, *ward of conviction*; **Price** 13,650 gp
Apocalypse Zombie

These zombies are truly fearsome creatures, bringers of plague and destruction that threaten to convert the world into mindless undead horrors.

### Creating an Apocalypse Zombie

Challenge Rating: As a normal zombie +2.

**Hit Dice**: An apocalypse zombie has two more Hit Dice than a normal zombie of its size.

**Speed**: Increase the base creature’s land speed by 10 feet. An apocalypse zombie gains a Climb speed equal to half of the creature’s new base land speed.

**Attacks**: In addition to gaining a zombie’s normal slam attack, an apocalypse zombie gains a bite attack that deals damage based on the zombie’s size. This bite attack gains grab quality, usable against opponents of the zombie’s own size or smaller.

**Defensive Abilities**: An apocalypse zombie does not gain DR 5/slashing. Special Attacks: An apocalypse zombie gains the following special attacks.

#### Brain-Eating (Ex)

After killing an opponent, the zombie’s ravenous nature takes hold and it uses its next turn to break open its victim’s skull and eat the brain. This prevents others from raising the body from the dead by any method that requires an intact corpse, but does not prevent that creature from rising as an apocalypse zombie.

#### Death Burst (Ex)

When an apocalypse zombie dies, it explodes in a burst of decay. All creatures adjacent to the apocalypse zombie are exposed to the zombie’s disease as if they were struck by a slam attack and must make a Fortitude save or contract zombie rot.

#### Disease (Su)

The zombie’s natural attacks carry the zombie rot disease.

*Zombie Rot:* Bite or slam—injury; **Save** Fort DC 10 + ½ the apocalypse zombie’s Hit Dice + their Charisma modifier; **Onset** 1d4 days; **Frequency** 1/day; **Effect** 1d2 Con, this damage cannot be healed while the creature is infected; **Cure** 2 consecutive saves.

Anyone who dies while infected rises as an apocalypse zombie in 2d6 hours unless the corpse has the Restore Health talent or remove disease spell used on it (or a similar ability that removes diseases) during this time.

#### Quick Strikes (Ex)

Whenever an apocalypse zombie takes a full-attack action, it can make one additional slam attack at its highest base attack bonus.

**Abilities**: As a standard zombie, except its Dexterity is increased by 2 instead of being reduced by 2.

**Special Qualities**: An apocalypse zombie does not gain the staggered special quality. In addition, it gains the scent universal monster ability.

**Skills**: An apocalypse zombie gains a +4 racial bonus when tracking monsters by scent.
Asura Technique (Combat, Technique)

*Your flowing movement makes it difficult to catch you off guard, and even more difficult to escape your reach.*

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

**Benefit**: The bonus creatures receive to attack rolls when flanking you is reduced by 1, and you gain a +2 bonus to dodge AC to avoid attacks of opportunity from moving through a threatened square (this bonus stacks with the bonus granted by Mobility). Whenever you hit with an attack of opportunity with a melee weapon, you can move up to 10 feet in any direction, so long as your movement ends in a space adjacent to the opponent struck. This movement does not provoke attacks of opportunity from the target you struck, but provokes as normal from other creatures. Your total movement each round from this feat can’t exceed your normal speed.
Altered Arm

Not every godhand is a creature who suffers burdens of chance; altered arms are godhands who have intentionally mutated their own arm though alchemy to give them tremendous power.

### Alchemical Hand (Su)

Rather than being referred to as a “divine arm”, it is referred to as an “alchemical arm” for this archetype. An alchemical arm gains an alchemical bonus equal to 1/3rd their altered arm level on attack and damage rolls (minimum +0, maximum +6 at 18th level). This is treated like an enhancement bonus for the purposes of bypassing DR.

*This modifies the binding class feature of the godhand.*

### Mutagen (Su)

At 2nd level, the altered arm gains the mutagen class feature as an alchemist of half their level, but instead of taking a penalty to a mental ability score while it is active, they take a penalty to Will saves against rebellion equal to what the penalty to said ability score would have been. If a mutagen would apply penalties to multiple ability scores (such as through certain discoveries), only the highest penalty applies.

*This replaces overdrive.*

### Poisoned Humors (Su)

At 3rd level, the altered arm gains a bonus to saving throws against poison and disease equal to half their class level. Additionally, the altered arm is never at risk for accidental poisoning themselves while applying poison to a weapon. Finally, an altered arm can apply a poison to their alchemical arm as a swift action.

*This replaces divine destruction.*

### Mutagenic Morphology (Su)

Starting at 4th level, the altered arm can take alchemist discoveries that require a mutagen as if they were morphologies, and they treat their godhand class level as levels in alchemist for the purposes of meeting the prerequisites of said discoveries.

*This alters morphologies.*
Armory of the Sleeping Goddess

**Discipline:** Sleeping Goddess (Boost); **Level:** 4

**Prerequisites:** One Sleeping Goddess maneuver

**Initiation Action:** 1 swift action

**Range:** Personal

**Target:** You

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

Your immense force of will allows you to shape your ideals into a more powerful weapon than before. When you initiate this boost, a *soul’s blade* appears in your hands, taking the form of a +3 melee weapon you are proficient with. Alternatively, you may create two *soul’s blades*, each taking the form of an identical +2 melee weapons you are proficient with. A *soul’s blade* created with this boost has hardness 15 and 30 hit points. The blade lasts a number of rounds equal to your initiator level before vanishing. If you throw your *soul’s blade* or otherwise relinquish your grip on it (such as by being disarmed), it dissipates after one round unless you reclaim it. You can have multiple *soul’s blades* created at once if you initiate this boost or other boosts that create a *soul’s blade* multiple times, although only as many as you can wield.

If you are currently wielding a mind blade or equivalent weapon (such as a deadly fit’s empowered strikes, a psychic armory’s panoply of blades, or a soulbolt’s mind bolt), you can choose to amplify it instead of this boost’s normal effects. Until the start of your next turn, all such weapons you wield (including those created after initiating this boost) gain the benefit of a single weapon special ability equivalent to up to +2 enhancement bonus. This ability must be chosen from the list of weapon special abilities you can normally place on your mind blade (see Mind Blade Enhancements).
Armsweaver

## Veilweaving (Su):

Armsweaver gain the ability to shape the magical power known as akasha in to powerful veils, which they draw from the daevic veil list. The armsweaver uses their Intelligence modifier as their veilweaving modifier, and has a veilweaving level equal to their class level. The saving throw DCs of the armshaper's veils are equal to 10 + the essence invested in the veil + the armsweaver’s veilweaving modifier. The armsweaver does not gain the ability to shape Blood-slot veils. At 1st level, the armsweaver gains access to a pool of essence which can be invested into their veils and other essence receptacles to increase their power. The armsweaver gains 1 point of essence at each class level. The armsweaver can only shape a limited number of veils per day. They can shape 1 veil at 1st level, and gain the ability to shape 1 additional veil each day at 5nd, 9th, 13th, and 17th level.

*This replaces the armorist’s casting, spell points, and magic talents class features.*

## Armsweaver’s Power:

Armsweavers use their veilweaving modifier in place of their casting ability modifier for the purposes of their armorist class features.

## Weave Armaments:

The armsweaver’s summoned and bound equipment are created and shaped using the raw essence of their soul. Whenever the armsweaver would be required to spend spell points to utilize an armorist class feature, they may bind a number of points of essence equal to the spell point cost of that ability instead. This essence is uninvested from any receptacles as part of this effect, remains bound and cannot be reinvested for the duration of the effect. After an effect using this bound essence ends, the bound
essence is burned and can be recovered and used normally after being recovered.

example; the armsweaver can use their summon equipment ability by binding 1 point of essence, which would become otherwise inaccessible for the duration of the summoned equipment.

## Chakra Binds:

At 2nd, 4th and every three levels thereafter the armsweaver gains the ability to bind veils directly to their chakras, unlocking potent abilities. They gain the ability to bind to slots in the following order: Feet, Hands, Wrists, Shoulders, Belt, Neck, Chest.

## Improved Essence Capacity:

Frequently shaping their raw essence into armaments has further enhanced the
armsweaver’s ability to utilize it. At 3rd, 9th, and 15th level the maximum essence capacity of the armsweaver’s essence receptacles increases by 1.
Aurora

**Design** invocation (celestial) [emotion, light, mind-affecting]; **Level** 7

**Casting Time** 1 standard action

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

**Area** 15-ft.-radius burst

**Duration** 1d4+1 rounds

**Saving Throw** Will negates or Will partial, see text; **Spell Resistance** yes

Scintillating lights flow around the area, entrancing creatures into a forced calm.

Creatures with Hit Dice less than half your caster level are dazed, staggered, and sickened. Creatures with more Hit Dice than that, but less than your full caster level are staggered and sickened. Creatures with Hit Dice more than your caster level are only sickened. A successful Will save negates the script’s effects. Sightless and blind creatures are unaffected by the *aurora*.

**Overload**: For each runic charge overloaded into this script, treat all affected creatures as if their Hit Dice is 1 lower per charge. If you overload at least three charges, creatures that succeed on their saving throw are still affected for 1 round (based on their Hit Dice), instead of negating the effects entirely.
Arbitrate

**Design** manipulation (conviction) [emotion, fear, mind-affecting, see text]; **Level** 3

**Casting Time** 1 standard action

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

**Effect** ray of cosmic energy

**Duration** instantaneous, see text

**Saving Throw** none or Will partial, see text; **Spell Resistance** yes

A scintillating bolt of energy fires from your rune, bearing the judgement of the cosmos. When you cast arbitrate, choose either chaos, evil, good, or law, then make a ranged touch attack to strike a creature with the ray. If the struck creature is of the chosen alignment, it takes 1d6 damage per caster level (max 10d6) and is shaken for 1d3 rounds. A creature with the matching subtype instead takes 1d8 damage per caster level (max 10d8) and is frightened for 1d3 rounds. A Will save negates the fear but not the damage. A creature that is the opposite alignment than the one you choose (i.e. a good creature if you choose evil) is immune the ray, whereas a creature that is neither takes half damage and automatically succeeds on its saving throw.

When you choose an alignment, this script becomes a script of the opposite alignment (for example, if you choose evil, this script gains the good descriptor).

**Overload**: For each runic charge you overload into this script, the fear effect lasts 1 additional round. Additionally, the damage dealt to creatures increases by 1d6, while damage to creatures with the matching subtype increases by 1d8.
Aquatic Advantage (Mythic)

Foes without a swim speed provoke attacks of opportunity from you underwater.

**Prerequisite**: Aquatic Advantage.

**Benefit**: If you make an attack of opportunity against an opponent who triggers Aquatic Advantage, you gain a +2 attack bonus on the attack of opportunity, and it does not count against the number of attacks of opportunity you may take this round.
Arc Slinger

You can twirl your sling in a way that maximizes its effectiveness.

**Prerequisites**: Point-Blank Shot, proficient with sling or halfling sling staff.

**Benefit**: When using a sling or sling staff, you reduce your penalty on ranged attack rolls by 2. Point-Blank Shot’s damage bonus applies within the first normal range increment of your sling (50 ft.) or sling staff (80 ft.).
Aweless

You have overcome the effects of magical fear.

**Prerequisites:** Crystolix, Wis 15.

**Benefit:** If a spell or spell-like effect causes you to be panicked or frightened, you are instead shaken, which also triggers your Unshakable racial ability (you may re-roll the failed save). You cannot be shaken otherwise by a spell or spell-like effect.
Armbands of the Irked Elephant

**Descriptors:** none

**Class:** Daevic, Helmsman

**Slot:** Wrists

**Saving Throw:** none

A veil of glistening ivory akasha wraps around your forearms, ending in a wicked point just behind the elbow.

The wearer of this veil does not provoke attacks of opportunity for performing a bull rush. Whenever they succeed at a bull rush attempt, they may make a melee attack roll against the target as a free action, dealing 1d6 + primary veilweaving modifier bludgeoning and piercing damage on a successful hit.

**Essence:** For each point of essence invested in this ability the wearer gains a +1 insight bonus to attack and damage on the attack granted by this veil.

**Chakra Bind (Wrists): [D7, He8]** Once bound to the Wrists chakra, this veil becomes hard as steel, granting a shield bonus to AC equal to the total essence invested.
Animus Potency

You are capable of channeling animus into your psionic
powers when you manifest them.

**Prerequisites:** Spellcraft 5 ranks, must possess an
animus pool.

**Benefit:** When you manifest a power that allows a
saving throw, you can spend up 2 points of animus to
increase its save DC by 1. At manifester level 8th and
every four levels thereafter, you can spend an additional
2 points of animus to add an additional +1 to the save DC.
Arcane Shield

**Discipline:** Elemental Flux (Counter) [force]

**Level:** 2

**Initiation Action:** 1 immediate action

**Range:** Personal

**Target:** You

**Duration:** Instantaneous

You rely on your unique insight into eldritch powers to create
a shield of energy that protects you from an attack. You can
initiate this counter in response to a melee or ranged attack
(including touch or ranged touch spell attacks) being made
against you. Make a Spellcraft check, using your opponent’s
attack roll as the DC. If you succeed, the attack is negated.
This is a force effect, and may be used to block incorporeal
attacks.

**Animus augmentation:** You may spend one point of
animus to have the force shield crumble slowly after the
attack rather than vanishing instantly, granting you a +2
shield bonus to your AC until the start of your next turn.
Aversion

**Discipline:** Telepathy (Compulsion) [Mind-Affecting];
**Level:** Telepath 2

**Display:** Auditory and material

**Manifesting Time:** 1 standard action

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

**Target:** One creature

**Duration:** 1 hour/level

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

**Power Points:** 3

You plant a powerful aversion in the mind of the subject.
If the object of the implanted aversion is an individual or a
physical object, she will prefer not to approach within 30
feet of it. If it is a word, she will try not to utter it; if it is an
action, she will not willingly attempt to perform it; and if it
is an event, she will not willingly attend it. The subject will
take reasonable steps to avoid the object of its aversion, but
will not put herself in jeopardy by doing so.

If the subject is forced into taking an action she has an
aversion to, she takes a –2 penalty on any attack rolls, ability
checks, or skill checks involved.

**Augment:** For every 2 additional power points you
spend, this power’s save DC increases by 1 and the duration
increases by 1 hour.

## Aversion (Mythic)

The range increases to 100 feet plus 10 feet per level and you can specify two aversions for the target.

**Augmented:** If you expend one use of mythic power, the penalty for doing averse things increases to -4.
Banish Shadows

**School** abjuration [light]; **Level** cabalist 6, cleric 7, nightblade 5, paladin 4, occultist 6, shaman 7, shaper 4

**Casting Time** 1 standard action

**Components** V, S

**Range** 30 ft.

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

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

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

A field of brilliant light emanates from you and follows you, removing all darkness within the area. The lighting within the spell’s area becomes bright light, as a *daylight* spell, regardless of existing lighting conditions. Supernatural abilities that create darkness, spells with the darkness, shadowmorph, or shadow descriptor, and spells of the shadow subschool are suppressed within the area of the spell, as an *antimagic field*. Creatures within the area of the spell do not cast a shadow. If an object or creature is hidden away within a creature’s shadow, such as a nightblade’s shadow familiar ability or an object hidden by a *shadow courier* spell, the hidden object or creature cannot be accessed or utilized while in the area of this spell. Negative energy effects in the area deal only half their normal damage to living creatures and heal half their normal hit points to undead creatures.

*Banish shadows* can be used to counter or dispel a spell of the shadow subschool or a spell with the shadow, shadowmorph, or darkness descriptor of any level, even those with a higher level than *banish shadows*.
Aura Monocle

## **Aura Monocle**

**Aura** moderate clairsentience; **ML** 7th

**Slot** eyes; **Price** 4,000 gp; **Weight** .5 lbs

**Description**

Three times per day, the wearer of this gold-rimmed
monocle can activate the monocle while looking at a
creature and discern if the creature is of good or evil
alignment. Alternative versions of this monocle instead
detect if the creature is of lawful or chaotic alignment.

**Construction**

**Requirements** Craft Wondrous Item, *aura sight* **Cost** 2,000 gp

## **Aura Monocle, Greater**

**Aura** moderate clairsentience; **ML** 7th

**Slot** eyes; **Price** 8,000 gp; **Weight** .5 lbs

**Description**

This bifocal lens functions as an aura monocle, but shows
if the creature is of good or evil and of lawful or chaotic
alignments. The lens can be used three times per day.

**Construction**

**Requirements** Craft Wondrous Item, *aura sight* **Cost** 4,000 gp
Arakineticist

Those of strong will who live under a dark curse long enough might learn to control and channel the corrupt energy afflicting them. Changelings who resist the call of their hag mothers are especially given to the arts of the arakineticist.

### Living Curse

An arakineticist’s curse lives within them, granting them dark powers. They must choose void as their primary element and negative blast as their first simple blast.

This alters elemental focus. This doesn’t prevent this archetype from being used with other archetypes that alter elemental focus so long as they still allow the kineticist to choose void.

### Accursed Shadow (Sp)

At 4th level, an arakineticist’s curse casts a dark shadow over their soul, shielding them from death magic. They gain a +2 bonus on saving throws against necromancy spells and death effects. This bonus increases by 1 every 4 levels beyond 4th, to a maximum of +6 at 20th level.

This replaces the 4th-level utility wild talent.

### Curse Spinner (Sp)

At 6th level, an arakineticist gains curse spinner as a bonus utility wild talent.

This replaces the 6th and 8th-level utility wild talents.

### **Accursed Infusion (Su)**

At 13th level, an arakineticist gains accursed infusion as a bonus infusion.

This replaces the 13th-level infusion.

# **Arakineticst Wild Talents**

## **CURSE SPINNER**

**Element(s)** void; **Type** utility (Sp); **Level** 4; **Burn** 1

**Prerequisite(s)** arakineticist 6th

You learn to wield your living curse like a needle to weave and unravel curses. This functions as *remove curse*. At 8th level, you can choose to have this instead function as *bestow curse*.

## **ACCURSED INFUSION**

**Element(s)** void; **Type** substance infusion; **Level** 6; **Burn** 4

**Prerequisite(s)** arakineticist 13th

**Associated Blasts** negative, void

**Saving Throw** Will negates

Your blasts can temporarily curse and bedevil your foe. The target of your blast takes a -4 penalty on ability checks, attack rolls, saving throws, and skills checks for 1 round as if it were affected by *bestow curse*. A single creature can’t be affected by more than one curse from this infusion at a time. A blast with this infusion has the curse descriptor added to its aura.
Antlers of the Ephemeral Elk

**Descriptors**: Teleportation

**Class**: Daevic, Guru, Nexus

**Slot**: Head

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

*Mighty antlers of shifting and twisting akasha burst forth from your scalp, allowing you to twist through space to strike your enemies like the elk that is their namesake.*

Shaping this veil grants you a primary gore natural attack that deals 1d8 piercing and bludgeoning damage (1d6 for a small creature). When making an attack using these horns, you may teleport 5 feet as a free action before making the attack roll. Since you use this teleport before your attack roll, you can use the teleport to move into reach of your target.

**Essence**: For each point of essence invested in this veil the distance you can teleport is increased by 5 feet, and you gain a +1 insight bonus to attack and damage rolls made with the gore attack granted by this veil.

**Chakra Bind (Head)**: **[D12, G8, N6]** Binding this veil to your Head chakra allows you to teleport yourself and your target when you strike them with your akashic horns. When you hit a creature using the gore attack granted by this veil, you may force the struck creature to make a Will saving throw. If it fails, you may teleport the struck creature up to 5 feet (+5 feet per point of essence invested in this veil) to a point of your choosing. After the creature teleports, you teleport to a square adjacent to the struck creature of your choosing. If this teleport would place the creature in a hazardous location (such as in the air, into dangerous terrain, or into a harmful magical effect) they gain a +4 bonus to their saving throw.
Arcane Marauder (Magus)

*A few magi strive to use heavier weaponry for taking down foes, preferring a brute-force approach to combat. These arcane marauders use the momentum from their weapons to pierce magical resistances with ease.*

### **Weapon and Armor Proficiency**

An arcane marauder is also proficient with medium armor and can cast magus spells while wearing medium armor without incurring the normal arcane failure chance. This alters the arcane marauder’s armor proficiencies.

### **Power Attack**

At 1st level, an arcane marauder gains Power Attack as a bonus feat, even if he does not meet the prerequisites. This ability replaces spell combat.

### **Heavy Spellstrike (Su)**

This ability functions like spellstrike, but only works with a two-handed weapon (or a one-handed weapon wielded in two hands). Should the arcane marauder make a heavy spellstrike while using the Power Attack feat, he adds half the damage bonus he receives from Power Attack as a bonus to his caster level check to overcome his target’s Spell Resistance with the spell being delivered through his weapon. This ability alters spellstrike.

### **Weapon Training (Ex)**

At 7th level, an arcane marauder gains weapon training, as the fighter ability, adding an additional weapon group every six levels after 7th (to a maximum of three groups at 19th level) and increasing the bonus on attack and damage rolls for weapon groups already chosen by +1. This ability replaces knowledge pool, medium armor, heavy armor, and greater spell access.

### **Heavy Spell Combat (Ex)**

At 8th level, an arcane marauder gains the spell combat ability, but only when wielding a two-handed weapon (or a one-handed weapon with both hands). The arcane marauder is considered to have a free hand to cast spells when using this ability. This ability replaces Improved Spell Combat and Greater Spell Combat.

### **Weapon Mastery (Ex)**

At 20th level, an arcane marauder gains weapon mastery with a single two-handed weapon, as the fighter class ability. This ability replaces true magus.

### **Magus Arcana**

The following magus arcana complement the arcane marauder archetype: accurate strikes, arcane accuracy, disruptive, enduring blade, maneuver mastery, pool strike (can be used with a two-handed weapon) and spellbreaker.
Animation Study (Archivist)

**Focused Studies:** Archivists must all choose a study of rune magic to focus their abilities. Some choose to focus their study even further, gaining a more specialized set of abilities. Archivists that choose a focused study gain their normal class features, such as bonus feats and altered script, but the focused study changes one or more of the abilities granted by their study. An archivist must take all of the replacement abilities associated with his focused study. Once a focused study is chosen, it cannot be changed.

**Associated Study**: Creation

**Replacement Abilities**: The following study abilities replace the writ of recovery and generate abilities of the creation archivist study.

### **Familiar (Su)**

At 2nd level, you gain a familiar, as a wizard equal to your archivist level. Your archivist level stacks with any wizard levels you posses when determining the powers of your familiar.

### **Blessing of Anima (Su)**

At 8th level, you increase the duration of your creation (animation) scripts by a number of rounds equal to your Intelligence modifier (minimum 1). You automatically treat all creation (animation) scripts you cast as if they were overloaded with a single runic charge of your choice; this is in addition to any runic charges you overload into the script normally. At 14th level, you treat these scripts as being overloaded with two runic charges of your choice, instead of one.
Backlash

**Discipline:** Clairsentience; **Level:** Highlord 4, psychic warrior 4, voyager 4

**Display:** Auditory, mental

**Manifesting Time:** 1 immediate action

**Range:** Personal

**Target:** You

**Duration:** Instantaneous; see text

**Power Points:** 7

You gain a flash of foresight, allowing you to strike back at an enemy. As part of manifesting this power, you can make a full-attack action against a creature that has damaged you, so long as the creature is within range. However, this foresight overloads your senses after your attack, and until the end of your next turn, you are dazed. This dazed effect cannot be removed by any means except its normal expiration at the end of your next turn. You can only use this power immediately in response to being damaged by a creature and must target the creature that caused the damage.

**Augment:** By spending an additional 8 power points, you are not dazed after making your attack.
Atomic Immolation

**SCHOOL** evocation; **LEVEL** atomic adept 2

**CASTING TIME** 1 standard action

**COMPONENTS** S

**RANGE** long (400 ft. + 40 ft./level)

**TARGET** one creature

**DURATION** instantaneous

**SAVING THROW** Fortitude half; **SPELL RESISTANCE** Yes

You immolate a creature in a pillar of radioactive energy. The creature takes 10 x your caster level in rads if it fails the Fortitude save. If they make the Fortitude save they take half that value.
Aura of Rage

**Descriptors**: Mind-affecting, compulsion, steady

**Class**: Daevic, Kheshig, Promethean

**Slot**: Body

**Saving Throw**: Will (steady)

*Flares of red-hot akasha rise from your body. Those who stand near you are burned and consumed by your anger.*

You deal damage to creatures who damage you in melee equal to your veilweaving modifier. This damage comes from an akashic pulse of power, and as such is not reduced by damage reduction, hardness, resistances, or immunities.

Whenever you deal damage to a creature, you may provoke that creature into a rage, allowing them to make a single melee attack at their highest base attack bonus against you as a free action. They must be capable of making a melee attack against you, and may choose not to attack you by succeeding a Will save. As long as they make an attack, regardless if they hit or miss, you may retaliate with a single attack at your highest base attack bonus against them after their attack is resolved. This effect may only happen once per round per creature.

**Essence**: Each point of essence invested in this veil increases the damage done to creatures who damage you in melee by 2.

**Chakra Bind (Body): [Daevic 12/20, Kheshig 18, Promethean 20]** Instead of being limited to once per round per creature, you may trigger this veil’s shape effect each time you deal damage to a creature.
Apocalyptic Strike

**Discipline**: Black Seraph (Strike) [evil]; Level: 8

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

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

**Range**: 40-ft

**Area**: 40-ft-radius burst centered on you

**Duration**: Instant

**Saving** **Throw**: Reflex half

```
DESCRIPTION

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This master level technique of the Black Seraph discipline allows its disciples to bring forth the true power of destruction from the darkness within. By letting out a cry of rage and driving his weapon into the ground at his feet, he lets forth a burst of destructive energy to all surrounding him, friend or foe. This destructive wrath inflicts 16d6 points of profane damage to all targets within a 40-ft radius burst, centered on the initiator. The power of this blast is such that it may daze all affected creatures for one round with unholy agony that were not quick enough to avoid the worst of the assault. Those caught within the blast of dark energy may attempt a Reflex save (DC 18 + initiation modifier) for half damage and to negate the dazed condition.
Artificer's Baton

**Aura** moderate alteration and creation; **CL** 10th

**Slot** none; **Price** 31,312 gp; **Weight** 8 lbs.

The *artificer’s baton* is a sturdy *+1 templated heavy mace*. The wielder treats her caster level as +2 higher when casting alteration (enhancement) scripts and creation (generation) scripts, but only if those scripts specifically target or create one or more weapons and/or armor, such as *bulwark*, *rebuild*, or *arsenal*.

When using the *templated* ability, the wielder can grant the property to the weapon of a willing ally within 30 feet of herself, rather than granting it to the baton.

**Construction Requirements** Craft Magic Arms and Armor, *armament*, *sharpness*; **Price** 15,812 gp
Axiomatic Discourse (Mythic)

You take inspiration from the greatest debaters and speakers of Axis and weave words with precision, limiting misunderstandings and sharpening comprehension.

**Prerequisite**: Axiomatic Discourse.

**Benefit**: A non-mythic creature’s attitude towards you cannot decrease from the result of a badly failed Diplomacy check you made. You only take a -2 penalty to influence creatures that do not understand your language (instead of -4).
Assay Resistance

**Discipline:** Elemental Flux (Boost)

**Level:** 4

**Prerequisites:** One Elemental Flux maneuver

**Initiation Action:** 1 swift action

**Range:** Personal

**Target:** You

**Duration:** 1 round

By directly targeting the elemental essence that suffuses
all creatures, you overcome an opponent’s defenses with a
powerful attack. Your next attack ignores the first 25 points
of energy resistance to your active element’s associated
energy type, automatically overcomes damage reduction,
and deals an additional 2d6 points of damage.

**Animus augmentation:** You may spend one point of
animus to increase this boost’s additional damage to 3d6.
Annihilator (Blue)

**Parent Class:** Aegis

Blues love to be grandiose, and using the astral suit
is no exception. Although small in forms, blues have
discovered techniques to use their psionic power to
become weapons of mass destruction that they have
proudly dubbed annihilators.

### **Size Matters**

While forming his astral suit into
either astral armor or astral juggernaut forms, the
annihilator becomes Medium sized, gaining a +2 bonus
to his Strength, losing his size bonus to AC, attack rolls,
and Stealth checks, losing his size penalty to CMB and
CMD, and suffering a -2 penalty to his Dexterity. This
effect stacks with other size increases such as that from
*expansion*.

This ability replaces astral repair.

### **Strength of Mind**

Starting at 4th level, as a swift
action the annihilator can spend 2 power points to gain
a +2 bonus to his Strength and Constitution until the end
of his next turn.

This ability replaces augment suit.

### **Absorb Critical**

At 12th level, when a critical hit is
scored against the annihilator, he can dismiss his astral
suit as an immediate action and turn the critical hit into
a normal hit. Any applicable damage reduction from
the astral suit is still applied to the attack. This ability
can be used a number of times per day equal to 3 + the
annihilator’s Intelligence modifier (minimum 1).

This
ability replaces cannibalize suit.