recursal/Fanatic-Fandom huggingface dataset:
Culicidite

You metamorphose into a mosquito marine entobian.

**Prerequisites:** Nymphite, Metamorph feat, Character level 5.

**Benefit:** You gain the following racial traits:

* **+2 Dexterity, +2 Constitution, -2 Strength, -2 Charisma:** Culicidites are fast and hardy, but also somewhat physically weak and slightly annoying.
* **Flying:** A culicidite can use a pair of insect-like wings to fly for a number of minutes per day equal to its character level, with a speed of 40 feet and good maneuverability. This duration does not need to be consecutive, but it must be used in 1 minute increments. Fly becomes a class skill for a culicidite.
* **Slow Swim Speed:** Culicidites have a base swim speed of 20 feet. They seem awkward underwater.
* **Blood Drain:** With a successful bite attack, a culicidite drains blood, inflicting 1 point of Constitution damage.
* **Spell-Like Ability:** Culicidites can use *vanish* once per day as a spell-like ability. The caster level for this ability is equal to the culicidite’s character level.
* **Welt:** The bite of a culicidite forms an irritating welt on the affected area that imposes a -2 conditional modifier to skill checks for one day if the opponent fails a DC 10 Fortitude save. A DC 10 Heal check or any cure spell negates the penalty. Both the save DC and check DC are modified by the culicidite's Constitution modifier.
Craft Robot

You can build robots.

**Prerequisites**: Craft Technological Arms and Armor, Craft Technological Item, Technologist, Craft (mechanical) 9 ranks, Knowledge (engineering) 9 ranks.

**Benefit**: You can create robots, provided you have access to a robotics lab and the necessary materials. A robot’s price is equal to its CR × 20,000 gp, and the cost to create one is half this amount. Creating a robot takes 1 day for every 1,000 gp of its price. At the end of the process you must attempt a single Craft (mechanical) skill check to finish the robot. Failing this check means that the robot doesn’t function and the materials and time are wasted. The DC for this skill check is equal to 20 + the robot’s CR (minimum 21). A newly created robot has average hit points for its Hit Dice.

**Special**: A robotics lab is required to craft robots and uses 200 charges each day it is in operation. Technological laboratories are described in the official *Pathfinder Roleplaying Game* guide to technology.
Curse of the Smoking Mirror

**Discipline:**Shattered Mirror (Strike) [curse]

**Level:**5

**Prerequisites:**Two Shattered Mirror maneuvers

**Initiation Action:**1 standard action

**Range:**Melee attack

**Target:**One creature

**Duration:**Instantaneous (see text)

With an obsidian-edged blow, you reflect an enemy’s malice back onto itself, tainting them from within. Make a melee attack. If it hits, it deals weapon damage as normal, and the target must succeed at a Will save (DC 15 + your initiation modifier) or fall prey to a reflected curse for a number of rounds equal to your initiation modifier. While affected, the target becomes cursed, and whenever it deals damage (by any means) during this time it takes an equal amount of damage of the same type(s). Damage reduction, resistances, and immunities are applied to this damage as normal.
Cat-tastrophy

**School:** conjuration (summoning); **Level:** Arcanist/sorcerer/wizard 9, cleric/oracle 9, druid 9, shaman 9

**Casting Time:** 1 full-round action

**Components:** V, S, F (A pair of wooden cat ears that must be worn on the head for the duration)

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

**Area:** 1-mile radius circle

**Duration:** 1 hour

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

Casting *cat-tastrophy* creates black stormclouds overhead. For the next hour, the stormclouds pour down not rain, but aggressive house cats. These cats take no damage from falling from the sky, and begin attacking any non-cat creature in sight, although the caster may designate any number of individuals to be exempt from this spell. This spell produces 1d100 plus the caster’s caster level in house cats per round over a 1-mile radius, although the caster may choose to focus this into a 30ft radius as a free action during the duration of the spell. At the end of this spell, the housecats disappear by running down alleyways, hiding under dressers, retreating into the forest, etc.

If a creature is slain by a house cat created by this spell, after 1 round, a number of housecats will claw their way out of the corpse. The number of house cats is equal to the creature’s hit dice to the power of 2. (Thus, a 2HD creature would create 4 house cats, while a 3HD creature would create 9 house cats, and so on). If that creature possessed one or more templates; the cats inherit those templates.

This spell can be made permanent with *permanency* spell, although this effect only happens while the cat ears are worn.
Curse of the Twisted Reflection

**Discipline:**Shattered Mirror (Strike) [curse, mind-affecting]

**Level:**3

**Prerequisites:**One Shattered Mirror Maneuver

**Initiation Action:**1 standard action

**Range:**Melee attack

**Target:**One creature

**Duration:**Instantaneous (see text)

With a hideous strike, you distort the perceptions of your enemies. Make an attack. If it hits, it deals weapon damage as normal, and the target must succeed at a Will save (DC 13 + your initiation modifier) or become confused for a number of rounds equal to your initiation modifier. In addition, a struck target becomes cursed for a number of rounds equal to your initiation modifier, regardless of whether or not it succeeded on its save.
Cursed Items

Psionic items, like magical items, can come with curses.
Below are new curses for psionic items.

 34-66
 67-100

**Backfire:** The embedded psionic effect of the cursed item
targets the user instead of its intended target.

**Exhausting:** A cursed item of this sort resembles a
normal psionic item with a power that can be freely
activated (chosen randomly), but it instead drains the user
of the amount of power points needed to manifest the power
whenever he activates its power.

**Subversive:** A cursed item of this sort appears identical
to a standard psionic item. However, it holds an inner
malice for the wearer, whose saving throws take a constant
-2 penalty. The owner isn’t instantly aware of this penalty
but may become aware after a while, when it becomes clear
that he fails saves that others make with the same result on
the saving throw.
Corset of Resistance

**Aura** faint abjuration; **CL** 5th

**Slot** chest; **Price** 1,000 gp ( +1), 4,000 gp ( +2), 9,000 gp ( +3), 16,000 gp ( +4), 25,000 gp ( +5); **Weight** 1 lb.

**Description**

This corset is made of stylishly colorful threads, woven
together in a pattern of rainbows over some hard plates
(typically carved animal bones, but rarely plates of mithral
alloys or rare woods are used). The corset is worn beneath
the clothes, and is tightened to give a snug fit. This garment
offers magic protection in the form of a +1 to +5 resistance
bonus on all saving throws (Fortitude, Reflex, and Will).

**Construction**

**Requirements** Craft Wondrous Item, *resistance*, creator's caster level must be at least three times the corset's bonus; **Cost** 500 gp (+1), 2,000 gp (+2), 4,500 gp (+3), 8,000 gp (+4), 12,500 gp (+5)
Cast Rune

Even if you are not a practitioner of rune magic, you are protected by a specific rune present in your name or influencing your day of birth.

Benefit: Select one rune as per the Patron Rune trait. You may invoke your patron rune once per day to gain its benefits, as listed under “Runic Divination”. The rune’s effects last for 1 hour, or until you use its granted power once (whatever happens first).

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it grants a new rune you can invoke.
Darkness Dragon

**Descriptors**: Darkness, cold

**Class**: Eclipse, Helmsman, Huay, Spellweaver, Stormbound, Vizier

**Slot**: Feet, Belt

**Saving Throw**: None

*Scales like midnight, teeth like shadow, breath*
*that saps light and life.*

While this veil is shaped strands of shadow
and darkness weave around your legs, lightening
your step and granting you a +2 insight bonus
on Acrobatics and Fly checks. Whenever you
succeed on an Acrobatics check to avoid attacks
of opportunity from a threatening opponent, your
body partially transforms into a shadowy state,
allowing you to ignore non-magical difficult terrain
and preventing you from provoking any further
attacks of opportunity due to movement until the
end of your turn.

**Essence:** For each point of essence invested in this veil
the insight bonus to Acrobatics and Fly checks
increases by +1.

**Chakra Bind (Feet): [E6, He5, Hu4, St2, Vi4]** While this veil is bound to your Feet chakra you
gain the ability to conjure a Large, quasi-real,
draconic creature that can be used as a mount
(the exact coloration can be customized as you
wish) as a standard action. It can be ridden only
by you or by one person for whom you specifically
created it. The shadow dragon has a telepathic
connection to its rider and follows any commands
instinctively, using its own actions to do so.
Animals shun it and refuse to attack it. You cannot
have more than 1 darkness dragon created in this
manner at a time, plus an additional 1 dragon per
3 points of essence invested; you must conjure
each dragon individually.

The dragon has AC 16 (–1 size, +2 natural
armor, +5 Dex), 10 hit points, and a base
speed and fly speed of 20 feet with average
maneuverability while flying. It can bear its rider's
weight plus up to 10 pounds per veilweaver level.
For each point of essence invested in this veil the
dragon increases its natural armor bonus by +2,
gains an additional 10 hit points, and increases its
base and fly speeds by 10 feet.

**Chakra Bind (Belt): [E18, He12, Hu16, St14, Vi16]** In addition to the benefits of the Feet chakra,
binding this veil to your Belt chakra grants the
darkness dragon a bite primary natural attack
dealing 1d8 damage + 1d8 negative energy
damage per point of essence invested, and
two claw primary natural attacks dealing 1d6
damage + 1d6 cold damage per point of essence
invested. If you have the enigma class feature,
the darkness dragon’s attacks may benefit from
any enigma you know. The darkness dragon gets
no additional damage from bonuses to Strength
and has a bonus to hit equal to your veilweaver
level + your veilweaving modifier + the number
of points of essence invested in this veil. The
darkness dragon also has a breath weapon that
can be used every 1d4 rounds, dealing 1d6
negative energy damage per veilweaver level to
all creatures within a 60 foot cone.
Crushing Roots

**School** conjuration (creation) [plant]; **Level** druid 7, shaman 7

**Casting Time** 1 standard action

**Components** V, S

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

**Targets** one creature/3 levels, no two of which can be more than 30 ft. apart

**Duration** instantaneous, then 1d3+1 rounds

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

You conjure massive roots to ensnare and crush your foes. Each creature takes 1d6 bludgeoning damage per two caster levels (max 15d6), is dazed for 1 round by the constricting plants, then wrapped by the roots, entangling them for 1d3+1 rounds (though they can still move). A Reflex save halves the damage, negates the dazing effect, and halves the duration of the entanglement.

A creature entangled by the roots must make a Reflex save at the start of its turn each round it is entangled or take a further 4d6 bludgeoning damage as the plant matter continues to crush it. Succeeding on this Reflex save negates the damage for that round only. An entangled creature can attempt to break free as a standard action by making a Strength or Escape Artist check: the DC of this check is equal to the DC of this spell + 5. If they succeed they escape the roots, ending the spell for that target only.
Crown of Inevitable Command

**Descriptors:** none

**Class:** Helmsman, Promethean, Vizier

**Slot:** Headband

**Saving Throw:** none

Pulsing with authoritative energy, this akashic crown can penetrate the mental defenses of even the most resistant foes.

The wearer of this veil gains the ability to exert control over opponents normally resistant to such tactics. When you shape this veil, choose one type of creature who normally gains a bonus to saves against mind-affecting effects (such as the bonus to saves against enchantment effects from an elf’s elven immunities or a halfling’s bonus to saves from their fearless racial trait). All creatures of this type within 30 feet take a –1 penalty on all saves with which they would normally receive that benefit.

**Essence:** For each point of essence invested in this ability, increase the penalty to saves by 1.

**Chakra Bind (Headband): [H14, P12, Vi12]** Binding this veil to your headband chakra allows you to command even foes normally immune to mind-affecting effects. When you shape this veil, choose one creature type normally immune to mind-affecting effects (such as plants, constructs, undead, or oozes). While within 30 feet of you, these creatures lose their immunity to mind-affecting effects, instead gaining only a +6 racial bonus to saves against mind-affecting effects. You cannot select the same creature type for the primary and bind abilities of this veil.
Crystalline Bonds

**Discipline:** Metacreativity (Creation); **Level:** Shaper 4

**Display:** Mental and visual

**Manifesting Time:** 1 standard action

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

**Target:** One Medium or smaller creature

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

**Saving Throw:** Reflex negates; **Power Resistance:** No

**Power points:** 7

You create rope-like coils of crystal that encircle your
foe, gagging and immobilizing him, dealing 3d6 points of
damage and 1d6 points of damage every round thereafter,
as the crystal tightens against the target.

A creature caught by the crystal can attempt purely
mental actions, but must make a concentration check (DC
20 + half the continuous damage dealt) to manifest powers. The creature can attempt to break free by spending 1 round
and making a DC 20 Strength or Escape Artist check. The
bond can alternatively be cut to break the target free. The
crystal has AC 5, hardness 12, and 30 hit points.

**Augment:** This power can be augmented in one or more
of the following ways.

* For every 2 additional power points spent, this power can affect a target of one size category larger.
* For every 2 additional power points spent, the continuous damage increases by 1d6 points of damage.

In addition, for every 2 additional power points spent on
either of the above options, the power’s save DC and the DCs
to break free increase by 1.

## Mythic Crystalline Bonds

Add your tier to the damage dealt by the coils and the DC to break free.

**Augmented:** If you expend one use of mythic power, you add your tier to the hardness and AC of the bonds.
Create Air

**School:** conjuration (creation) [air]; **Level:** cleric 0, kahuna 0, inquisitor 0, paladin 1

**Casting Time:** 1 standard action

**Components:** V, S

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

**Effect:** up to 1 cubic foot of air/level

**Duration:** instantaneous

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

This spell generates a single bubble (or several small bubbles if the caster desires) of clean air. Air can be created in an area as small as will actually contain the gas (and still maintain equalized pressure inside the container) or in an area three times as large—possibly filling many small receptacles or floats. Most containers when filled with air become positively buoyant, and will float to the surface (treat as a Float of the appropriate size). 1 cubic foot of air has a buoyancy rating of 650. This spell can also be used to aerate stagnant water.

Note: Conjuration spells can't create substances or objects within a creature. If the bubble of air is cast around a creature, the creature does not travel with the air to the surface (the air simply bubbles to the surface, leaving the creature behind).
Champion the flock

**Discipline** telepathy; **Level** highlord (shepherd) 1

**Display** mental, visual

**Manifesting Time** 1 standard action

**Range** see text

**Duration** 1 round/level

**Saving Throw** none; **Power Resistance** no

**Power Points** 1

**DESCRIPTION**

You must be a highlord following the tenets of unity to manifest this power. You cannot learn this power with the Expanded Knowledge feat or similar abilities.

You become capable of representing your collective in battle, channeling their supernatural power through the mental link that you establish, and forming temporary ectoplasmic versions of their weaponry and forms if they choose to attack through you.

At the end of each of your turns, you choose an ally in the collective within close range of you. Until the end of your next turn, that ally becomes capable of using your location as if it were their own for the purposes of determining line of sight and range of their attacks.

If you manifest this power while you are still under its effects, then the duration of the oldest manifestation of this power ends.

**Augment:** This power can be augmented in one or more of the following ways.

* For every additional power point you spend, the first time in each round that an ally deals damage while attacking or using an effect through you, they deal 1 additional point of damage. This damage is doubled for effects that did not require an attack roll.
* If you spend 3 additional power points, creatures affected by this power can use your location as if it were their own as long as they remain within long range (400 feet + 40 feet per level) of you.
* If you spend 4 additional power points, whenever a creature makes use of this power to act through your location, you gain temporary hit points equal to their Hit Dice until this power ends. These hit points do not stack with themselves; only the highest number applies.
* For every 4 additional power point you spend, you can choose an additional ally to affect at the end of each of your turns.
Dark Authority

Those you have Claimed tremble at the mere thought of
defying you.

**Prerequisites:** Ability to Claim creatures.

**Benefit:** Creatures Claimed by you take a penalty on
attack rolls against you equal to the number of creatures
you currently have Claimed.

**Special:** Characters with the Dark Allure feat cannot
take this feat.
Curving Ray Shot

**Discipline:**Solar Wind (Strike)

**Level:**1

**Initiation Action:**1 standard action

**Range:**Ranged attack

**Target:**One creature

**Duration:** Instantaneous

The disciple’s keen eyes allow him to fire his weapon around his foe’s cover. The initiator makes an opposed Perception check against target’s Armor Class before making a single ranged attack; if successful then the foe’s cover is negated.
Crossbow Mastery

You can load crossbows with blinding speed and even fire them in melee with little fear of reprisal.

**Prerequisites**: Dex 15, Point-Blank Shot, Rapid Reload, Rapid Shot.

**Benefit**: The time required for you to reload any type of crossbow is reduced to a free action, regardless of the type of crossbow used. You can fire a crossbow as many times in a full attack action as you could attack if you were using a bow. Reloading a crossbow for the type of crossbow you chose when you took Rapid Reload no longer provokes attacks of opportunity.

**Special**: Starting at 6th level, a ranger with the archery combat style may select Crossbow Mastery as a combat style feat.
Cuirass of Confidence

**Descriptors:** mind-affecting

**Class:** Daevic, Helmsman, Lunar, Promethean, Vizier

**Slot:** Chest

**Saving Throw:** Will negates

This golden veil is a pure construct of your unwavering belief that the world is rightfully yours.

While wearing this veil you project an unshakeable aura of authority that makes other beings naturally inclined to trust you. The attitude of any creature that fails a Will save against this veil is automatically improved by one step; they must make this save as soon as they come within 60 feet of the wearer. This ability lasts for 1 hour per character level at which point the affected target’s attitude drops one step. Any improvements to the affected creature’s attitude resulting from successful Diplomacy checks or other similar actions taken after the creature was affected by the ability remain. This veil has no impact on creatures without sight. Once a creature has passed or failed their save against this ability they cannot be affected again for 24 hours.

**Essence:** For each point of essence invested in this ability you gain a +1 insight bonus to Diplomacy checks against any creature that has been affected by this veil’s primary ability within the past 24 hours.

**Chakra Bind (Chest): [D19, P18, V18]** Binding this veil to your Chest chakra imbues it with even more potent abilities; when an opponent targets you with a melee or ranged attack, you can spend an immediate action to make a Diplomacy check. You can use the result as your AC or touch AC against that attack. If this attack comes from an opponent against whom you would gain a bonus to Diplomacy checks, that bonus applies to this check as well.
Crocodile Armor

**Aura** faint transmutation; **CL** 12

**Slot** armor; **Price** 25,400 gp.**; Buoyancy** 0 bu.

**DESCRIPTION**

This *+2 scaly armor* comes complete with a helm made of crocodile bone, and the crocodile’s tail remains attached to the armor. *Crocodile armor* grants the wearer a +10 to Acrobatic skill checks while underwater, and the ability to hold their breath for a number of rounds equal to four times their Constitution score before they risk drowning. In addition once a week the wearer may transform into a crocodile equal to their size, for up to five minutes per day.

**CONSTRUCTION**

**Requirements** Craft Magic Arms and Armor, *beast shape III*; **Cost** 12,875 gp.
Cursed Razor Massacre

You tear into your victims like a plague-laced wind.

**Prerequisites:** Cursed Razor Style, Cursed Razor Plague, Spellcraft 11 ranks.

**Benefit:** Once per round, when you hit a cursed
creature with a melee attack, you can make a melee
attack against a different cursed creature within your
reach at your highest base attack bonus as a free action,
even if it isn’t your turn.
Crouching Lion

**Discipline:** Roaring Mouse (Stance) [trick]; **Level:** 1

**Prerequisites:** None

**Initiation Action:** 1 swift action

**Range:** Personal

**Target:** You

**Duration:** Stance

You move with a strange grace, befuddling your enemies. While maintaining this stance, any Roaring Mouse maneuvers with durations greater than instantaneous last for 1 round longer than normal (including the duration of effects or conditions imparted by these maneuvers). This increases by 1 additional round for every 6 initiator levels you have. The maneuver must be performed while you are in this stance, and if you leave it, this effect immediately ends.

In addition, any creature you hit with a melee weapon (including natural weapons) becomes tricked for a number of rounds equal to your initiation modifier. This stance’s effect resolves after other effects relating to the attack (such as strikes or weapon properties).
Curse of the Lightless

**School** necromancy [curse, darkness, shadowmorph]; **Level** cabalist 5, cleric 5, medium 4, mesmerist 5, nightblade 5, occultist 5, sorcerer/wizard 6, spiritualist 5, witch 5

**Casting Time** 1 standard action

**Components** V, S, F (a broken mirror)

**Range** touch

**Target** creature touched

**Duration** permanent

**Saving Throw** Will partial; **Spell Resistance** yes

With a touch you curse your foe to a life of exile in darkness. Upon failing its saving throw, the creature’s shadow immediately and permanently vanishes. All spells that utilize the creature’s shadow or have the shadowmorph descriptor (such as *penumbral courier* or *shadow wound*) are dispelled and cannot be used on the target as long as the curse persists. Creatures with the shadow surge class feature lose any shadow surges they currently have and cannot gain shadow surges as long as they are cursed. Any object or creature hidden in the creature’s shadow, such as from a nightblade’s shadow familiar ability, is expelled and appears in an adjacent space to the creature. Exposing the target to bright light staggers it so long as it remains in the light. The creature is also treated as an undead creature for determining the damage of spells that deal additional damage to undead, such as *wall of fire* or *sunburst*. This does not grant the creature the ability to be healed by negative energy, nor is it harmed by positive energy (unless it already was beforehand).

Twenty-four hours after the curse is bestowed, the creature’s weakness to bright light becomes lethal. From then on, exposing the creature to direct sunlight staggers it on the first round of exposure and destroys it utterly on the second consecutive round of exposure if it does not escape, similar to a vampire. This is in addition to the previously described penalties the curse brings.

A creature that makes its Will save is staggered for 1 round if it is in bright light, but suffers no further effects. The curse bestowed by this spell cannot be dispelled, but it can be removed with a *break enchantment*, *limited wish*, *miracle*, *remove curse*, or *wish* spell.

While a creature can learn to live with the curse, in lands where vampires are a threat or feared, the curse can make the creature the subject of superstition or outright hostility from others.
Crown of Lightning

**Descriptors**: Electricity

**Class**: Guru, Helmsman, Nexus, Vizier

**Slot**: Headband

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

*Electricity crackles upon your brow, forming the shape of a crown that denotes your standings over its power.*

Shaping this veil grants you a +2 insight bonus to damage rolls made with your attacks and abilities that deal electricity damage. This additional damage dealt is electricity damage. Whenever you attack a creature with an ability or weapon that deals electricity damage, if that creature is wearing metal armor or wielding a metal weapon you gain a +1 insight bonus to attack rolls against them with that attack.

**Essence**: For each point of essence invested in this veil, the insight bonus to damage granted by this veil increases by +2, and the insight bonus to attack rolls grants by this veil increases by +1.

**Chakra Bind (Headband): [Guru 11, Helmsman 14, Nexus 12, Vizier 12]** Binding this veil to your Headband chakra allows you to imbue creatures with a powerful electric charge that discharges painfully if overly disturbed. As a standard action, you can create a 15-foot radius burst of electricity within Medium range (100 feet + 10 feet per veilweaving level) of you. Creatures in this area must make a Reflex saving throw or become charged with a powerful electric charge for 1 round per point of essence invested in this veil. Creatures wearing metal armor or wielding a metal weapon suffer a -5 penalty to this saving throw. If an electrically charged creature takes a full-round action, or takes both a standard and move action in the same turn, the electricity discharges, causing them to suffer 1d6 points of electricity damage, plus 1d6 per point of essence invested in this veil. If a creature that is already charged fails a saving throw against this effect, the first charge is painfully discharged and then they are charged anew
Crushing Thunder

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

**Level:** 2

**Initiation Action:** 1 standard action

**Range:** Melee

**Target:** One creature

**Duration:** Instant

On a successful attack, the initiator strikes their opponent with concussive force, dealing normal damage and dazing them for 1 round unless they succeed on a Fortitude save (DC 12 + primary initiator modifier). A successful save negates the dazed condition but the target is still damaged as normal.

**Special:** If the initiator has the Spark of Inspiration feat, they may spend an additional stamina point when activating this maneuver to increase the DC to resist the daze effect by +2.
Courtesan's Cloak

**Descriptors:** none

**Class:** Daevic, Eclipse, Guru, Radiant

**Slot:** Shoulders, Neck

**Saving Throw:** none

It’s said this veil was first developed by a famed courtesan who wore it to guard herself from the prying eyes and jealous retributions of her lover’s wives.

The wearer of this veil gains a +1 insight bonus to their armor class against ranged attacks and a +1 insight bonus to saving throws.

**Essence:** For each point of essence invested in this veil the bonus to armor class increases by +1. For every two points of essence invested the bonus to saving throws increases by +1.

**Chakra Bind (Shoulders): [D10, E15]** Binding this cloak to your Shoulders chakra gives you a preternatural edge in avoiding unseen attacks. You gain Evasion, as the Rogue class feature.

**Chakra Bind (Neck): [D12/16, G14, R12]** Binding this veil to your Neck chakra unlocks its maximum potential; you gain Improved Evasion, as the Rogue Advanced Talent.
Daevic Veil List

### Minor Veils

This ruleset for Akashic Mysteries introduces a new category of veils that fill in some of the gaps left by the ruleset’s lack of a cantrip-level ability for veilweavers. These rules help to diversify the abilities of veilweavers at low levels with new utility abilities that don’t require them to give up their core veils.

Minor Veil List

### Veil Sets

Certain abilities and effects call out veils from certain "veil sets".

Veil Sets can be found here.

### Headband Slot Veils

 Delver's Goggles | Gain bonuses to Perception and gain darkvision
 Dreamcatcher | Gain bonus to selected Knowledge skills
 Halo of Polaris | Create icy shurikens and always know where north is
 Network Interfacer | Gain detect mindscape at will and bonuses to Knowledge checks
 Roshambo | Challenge foes to roshambo, with the loser taking damage
Correspond

**Discipline:** Telepathy [Mind-Affecting]; **Level:** Highlord 4, psion/wilder 4, tactician 4

**Display:** Mental

**Manifesting Time:** 10 minutes

**Range:** See text

**Target:** One creature with an Intelligence score of 3 or higher

**Duration:** 1 round/level

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

**Power Points:** 7

You forge a passive mental link with a creature with
which you have previously had physical or mental contact.
The subject need not be within sight or even on the same
plane as you are. The subject recognizes you, and you can
mentally communicate with it for the duration (though
nothing forces the subject to respond to you), exchanging
messages of twenty-five words or less once per round.
Receiving a message is not an action and does not provoke
attacks of opportunity; however, sending a message is
equivalent to a standard action that can provoke attacks of
opportunity. You do not need line of sight or line of effect
to use this power.

**Augment:** If you spend an additional 4 power points, the
power’s duration increases to 10 minutes/level.

## Mythic Correspond

You can communicate with an additional number of creatures equal to your tier and can choose whether or not those can communicate through you with the other creatures affected by *mythic correspond*.
Craftsman's Belt

**Descriptors**: None

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

**Slot**: Belt

**Saving Throw**: None

*This brown leather belt holds a myriad of pouches and items that change depending on the skills of the shaper.*

While this veil is shaped, you gain a +2 insight bonus to each craft or profession skill you have at least 1 rank in.

As a swift action you may withdraw a tool or set of tools commonly used for one of the aforementioned skills whose value does not exceed 50 gp. You may only have one tool or set of tools this way, and these tools disappear when new ones are withdrawn from the veil. If these tools ever move more than 30 feet away from you, they immediately disappear. They also disappear if the veil is suppressed or unshaped.

Finally, this belt and its pouches can also be used to hold items. Treat this as an extradimensional storage space that holds an amount of lbs of weight equal to 10 times your veilweaving modifier + your veilweaving level. Placing items into and drawing items from this extradimensional space can be performed as a swift or move action. If this veil is unshaped or you are killed, any items stored within the veil pour out into your space. You cannot access this storage space while the veil is suppressed.

**Essence**: Each point of essence invested in this veil increases the insight bonus to the Craft or Profession skills granted by this veil by 1.

**Chakra Bind (Belt): [D13, E18, G17, He12, Hu16, K14, L14/16, N16, P16, R15, St14, Vi16, Vo17]** You can use make whole, minor creation, and major creation as spell-like abilities. You may use each of these spell-like abilities a number of times per day equal to your veilweaving modifier, using your veilweaving level as your caster level and your veilweaving modifier as your casting ability modifier.
Boots of Temporal Acceleration

**Aura** Strong psychoportation; **ML** 15th

**Slot** feet; **Price** 43,200 gp; **Weight** 1 lb.

**Description**

These boots allow the wearer to speed up his own
time frame for 2 rounds as if using the power *temporal acceleration*. The wearer can use this power once per day.

**Construction**

**Requirements** Craft Wondrous Item, *temporal acceleration*; **Cost** 21,600 gp
Countersurge

You can invoke your surge to disrupt powers and spells.

**Prerequisites:** Improved Initiative, wild surge class
feature, manifester level 6th.

**Benefit:** You may invoke your wild surge as an
immediate action in response to a power being
manifested, or a spell being cast, within 100 feet of you.
If you do, the source of the power or spell must succeed
at a Will save (DC 10 + 1/2 your manifester level + your
Charisma modifier) or that power or spell has its caster
or manifester level (and, as a result, all effects dependent
on caster or manifester level, such as damage and
range) reduced by an amount equal to your wild surge’s
intensity. If this would reduce the power or spell’s level
below the minimum needed to cast it, that power or spell
is still cast, though a spell or power with its caster level
reduced to 0 or lower is negated and has no effect. Using
this feat increases your chance of psychic enervation by
20%. You must declare that you are using this feat after
the power is manifested or the spell is cast, but before its
results are determined.
Crushing Python

**Discipline:** Brutal Crocodile (Strike)

**Level:** 7

**Prerequisites:** Three Brutal Crocodile Maneuvers

**Initiation Action:** 1 standard action

**Range:** Melee

**Target:** One Creature

**Duration:** Instant

Seizing hold of the target, you wrap your body around them and begin crushing the life from their fragile form. Make an attack with a discipline weapon against the target. On as successful hit, you grapple the target and cause it to take 1d6 points of Constitution damage every round that you maintain the grapple.
Creature Types and Subtypes

Bloodforge adds several new subtypes that help describe
mixed heritage, whether through birth or mutation.
Subtypes add additional abilities and qualities to a creature.

* **Aura Sight (Su):** A neutral subtype creature can perceive alignment automatically of a single creature each round as a free action. Treat this as though the creature had been subject had been targeted by the appropriate detect spell and viewed for 3 rounds
* **Opposed Essence (Su):** A neutral subtype creature gains a +1 to attacks, damage, and the DCs of abilities, spells, and powers for each subtype a target has from this list: [chaotic], [evil], [good], or [lawful].
* **Extremity Aversion (Su):** A neutral subtype creature gains a -1 to AC and saving throws against the attacks and abilities of creature for each subtype a target has from this list: [chaotic], [evil], [good], or [lawful].

### **Psionic Subtype**

The psionic subtype applies to creatures that can use psionic powers or abilities or that have the ability to manifest powers. (In other words, a creature with the psionic subtype either has a power point reserve or has psi-like abilities.) It also applies to creatures from other sources that have spell-like abilities labeled as “psionics.”

Characters who have levels in any class that grants the use of psionics, or who have psi-like abilities as racial traits, gain the psionic subtype.

**Traits**: Other than the fact that all psionic creatures have psionic powers or psi-like abilities, psionic creatures have no specific traits. The psionic subtype simply identifies creatures that may be vulnerable to powers, spells, and effects targeting psionic creatures, as well as granting access to psionic feats and the ability to gain and maintain psionic focus.

#### **Undead Psionic Creatures**

A psionic undead creature, although rare, is a force to be reckoned with. Because undead are immune to mind-affecting effects (including charms and compulsions), they are particularly threatening to other psionic creatures and characters (especially telepaths). Psionic undead creatures can use mind-affecting powers on the living, even though they themselves are immune to such attacks. However, an undead creature may have the psionic subtype if it meets the criteria described above, and thus be vulnerable to non-mind-affecting powers or effects that specifically affect psionic creatures.

Intelligent constructs and plants with psionic powers or psi-like abilities also share this advantage.

### **Slimeblood Subtype**

Slimeblood creatures are
related to slimes and typically have odd, squishy anatomy or
are unnaturally malleable. They count as slimes in addition
to their other types and subtypes for effects and prerequisites
relating to type. They do not gain any other qualities of the
type unless another source grants it.
Cupid Infusion

**Element(s)** mind; **Type** substance infusion; **Level** 2; **Burn** 2

**Associated Blasts** encephalon, false reality, mental

**Saving Throw** Will negates

Your blast can fill a target with lust. A foe dealt damage by this infusion is must find the object of their affection designated by you as per *unnatural lust* for 1 round. You can increase the burn cost of this infusion by 1 to increase the duration by 1 round per 3 kineticist levels you possess. This is a compulsion effect.
Cryptbreaker's Greatcloak

**Descriptors:** Death, Evil

**Class:** Daevic, Eclipse, Nexus, Promethean, Vizier

**Slot:** Shoulders

**Saving Throw:** None

*The tattered shroud of death cloaks your shoulders, unlife billows around you, empowered in your presence.*

Shaping this veil grants you a cloak infused with the powers of the grave, allowing you to raise corpses to act by your will. You gain the ability to cast *lesser animate dead* as an at-will spell-like ability. When using this ability it requires no material components (save for the corpse to be reanimated), but you may only have a single undead creature animated using this ability at a time. If you create a second using this ability, the first is destroyed. The created undead creature still counts against the number of Hit Dice of undead creatures you can control using *animate dead*.

When using this ability, you may provide the normal material components. If you do, it is treated as a normal use of the spell for all purposes.

**Essence:** When at least one point of essence is invested in this veil, you radiate an aura of desecrated energy out to a range of 10 feet. For each point of essence beyond the first, the radius of this aura increases by 5 feet. This aura provides benefits to undead you have created using this veil based on the essence provided, as **Table: Cryptbreaker’s Greatcloak**, while they are within the aura. It grants a profane bonus to attack, damage, and channel resistance, and a number of temporary hit points. If these hit points are lost, they recover at a rate of 1 per each minute the affected undead spends in the aura.

**Chakra Bind (Shoulder): [D10, E15, N10, P10, Vi10]** Binding this veil to your Shoulder chakra further empowers your ability to raise the dead as your minions. This veil's ability to create undead now functions as *animate dead*. If you don’t pay the material costs, it follows the same restrictions as the base effect of this veil.
Crushing, Greater

**Aura** moderate transmutation; **CL** 11th

**Slot** none (weapon quality); **Price** +3 bonus; **Weight** —

This functions as the *crushing* property, but it lowers the target’s damage reduction by 2 per hit and can lower it by up to 10. In addition, it can lower typeless damage reduction (DR/–) and/or a target’s hardness, but lowers it by only 1 per hit and only to a maximum of 5.

**Construction Requirements** Craft Magic Arms and Armor, *expose*; **Price** +3 bonus
Dancer's Curse

**Descriptors**: Brand

**Class**: Guru, Kheshig, Vizier, Volur

**Slot**: Feet

**Saving Throw**: None

*Bands of akasha wrap the branded foes legs, threatening to pull them off balance if they do not dance to your tune.*

The branded creature must move at least 5 feet each round on its turn or suffer a -1 penalty to their AC, CMD and Reflex saving throws until the beginning of their next turn.

**Essence**: For each point of essence invested in this veil, the creature must move an additional 5 feet on their turn or suffer the effects. For every 2 points of essence invested, the penalties imposed by the veil worsen by -1.

**Chakra Bind (Feet): [G5, K2/5, Vi4, Vo2]** Binding this veil to your Feet chakra further worsens the effects the branded creature suffers. For each 5 feet they don’t move, the branded creature takes 1d6 points of damage at the end of their turn. This damage is from an akashic pulse of power, bypassing any damage reduction or resistance the creature might possess. For example: If the creature must move 15 feet or suffer the penalties, and they only move 5 feet, they would take 2d6 points of damage at the end of their turn.
Course of Action

**Design** revelation (thought) [mind-affecting]; **Level** 2

**Casting Time** 1 standard action

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

**Target** one creature

**Duration** 1 round

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

You control an opponent’s thoughts to determine its next action. You can select from the following options:

* *Approach*: On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.
* *Flee*: On its turn, the subject moves away from you as quickly as possible for 1 round. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.
* *Halt*: The subject stands in place for 1 round. It may not take any actions but is not considered helpless.

**Overload**: For every runic charge overloaded into this script, you may target an additional creature. No two targets may be more than 30 feet apart. All targets must follow the same course of action. In addition, for every two charges used, the DC increases by +1.
Craw Daddy

Your claws have grown abnormally large.

**Prerequisites:** Karkanak, base attack bonus +3.

**Benefit:** Your smaller attack claw (or both claws if you are female) has grown abnormally large. Both attack claws inflict 1d8 damage instead of 1d6 or 1d4. The male karkanak's large claw is unaffected by this feat.
Daeva-Born

Avead born from species with Hit Dice instead gain the daeva-born template. The daeva-born template can be added to any living being that would be able to produce offspring and possesses blood, or a blood-like equivalent.

**Challenge Rating:** Same as the base creature +1.

**Armor Class:** Natural armor class is increased by +1.

**Senses:** The creature gains low-light vision and darkvision 60 feet.

**Defenses:** The creature gains a +2 bonus on Will saves against effects with the emotion or fear descriptors.

**Abilities:** Cha +4.

**Special Qualities:** The creature retains all of the base creature’s special qualities, and gains the innate veil ability:

**Innate Veil (Su):** The creature gains the ability to innately shape a veil of their choice. This veil does not count against their shaped veils or their veil slots, and is always treated as invested with its maximum amount of essence. The daeva-born uses their highest mental ability score when determining their veilweaving modifier with this veil, and using their Hit Dice as their veilweaving level. The creature is counted as an avead with a character level equal to their Hit Dice for the purposes of meeting the prerequisites of the Innate Binding feat, and that feat applies to the veil granted by this ability. This veil is formed directly from the daeva-born’s body; it cannot be sundered. It can still be suppressed through other means, such as by being dispelled. The daeva-born cannot otherwise choose to unshape this veil. If it becomes unshaped through other means, it is automatically reshaped after one hour (and re- bound, if they have the ability to bind it).
Dark Allure

Those you have Claimed by become distracted by your
presence.

**Prerequisites:** Ability to Claim creatures.

**Benefit:** Creatures Claimed by you take a penalty on
attack rolls against creatures other than you equal to the
number of creatures you currently have Claimed.

**Special:** Characters with the Dark Authority feat
cannot take this feat.
Craft Companion Vehicle

You can craft motorized vehicles.

**Prerequisites**: Technologist, Craft (mechanical) 9 ranks, Knowledge (engineering) 9 ranks

**Benefit**: You can create vehicles based on the companion vehicles presented in this supplement. Any character with access to the vehicle’s key or other control mechanism may drive and use this vehicle.

Creating a vehicle takes 1 week for every 1,000 gp in the vehicle’s price. To create the object, you must use up raw materials costing half of this total price. See **Non-Companion Mechs and Vehicles** for more information.

You can repair a broken vehicle if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft the vehicle from scratch.
Craft Ioun Bubble

You can create a psionic ioun bubble that can warn of impending danger.

**Prerequisite:** Manifester level 5th.

**Benefit:** You can create an ioun bubble. Doing so takes one day for each circumstance that it can detect. The base price of an ioun bubble is equal to the number of circumstances it can detect multiplied by 100 gp. To create an ioun bubble, you must use up raw materials (usually crystal bottles and elaborate stoppers) costing one-quarter its base price.
Corrosive Miasma

**Element(s)** poison; **Type** defense (Su); **Level**; **Burn** 0

You surround yourself in a haze of acid that corrodes magic. You gain spell resistance 11. This spell resistance increases by 1 for every 2 kineticist levels you possess beyond 1st. By accepting 1 point of burn, you can increase this spell resistance by 1 until the next time your burn is removed. At 2nd level and every 2 levels thereafter, you can accept an additional point of burn to increase your spell resistance by 1. Whenever you are targeted by a spell, as an immediate action, you can decide if you wish to not apply your spell resistance to the effect.

Whenever you accept burn while using a poison wild talent, this corrosive energy grows more volatile, allowing you to treat the effective caster level of any spell that affects you as its caster level - 1/2 your kineticist level for 1 round to determine its effects against you. This spell resistance doesn’t affect harmless spells unless you wish it to do so. You can dismiss and restore this effect as an immediate action.