recursal/Fanatic-Fandom huggingface dataset:
Crisis of Life

**Discipline:** Telepathy [Mind-Affecting, Death]; **Leve**l**:** Telepath 7, vitalist 7

**Display:** Mental

**Manifesting Time:** 1 standard action

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

**Target:** One creature

**Duration:** Instantaneous

**Saving Throw:** Fortitude partial; see text; **Power Resistance:** Yes

**Power Points:** 13

You interrupt the subject’s autonomic heart rhythm,
killing it instantly on a failed saving throw if it has 11 Hit
Dice or less. If the target makes its saving throw or has more
than 11 Hit Dice, it takes 7d6 points of damage.

**Augment:** For every additional power point you spend,
this power can kill a subject that has Hit Dice equal to 11 +
the number of additional points. For every two additional
points spent, the power’s save DC increases by 1.

## Mythic Crisis of Life

Non-mythic creatures with Hit Dice less than half your manifester level do not get a Fortitude save.

**Augmented:** If you expend one use of mythic power, creatures suffer 7d10 points of damage on a successful save.
Darkburst

**School** necromancy [darkness]; **Level** nightblade 6, shaman 8, sorcerer/wizard 8

**Casting Time** 1 standard action

**Components** V, S

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

**Area** 80-ft.-radius burst

**Duration** instantaneous

**Saving Throw** Reflex partial and Fortitude half, see text; **Spell Resistance** yes

A pinpoint speck of darkness appears at the point you designate before rupturing, inundating the surrounding area with a pitch-black miasma. All creatures in the burst take 6d6 damage and are blinded. A Reflex save halves the damage and negates the blindness.

A living creature damaged by *darkburst* is further assaulted by the horrid miasma, causing them to take 1d8 Constitution damage and 1d8 Wisdom damage. A Fortitude save halves the ability damage dealt.

*Darkburst* can counter or dispel any light spell of 8th level or lower. Any light spells or 8th level or lower within *darkburst’s* area at the time of casting are dispelled.
Corrupted Gemstone

**CR +1**

Corrupted
gemstone is a simple template that can only be applied
to a creature with the mineralite subtype. Something
has warped the body and mind of the gemstone,
reducing it to violent impulses and monstrous form.
Creatures with corrupted gemstones reduce their
Intelligence to 2 and gain an evolution pool of body
modifications similar to a summoner’s eidolon. They
gain 1 Evolution Point per level or HD. These evolutions
are purchased off the same table as Fusion of Forms. A
GM is encouraged to make them as bizarre as possible.
Crushing

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

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

Only bludgeoning weapons can be given the *crushing* property. A crushing weapon smashes the defenses of those struck, lowering their damage reduction by 1 on a hit. This effect lasts for 1 minute and stacks up to a reduction of 5 to the creature’s damage reduction. This cannot affect damage reduction without a type (DR/–) or DR/epic. Multiple *crushing* weapons can stack their penalties together, but their combined penalty cannot exceed 5.

**Construction Requirements** Craft Magic Arms and Armor, *expose*; **Price** +1 bonus
Dancing Glaive

**Descriptors**: Enhanced (glaive, unarmed), Paired (unarmed), Steady

**Class**: Daevic, Guru, Helmsman, Kheshig

**Slot**: Hands

**Saving Throw**: Reflex (Steady)

*The veilweaver’s hands and glaive are adorned with a simple, red ribbon that trails behind them as they gracefully move through the battlefield.*

This veil can only be upgraded as a glaive. Your unarmed attacks deal 1d6 points of damage (1d4 if Small), and do not provoke attacks of opportunity.

Whenever you wield a two-handed weapon created by this veil, you may two-weapon fight with the two-handed weapon created by this veil, treating your unarmed attacks as off-hand weapons.

Once per round per creature, whenever you hit a creature, you deal an additional 2 points of damage to that creature, and may immediately move 5 ft. in any direction. This movement does not provoke attacks of opportunity.

**Essence**: Each point of essence invested in this veil increases the amount of damage you deal when you hit a creature for the first time in a round by 2 points.

**Chakra Bind (Hands): [D4, G2, He2, K2/5]** Whenever you hit a creature for the first time in a round, you may force it to make a Reflex save. If they fail, you may move that creature 5 ft. in any direction. If you burn a point of essence, you may instead move them to any space within the threatened range of the weapon that struck them, then move them 5 ft. in any direction. This movement does not provoke an attack of opportunity.
Meloncloud

**meloncloud** is a scratch account owned by Crexesis. It was preceded by AppleFire08 and succeded by Choceos

### About me

Youtube name: Choceos

https://www.youtube.com/channel/UC4Pslhgm2AeEEeVCWmiqVOA

deviantART name: Choceos

https://choceos.deviantart.com/

I voice Lunchbox and Macaroni in BFMI

@AppleSonic08

### What I'm working on

Search for Gold Bars on my YouTube channel

Animations in general on my YouTube channel

Art on my deviantART
Dashing Commander

An inspiration on the battlefield, a dashing commander uses her potent battle cries to inspire her allies and lead them to victory.

### **Deeds**

The dashing commander gains the following deeds, each of which replaces an existing deed.

*Inspiring Swordplay (Ex)*: At 1st level, while a dashing commander has at least 1 panache point, her Battle Cry feat’s range improves to 60 feet and its effects don’t end for an ally when that ally uses Battle Cry to reroll a saving throw. When an ally uses this reroll, a dashing commander can spend 1 panache point as an immediate action to grant the ally a bonus on its reroll equal to her Charisma modifier. This deed replaces daring stride.

*Unshakable Panache (Ex)*: At 3rd level, a dashing commander is immune to fear effects while a she has at least 1 panache point and is under the effect of her Battle Cry feat. This deed replaces kip-up.

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

At 1st level, a dashing commander selects one fighter weapon group. She gains the benefits of the Weapon Finesse feat with all melee weapons belonging to her chosen fighter weapon group. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites and as swashbuckler weapon training when determining which weapons the dashing commander can use in conjunction with her swashbuckler deeds and class features. In addition, she gains Battle Cry as a bonus feat.

At 4th level, the dashing commander increases the number of times per day that she can use her Battle Cry feat by one. In addition, allies affected by her battle cry gain a +1 morale bonus on damage rolls in addition to its other effects. At 9th level and every 4 levels thereafter, the dashing commander gains one additional use of the Battle Cry feat and the morale bonuses granted by her battle cry increase by 1, to a maximum of +4 at 17th level.

This ability replaces swashbuckler weapon training.

### **Inspirational Mastery (Ex)**

At 20th level, the dashing commander gains the benefits of her inspiring swordplay deed regardless of the number of panache points she has remaining, although she must spend panache points in order to grant an ally a bonus on its reroll, as normal. In addition, while a dashing commander has at least 1 panache point, her allies can use her Battle Cry feat to reroll a number of saving throws per use of the feat equal to her Charisma modifier (minimum 1). An ally may not reroll more than one saving throw per round in this manner.

This ability replaces swashbuckler weapon mastery.
Daevic Aspect/Vigilance

* Original
* Desire
* Dominion
* Evolution
* Fixation
* Harmony
* Hatred
* Knowledge
* Mutation
* Obsession
* Progress
* **Vigilance**
* Wrath

**Descriptors:** See text

**Class:** Daevic

**Slot:** Blood

**Saving Throw:** See text

*A nebulous cloud of akashic energy takes shape around you, coalescing into various forms as it channels the powers of your passions and emotions.*

When you shape this veil, choose one daevic passion. The effects of this veil are determined by the chosen passion. If you have levels in a class that grants you a passion, you must select that passion when you shape this veil.

**Note:** This is the page for the **Vigilance** aspect, you can find the other aspects here.

Shaping this veil allows you to create an aura of focused vigilance that allows you to better defend your surroundings. You gain Combat Patrol as a bonus feat, even if you don’t meet its prerequisites, you increase to the reach provided by setting up a combat patrol by 5 feet, and you use the higher of your veilweaving level and base attack bonus when determining the increase to reach granted by setting up a combat patrol. This ability is considered a supernatural effect when benefiting from this veil. If this veil is suppressed, you lose the benefits of this feat and if you have an active combat patrol it immediately ends.

While you have a combat patrol set up, the movement speed of all of your modes of movement increases by 10 feet, and you gain a +2 insight bonus to Perception checks made against creatures and to Knowledge checks made to identify creatures in the area of your combat patrol.

**Essence:** For each point of essence invested in this veil, the insight bonus to Perception and Knowledge checks against creatures inside the area of your combat patrol increases by +1, you gain an additional attack of opportunity each round, and your movement speeds increase by an additional 10 feet while you have a combat patrol set up. For every 3 points of essence invested, your reach when setting up a combat patrol increases by an additional 5 feet.

**Chakra Bind (Blood):** Binding this veil to your Blood chakra further empowers your vigilant ability to deny your foes safety. While you have a combat patrol set up, you gain blindsight out to your combat patrol’s reach and you gain the rogue’s improved uncanny dodge ability, treating your veilweaving level as your effective rogue level for its effects. Additionally, your movement made as part of a combat patrol does not provoke attacks of opportunity.
Corporeal Tear

**Element(s)** aether, time, or void, and viscera; **Type** utility (Sp); **Level** 3; **Burn** 0

**Prerequisite(s)** basic corpokinesis and dimensional rip or the dimensional tear class feature

**Saving Throw** Fort negates or half (see text); **Spell Resistance** no

You are able to create a dimensional tear inside of a corporeal creature (except for constructs), using it as though it was a dimensional tear of the creature’s size. The creature is allowed a Fort save to negate being treated as a tear, and if you choose to have a kinetic blast exit through a corporeal tear, the creature is made into the target and is the only creature affected by it, regardless of any infusion applied to the blast. If a creature chooses to exit through a corporeal tear, they can decide to deal damage equal to twice the kineticist’s level to the creature (Fort for half ), although a creature forced to exit through a corporeal tear always deals damage.
Dance of Daggers

**Descriptors**: Enhanced (dagger), undetectable

**Class**: Daevic, Eclipse, Guru, Helmsman, Kheshig

**Slot**: Feet

**Saving Throw**: none

*Dance gracefully on the fields of battle and leave nothing but death in the finale.*

This veil does not suffer penalties to enhancement bonuses for creating multiple weapons. Daggers created by this veil have their range increment increased by 20 feet and disappear at the end of your turn instead of when they leave your grip.

Each time you move 10 feet, you may create a dagger using this veil and make a thrown weapon attack at your highest base attack bonus with this dagger. This must be your movement; movement from a mount, ship, or similar aided movement does not count. A creature may not be attacked more than once per round by a dagger created by this veil, and you may not make more attacks this way than your veilweaver level per turn. If you have at least 6 veilweaving levels, you may hit a creature an additional time each round with this dagger, plus an additional time per 5 veilweaving levels after 6th.

**Essence**: Each point of essence invested in this veil increases your speed by 5 feet. Each odd point of essence invested in this veil grants a +1 insight bonus to attack rolls with weapons created by this veil. Each even point of essence invested in this veil grants a +1 insight bonus to damage rolls with weapons created by this veil.

**Chakra Bind (Feet): [D2, E6, G5, He5, K2/5]** When missing with a dagger created by this veil, the target of the attack still takes 2 damage, plus an additional amount of damage equal to the essence invested in this veil. Reductions to damage, such as DR or hardness, apply to this damage as normal.
Daayan

**Parent Class:** Rajah

*Ancients witches and warlocks who lead a coven of their own design, daayan are masters of the dark arts who utilize their black magic to bolster their allies and afflict their foes with horrific conditions.*

### **Veilweaving**

A daayan’s study of the dark arts stored within the akashic record have granted them the ability to shape the magical power known as akasha into powerful veils, which they draw from the volur veil list. They know and can shape any veil from this list. The daayan uses their Charisma as their veilweaving modifier, and has a veilweaving level equal to their class level. The saving throw DCs of the daayan’s veils are equal to 10 + the essence invested in the veil + the daayan’s veilweaving modifier.

The daayan can only shape a limited number of veils per day. They can shape 2 veils at 1st level, and gain the ability to shape 1 additional veil each day at 2nd, 6th, 10th, 14th and 19th level.

Whenever the daayan shapes a veil with the [brand] descriptor using shaped veils granted by this archetype, those veils do not take up one of the daayan’s chakra slots, and cannot be bound using their chakras. This ability does not allow the daayan to shape the same brand multiple times, but does allow them to shape multiple brands that would normally be shaped in the same slot, along with any other veils they would normally shape in those slots.

At 1st level, the daayan gains access to a pool of essence which can be invested into their veils and other essence receptacles to increase their power. The daayan gains 1 point of essence at each class level.

*This modifies the rajah’s veilweaving class feature.*

### **Branded Vassal**

For the purpose of their rajah class features, the daayan treats creatures branded by their veils with the [brand] descriptor within Close range (25 feet + 5 feet per 2 rajah levels) of them as their entitled allies. If they have the ability to attack creatures through an entitled ally, they can also attack the creature branded by the [brand] veil itself. The daayan gains no additional benefits or penalties when doing so. If the daayan gains the ability to increase the range of the brands, it does not increase the range at which they can treat them as their entitled allies.

### **Empowered Brands**

At 4th level, the daayan‘s mastery over their brands allows them to bind their brands for greater effects. When the daayan shapes their veils for the day, they can bind one of their [brand] veils shaped using their daayan veil slots. If a brand has multiple chakras it can be shaped to, the daayan chooses which chakra slot they treat it as bound to when they shape the brand. At 8th, 12th, 16th, and 20th level the daayan can bind an additional one of their [brand] veils shaped using their daayan veil slots.

*This replaces the rajah’s empowered titles class feature.*

### **Improved Essence Capacity**

The daayan’s mastery over the dark arts of akasha has improved their ability to invest their essence. At 4th, 16th level the maximum essence capacity of all of the daayan’s essence receptacles increases by 1.
Covert

**Aura** faint illusion; **CL** 3rd

**Slot** none (weapon quality); **Price** +3,000 gp; **Weight** —

A *covert* weapon is hard to detect. Upon command, the wielder of a covert weapon can alter the magical aura of the weapon as if using a *magic aura* spell. The altered aura persists even after the user lets go of the weapon and does not change until another command is issued. The true properties of the weapon can only be detected by using an *identify* spell and making a DC 11 Will save (as with *magic aura*). In addition, the wielder gains a bonus on Sleight of Hand checks made to conceal the weapon equal to its enhancement bonus. A covert weapon never sheds light (as some magic weapons do). A weapon cannot have both this special ability and the *brilliant energy* special ability.

**Construction Requirements** Craft Magic Arms and Armor, *magic aura*; **Price** +1,500 gp
Boots of Landing

**Aura** faint psychoportation; **ML** 2nd

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

**Description**

These boots allow the wearer to recover instantly from a
fall and can absorb some damage from falling once per day.
The wearer lands on her feet no matter how far she falls,
and takes 2 fewer dice of damage from the fall than normal.

**Construction**

**Requirements** Craft Wondrous Item, *catfall*; **Cost** 500 gp
Crushing Blow

**Discipline:** Primal Fury (Strike)

**Level:** 1

**Initiation Action:** 1 standard action

**Range:** Melee attack

**Target:** One creature

**Duration:** Instantaneous

By bringing his weapon high and bringing it down
with ferocious finality, the disciple’s forceful blow is
enough to weaken the defenses of his foe momentarily.
The initiator makes an attack and if successful, the strike
inflicts an additional 1d6 points of damage and may
potentially render his foe flat-footed until its next turn
on a failed Fortitude save (DC 11 + initiation modifier).
Cruel Hyena’s Facade

**Discipline:** Leaden Hyena (Stance)

**Level:** 1

**Initiation Action:** 1 swift action

**Range:** Personal

**Target:** You

**Duration:** Stance

Assuming a swaggering gait, you perplex and destabilize foes with your movements. On a successful feint attempt, the target is shaken and flat-footed for the duration of the feint.
Cursed Razor Plague

Your curses spread amongst your enemies.

**Prerequisites:** Cursed Razor Style, Spellcraft 7 ranks.

**Benefit:** Whenever you cause an opponent to become
cursed by an effect other than this feat, you may select
an additional opponent within 30 feet of you to become
cursed for the same duration. This only gives that
opponent the cursed condition; it does not inflict any
other effects from the first curse. This is a supernatural
ability.
Craft Cognizance Crystal

You can create psionic *cognizance crystals* that store
power points.

**Prerequisite:** Manifester level 3rd.

**Benefit:** You can create a *cognizance crystal*. Doing so
takes one day for each 1,000 gp in its base price. The base
price of a *cognizance crystal* is equal to the highest-level
power it could manifest using all its stored power points,
squared, multiplied by 1,000 gp. To create a *cognizance*
*crystal*, you must use up raw materials costing one-half
its base price.
Curse Breaker

**Element(s)** void; **Type** utility (Sp); **Level** 4; **Burn** 0

**Prerequisite(s)** emptiness

The power of void protects you from curses and allows you to remove or suppress them. You gain a +4 bonus on saving throws against curses and hexes. You can accept 1 point of burn as a standard action to attempt a caster level check to remove a curse on yourself or another as per *remove curse*. If the curse normally could not be removed by *remove curse*, you can instead suppress the curse until the next time your burn is removed with a successful caster level check. When your burn is removed, you can choose not to remove the burn you spent in this way to continue suppressing the curse without interruption. If you die, any curse suppressed in this way returns instantly.
Guhlactic

* guhlactic
* guhlacticGOLD

**guhIactic** (formerly known as **GalacticJoshua**) is one of the main writers in the Gold Bars Series, helping in Out in the City in Battle for Gold Bars, not returning until Operations Unveiled, he is also notable for voice acting notable characters, he began this work in Out in the City for a brief appearance of greencube, and returned in greycube Quits.

He is also responsible for the creation of several characters and the creation of the Gold Bars Series Discord.
Cryptographer

While most manifesters work their powers entirely
through their own natural talents, some psions take to
studying magic and psionics like a wizard and his books.
These psions, called cryptographers, eventually learn
to tap into powers beyond their own minds, mastering
the use of items and knowledge. These psions use their
psionic abilities to take hold of the strands of psychic
magic running across the world and twist them to their
liking.

Instead of the normal discipline abilities gained by a
psion of the cryptographer’s specialization, he gains the
ability to use a single implement school as an occultist of
his psion level (except as noted below). The implement
school may be chosen from the psionic occultist
implements introduced in Chapter 2 of this book, or from
the occultist implements listed in Chapter 1 of *Pathfinder*
*Roleplaying Game: Occult Adventures*. The cryptographer’s
discipline specialization must be one of that implement
school’s associated disciplines (either the discipline itself
in the case of psionic occultist implements, or as listed in
Table: Implement Discipline Equivalencies).

A cryptographer’s implement functions in all ways
as described in the occultist’s implements class feature,
except that he only ever gains a single implement school
and can only create one single implement per day. The
cryptographer does not need to present his implement
to manifest psionic powers, although he must have it on
hand as normal to use his focus powers.

In addition, the cryptographer gains a pool of
mental focus to use with his implement equal to 1/2
his cryptographer level + his Intelligence modifier
(minimum 1). These points of mental focus function
exactly as described in the occultist’s mental focus class
feature, including fueling the implement’s resonant
power.

This ability alters disciplines.

Unless otherwise noted, the DC for any saving throw
against a focus power equals 10 + 1/2 the cryptographer’s class level + the cryptographer’s Intelligence modifier. The cryptographer can't select a focus power more than
once. Some focus powers require him to reach a specific
effective occultist level before he can choose them.

Because a cryptographer manifests psionic powers
rather than casting spells, some of the focus powers
he can choose have different effects, as noted in Alternate Focus Powers.

This ability replaces discipline abilities.
Battle for Gold Bars

Battle for Gold Bars (mainly dubbed as BFGB) is the first season of the Gold Bars Series. Unlike SFGB and Season 3, Battle for Gold Bars is a competition show, where the contestants participate in challenges every episode.

It started on 26th October 2014 with 11 contestants (Kindle Fire, NES, SNES, AR Card, Game Boy Advance, Xbox 360, Envelope, Hill, Wii Console, Mountain and Sonic Ring), but 9 more were added in Episode 2a, those being Milky Way, Sticker, Home Phone, Iron Ore, M&M, Cookie, Pineapple, Waffle and Portal.

In Episode 4, another character called Syringe joined BFGB. The character was recommended by @imveryoriginal on Scratch.

The team names are Team Electronic and Team Instant, with the team captains being Kindle Fire and Sonic Ring respectively.

BFGB was temporarily cancelled after the tenth episode, but then was brought back a few months later for 2 more episodes: Out in the City and The Finale. The show ended on 9th August 2016.

You can view it here.
Daevic Aspect/Wrath

* Original
* Desire
* Dominion
* Evolution
* Fixation
* Harmony
* Hatred
* Knowledge
* Mutation
* Obsession
* Progress
* Vigilance
* **Wrath**

**Descriptors:** See text

**Class:** Daevic

**Slot:** Blood

**Saving Throw:** See text

*A nebulous cloud of akashic energy takes shape around you, coalescing into various forms as it channels the powers of your passions and emotions.*

When you shape this veil, choose one daevic passion. The effects of this veil are determined by the chosen passion. If you have levels in a class that grants you a passion, you must select that passion when you shape this veil.

**Note:** This is the page for the **Wrath** aspect, you can find the other aspects here.

This veil gains the Fire and Teleportation descriptor. Shaping this veil grants you a 5-foot radius aura of fiery wrath that allows you to retaliate against foes who deal you harm. Whenever a creature attacks you or uses an ability against you while they are within this aura, after the attack or ability resolves you may retaliate against them as an attack of opportunity. Make a special bull rush attempt against that creature, using the higher of your veilweaving level and your base attack bonus and your Strength and your veilweaving modifier when determining your CMB. You gain an additional +2 insight bonus to this attempt, and it does not provoke attacks of opportunity. A creature does not need to be within your melee reach to bull rush them using this veil, only within the aura.

The bull rushed creature takes a number of points of fire damage equal to your veilweaving modifier + 1d6 points for every 5 feet it was pushed beyond the first. You cannot choose to move normally with the bull rushed creature, but after they have been moved you can choose to teleport to a space adjacent to them.

You can choose to suppress or reactivate this aura as part of reinvesting your essence.

**Essence:** For each point of essence invested in this veil, the insight bonus granted by this veil increases by an additional +1, and the fire damage dealt by this veil increases by +2. For every 2 points of essence invested, the radius of this veil’s aura increases by 5 feet and you gain an additional attack of opportunity each round that may only be used with the effects of this veil.

**Chakra Bind (Blood):** Binding this veil to your Blood chakra causes the wrathful akasha surrounding you to erupt into a violent halo. Whenever you use the retaliatory ability of this veil, you may teleport to a space adjacent to the creature who triggered its effects before you make your bull rush attempt. Additionally, the fire damage dealt when you successfully bull rush an enemy using this veil increases to 1d10 + your veilweaving modifier + 1d10 for every 5 feet the creature was pushed beyond the first.
Daring Archer's Goggles

**Descriptors:** Variant

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

**Slot:** Head, Headband

**Saving Throw:** None

*Said to have been wielded by an archer unafraid of entering the fray of melee, these goggles heighten your ability to pinpoint and predict your foes' movements, allowing you to much more easily and safely utilize ranged attacks against foes who try to engage you in melee combat.*

This veil is a variant of the Eyes of the Daring Artillerist veil.

Your ranged attacks do not provoke attacks of opportunity, and you gain a +1 insight bonus to attack and damage rolls when making ranged attacks against a creature within 5 feet of you. This additional damage is of the same type as the attack’s normal damage.

Additionally, whenever you make a ranged attack against a creature within 5 feet of you, you gain a +2 dodge bonus to AC against that creature until the start of your next turn.

**Essence:** For each point of essence invested in this veil, the insight bonus on damage rolls granted by this veil increases by +1. For each even point invested, the dodge bonus granted by this veil increases by +1.

**Chakra Bind (Head):** Binding this veil to your Head chakra further enhances your eyesight, allowing you to capitalize on the movement of your foes. You gain the benefits of the Snap Shot feat, and you may use this feat with any ranged weapon rather than only those you have Weapon Focus with. For each point of essence invested in this veil, you gain an additional attack of opportunity each round that can only be used with attacks of opportunity made using Snap Shot.

**Chakra Bind (Headband):** Binding this veil to your Headband chakra grants you all the benefits of the Head bind, and increases the distance at which you can capitalize on the weakness of your foes. You gain the benefits of the Improved Snap Shot feat, and you gain the benefits of this veil when making ranged attacks against creatures within 10 feet of you, rather than only those within 5 feet.
Cycling

**Aura** moderate evocation; **CL** 11th

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

Upon command, a *cycling* weapon is wreathed in energy, as the flaming property. Once per round as a free action, the wielder of a *cycling* weapon can change the elemental property, making it either *corrosive*, *flaming*, *frost*, or *shock*. The elemental energy does not harm the wielder. The effect remains until another command is given.

**Construction Requirements** Craft Magic Arms and Armor, *elemental touch*APG; **Price** +2 bonus
Crawling Tattoos

Crawling tattoos resemble standard psionic tattoos,
but their effects are often harmful rather than beneficial.
Like a psionic tattoo, a crawling tattoo can be scribed only
with a power of no higher than 3rd level that targets one
or more creatures. Exceptions are psychometabolism
(healing) powers 3rd level or lower, which can be scribed
even though they typically affect only the manifester, and
telepathy (compulsion) powers, which cannot be scribed
at all. Powers that normally have an area affect only one
target if scribed in a crawling tattoo. Otherwise, crawling
tattoos are treated as psionic tattoos until they are activated
by the wearer.

The wearer of a crawling tattoo can tap the tattoo as
a standard action that provokes attacks of opportunity,
mentally specifying a target (to which the wearer must have
line of sight). Instead of manifesting its stored power, the
tattoo animates, drops to the ground, and scuttles toward
the target. The original wearer need no longer concentrate
on the tattoo once animated.

The animated tattoo moves toward its designated target
in the same round when it is activated. Treat it as a Fine
construct that has AC 18, 10 hit points, a hardness of 5, speed
30 feet, and a bonus on attack rolls equal to the wearer’s
manifester level + his key ability modifier. Crawling tattoos,
unlike true constructs, are subject to illusions, darkness,
fog, and similar effects. Should the target be killed, teleport
away, or otherwise absent itself before the animated
tattoo reaches it, the wearer can reclaim the tattoo. If it is
destroyed, a crawling tattoo shatters and evaporates.

A crawling tattoo must enter the target’s square to attack
and thus provokes attacks of opportunity as it passes
through the target’s threatened area. The tattoo makes one
touch attack per round thereafter until it strikes its target
or is destroyed. On a successful attack, the power scribed
in the crawling tattoo affects the target if the target fails the
appropriate saving throw; however, powers that normally
allow a Reflex saving throw automatically affect the touched
target. Crawling tattoos can ferry beneficial powers as well
as harmful ones, and a target can allow the tattoo’s touch
attack to succeed if he or she desires.

Two examples of crawling tattoos are described below;
many more types are possible.

## **Crawling Tattoo of Concussion**

**Aura** faint psychokinesis; **ML** 1st

**Slot** —; **Price** 50 gp; **Weight** —

**Description**

This crawling tattoo delivers a concussion effect, dealing
1d6 points of damage to a creature hit by its touch attack.

**Construction**

**Requirements** Scribe Tattoo, *concussion blast*; **Cost** 25 gp.

## **Crawling Tattoo of Energy Bolt**

**Aura** faint psychokinesis; **ML** 5th

**Slot** —; **Price** 750 gp; **Weight** —

**Description**

Each of these tattoos is keyed to one energy type: cold,
electricity, fire, or sonic. This crawling tattoo delivers the
*Lanis’s energy bolt* power, dealing 5d6 points of damage of its energy type.

**Construction**

**Requirements** Scribe Tattoo, *Lanis’s energy bolt*; **Cost** 375 gp.
Craft Mystic Starfish

You can create a psionic mystic starfish that can fulfill the Concentration requirement of powers when you cannot.

**Prerequisite:** Manifester level 7th.

**Benefit:** You can create a mystic starfish. Doing so takes one day for each 1,000 gp. in its base price. The base price of a mystic starfish is equal to the highest-level power it can maintain, squared, and multiplied by 500 gp. To create a mystic starfish, you must use up raw materials costing one-half its base price.
Crystal of Elemental Knowledge

**Price** 1,000 gp (1st), 4,000 gp (2nd), 9,000 gp (3rd), 16,000 gp (4th), 25,000 gp (5th), 36,000 gp (6th), 49,000 gp (7th), 64,000 gp (8th), 81,000 gp (9th)

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

**Slot** none; **Weight** --

This crystal is the size of a child’s fist and is covered in eldritch runes, glowing in different shades depending on the element held within. Each *crystal of elemental knowledge* contains knowledge of one spell-like utility wild talent (such as wings of air) which can be determined by examining the crystal for 1 minute with a successful DC 15 Spellcraft check. If a creature with the utility wild talent class feature spends 24 hours attuning themselves to a crystal, they can use the contained utility wild talent as long as they would normally be able to select it (for example, a geokineticist cannot use a crystal containing earth glide until 6th level, or one containing acid pit if they aren’t also a toxikineticist and 8th level).

A creature cannot use a utility wild talent gained from a *crystal of elemental knowledge* as a prerequisite to take another utility wild talent and can only be attuned to one crystal at a time. If a creature has the expanded element class feature, they can attune themselves to an additional crystal for each time they have gained that class feature.

A *crystal of elemental knowledge* can also potentially contain an infusion instead. This functions similarly to one which contains a utility wild talent, except the user must have the infusion class feature instead of the utility wild talent class feature and must possess a kinetic blast to which that infusion is associated (for example, a hydrokineticist cannot use a crystal containing quenching infusion if they do not possess a kinetic blast to which quenching infusion is associated, or if they cannot select infusions (such as if they are a kinetic chirurgeon)).

A *crystal of elemental knowledge* is priced based on the level of the wild talent it contains.

**Construction Requirements**

**Cost** 500 gp (1st), 2,000 gp (2nd), 4,500 gp (3rd), 8,000 gp (4th), 12,500 gp (5th), 18,000 gp (6th), 24,500 gp (7th), 32,000 gp (8th), 40,500 gp (9th)

Craft Wondrous Item, must possess the contained wild talent
Dancing Shadow Style

You’ve learned to turn your evasive combat style into a
potent meditative technique.

**Prerequisites**: Cloak Dance, ability to generate a mind blade, psychic strike +1d8, Acrobatics 2 ranks, Stealth 7 ranks

**Benefit**: When performing a cloak dance (see the
Cloak Dance feat), you may charge your psychic strike.
Cripple

**Design** alteration (debilitation); **Level** 4

**Casting Time** 1 standard action

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

**Target** one creature

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

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

You significantly hinder a creature’s physical capability. Choose one of the following:

* -6 penalty to either Strength, Dexterity, or Constitution (minimum 1).
* -4 penalty on attack rolls, saves, ability checks, and skill checks.

**Overload**: When you overload this script, you gain different ways to hinder your target, based on the runic charges used:

* *Alteration*: Damage reduction (if any) is lowered by 10.
* *Creation*: Natural healing from rest is halved, and any healing applied to the target heals only half its normal hit points.
* *Destruction*: Once per round when it takes damage, it also takes an additional 1d6 damage of the same type.
* *Invocation*: All energy resistances are lowered by 10.
* *Manipulation*: Reduce all forms of movement by half.
* *Revelation*: -6 penalty to either Intelligence, Wisdom, or Charisma (minimum 1).

You may still only apply one effect to the target. In addition, for each runic charge used (of any type) the effect lasts for a longer time. One charge increases the duration to 10 minutes per level, two charges to 1 hour per level, three charges to 1 day per level, and four charges to permanent. A permanent *cripple* can only be removed by *break enchantment*, *disenchant*, *limited wish*, *miracle*, and *wish*.
Greencube

**greencube** is a main protagonist and former co-host in the Gold Bars Series, he is a member of The Search Party, a group dedicated to searching for the gold bars after Gold Bar stole them for blackcube.

 Trivia

* This is the first page to be created on this wiki.
* He is the second cube to appear in the entire series.
* greencube is the first cube created by Guhlactic, second being Copper, third being labocube.
* greencube was the co-host in Out in the City while Backpack was gone.
Dance of the Silver Hurricane

**Discipline:** Mithral Current (Counter)

**Level:** 9

**Prerequisites:** Four Mithral Current Maneuvers

**Initiation Action:** 1 immediate action

**Range:** Personal

**Target:** You

**Duration:** 1 round

Having reached the epitome of the Mithral Current discipline,
you know the dance of battle perfectly, and every step you
take is attuned to that deadly rhythm. After initiating this
counter, you can make a Perform (dance) check and use it
in place of your AC or CMD against any attack or combat
maneuver made against you until the start of your next turn.
In addition, any time an attack or combat maneuver misses
you during the duration of this counter, you can move up
to 10 feet as a free action. You may choose to not provoke
attacks of opportunity during this movement, or to provoke
attacks of opportunity as normal.

At the start of your next turn, make melee attack roll and
compare it to the AC of each creature that attacked you and
missed while this counter was in effect. If the attack roll hits
a target, it deals weapon damage as normal, and is treated
as silver for the purposes of vulnerabilities and overcoming
damage reduction. This attack affects creatures regardless of
the distance between you and your opponents. If you drew
your weapon as part of this counter, a struck opponent takes
an additional 1d6 points of damage for each time it missed
you while the counter was in effect (up to a maximum of
6d6 points of additional damage per creature).
Corrosive Phlegm

**Descriptors:** Acid, Fleshwarp

**Class:** Nexus, Promethean, Vizier, Volur

**Slot:** Neck

**Save:** Reflex (see text)

*Your throat swells as your muscles warp around rapidly growing nodules of acid-filled phlegm.*

Shaping this veil allows you to spit corrosive acid at your foes. This counts as a primary ranged natural attack that takes up your mouth, meaning it cannot be used in the same round as a bite natural attack. This acid spit has a range of 30 feet, and a maximum range increment of 5. Creatures struck suffer 1d6 points of acid damage, and 1 point of acid damage at the end of their next turn. Creatures adjacent to that target are splashed by this acid whether the attack hits or misses, taking 1 point of acid damage, and 1 point of acid damage at the end of their next turn. A successful Reflex save negates this splash damage. If you use your acid spit as a secondary natural attack, the saving throw DC is treated as 5 lower. Ongoing acid damage inflicted by this veil stacks with itself.

Ranged natural attacks function similarly to normal natural attacks, save that they use your Dexterity when making attack rolls with them and they provoke attacks of opportunity when used in melee. Ranged natural attacks do not add your Strength or Dexterity modifiers to their damage rolls unless stated by the attack. They can be combined with other natural attacks as part of a full attack as normal, but if combined with a manufactured weapon they are treated as secondary natural attacks. They do not need to be reloaded, and automatically produce their own ammunition for each attack.

**Essence:** For each point of essence invested in this veil the initial damage of your acid spit increases by 1d6, the splash damage of your acid spit increases by 1, and the ongoing damage of your acid spit increases by 1 and lasts an additional round.

**Chakra Bind (Neck):** Binding this veil to your Neck chakra allows you to fire a greater volume of acidic phlegm at once. Whenever you make an attack using your acid spit as part of a standard or full-round action, you may make an additional attack using your spit at a -5 penalty.
Curse of Impending Doom (veil)

**Descriptors**: Brand, Curse

**Class**: Guru, Huay, Nexus, Promethean, Vizier, Volur

**Slot**: Headband

**Saving Throw**: Will negates

*You inflict the target with impending doom, bringing them even closer to defeat and despair.*

The branded creature gains a doom mark for as long as they are branded, and suffers a -1 penalty to their saving throws against death, curse, and negative energy effects.

This mark can only be seen by you and outsiders tied to death and entropy, such as psychopomps and daemons. Outsiders who can see a creature with a doom mark upon it always treat such creatures with hostility. Whenever a creature you’ve placed a doom mark on dies while the mark is active, you gain 1d6 temporary hit points as their soul is drawn through the brand to you before it passes on, plus an additional 1d6 temporary hit points per point of essence invested in this veil at the time of the creature’s death. You only gain these temporary hit points if the creature has at least half as many hit dice as your veilweaving level (rounded down, minimum 1).

**Essence**: For every 2 points of essence invested in this veil, the penalty to saving throws imposed by the veil worsens by -1.

**Chakra Bind (Headband): [G11, Hu12, N12, P12, Vi12, Vo11]** Binding this veil to your Headband chakra allows the curse to spread to other creatures when the bearer of the brand is slain, and further empowers the energy you gain by channeling their soul. When the branded creature is slain, you can attempt to place this brand on another creature you can see as a free action, even if it isn’t your turn. That creature receives a saving throw against the brand as normal.

Additionally, when the branded creature dies you gain 1 point of temporary essence, plus 1 additional point for each essence invested in this veil at the time of the creature’s death, for 1 minute. This temporary essence stacks with itself.
Crystalline Blast

**Element(s)** earth and machine; **Type** composite blast (Sp); **Level** --; **Burn** 2; **Aura** conjuration (creation) [earth]

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

**Blast Type** physical; **Damage** piercing

Your machines cut non-valuable gem matter into razor sharp crystalline shards to shoot into your foe.
Dampened Blast

**Prerequisite(s)**: Kineticist 4th.

**Benefit**: You can reduce your kinetic blast’s effective spell level by any amount, to a minimum of 1st. If you reduce your kinetic blast’s effective spell level this way, it deals damage as if your kineticist level was twice the chosen spell level.

**Normal**: Your kinetic blast’s effective spell level is always 1/2 your kineticist level, to a maximum of 9th.
Corpomancy

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

You can perform the Prognostication occult skill unlock even if you do not possess the Psychic Sensitivity feat or the ability to cast psychic spells, but only when using extispicy or osteomancy (those with Psychic Sensitivity or the ability to cast psychic spells can perform any form of prognostication as normal). In addition, when performing prognostication using extispicy or osteomancy, you can accept 1 point of burn to reduce the casting time to one full round and add a circumstance bonus equal to 10 + your kineticist level to your Sense Motive check after you’ve rolled it but before the results are revealed. Prognostication performed this way can be used a number of times equal to your Constitution modifier per creature per 24 hour period.

## **Deadly Premonition**

**Element(s)** viscera; **Type** utility (Sp); **Level** 4; **Burn** 0

**Prerequisite(s)** corpomancy

You can use corpomancy to perform extispicy using your own intestines, taking 6d6 damage and 2d3 bleed damage to simulate the effects of the *divination* spell, except information gleaned this way is always correct. This damage and bleed is prevented if you possess the visceral whip wild talent or if this is used again after the first use but before you receive any healing, but the damage cannot be prevented or reduced otherwise.
Crystalline Needle Blast

**Element** universal; **Type** composite blast (Sp); **Level** —; **Burn** 2

**Prerequisites** psionic subtype

**Blast Type** physical; **Damage** half piercing, half elemental

You fire a swarm of charged crystals that explode with
elemental energy after piercing the target. This blast deals
half piercing damage and half damage of your active energy
type. Any kineticist with the psionic subtype automatically
learns this composite blast when they gain their first
expanded element or reach kineticist level 7th (whichever
is sooner), regardless of their elemental focus. For the
purposes of applying infusions, this blast counts as one
of the following simple blasts, depending on your active
energy type: *cold blast* (cold), *electric blast* (electricity), *fire*
*blast* (fie), or *sound blast* (sonic).
Cursed Fate

**Discipline:**Veiled Moon (Strike) (Mind-affecting)

**Level:**2

**Initiation Action:**1 standard action

**Range:**Melee or ranged attack

**Target:**One creature

**Duration:** Instantaneous

The disciple can befuddle and bewilder his opponent with this strike, causing a grave imbalance in the psyche of the victim. The initiator must make a successful attack against the target, inflicting an additional 2d6 points of damage and the target must attempt a Will save (DC 12 + initiation modifier) or suffer a -4 to all d20 rolls until the disciple’s next turn.
Crab Cruncher

**Discipline:** Surging Shark (Strike) [lock]; **Level:** 6

**Prerequisites:** Two Surging Shark maneuvers

**Initiation Action:** 1 Standard Action

**Range:** Melee or ranged attack

**Target:** One creature

**Duration:** Instantaneous

You crush your foe with mighty blows, rending flesh and holding them fast. When you initiate this maneuver you can make two attacks at your full attack bonus. Each attack deals an additional 3d6 damage. If both attacks hit you make an additional attack at your highest attack bonus that deals 4d10 additional damage and automatically locks the target.
Damaged Glassware

Goddammit. Do you know how long this will take to clean
up? Get the bloody dustpan and *PUT SOME SHOES ON*.

**Prerequisites:** Two Riven Hourglass maneuvers
known, two Shattered Mirror maneuvers known.

**Benefit:** Whenever you initiate a Riven Hourglass
strike while maintaining a Shattered Mirror stance, you
may choose one target of the strike or creature in the
strike’s area. All squares within 10 feet of the chosen
creature are filled with shards of glass, even if the
strike misses or is otherwise negated. These function
as caltrops, except that they disintegrate into sand after
1 hour and have no value. The shards of glass gain an
enhancement bonus on their attack and damage rolls
equal to the level of the strike used, and bypass damage
reduction as though they were a weapon with that
enhancement bonus.