recursal/Fanatic-Fandom huggingface dataset:
Animate Armor, Greater

**School** transmutation [metal]; **Level** occultist 4, psychic 4, sorcerer/wizard 4, vanguard 4

**Targets** one suit of full plate sized for a Large creature, or multiple suits sized for Medium creatures

This spell functions like *animate armor*, except you can animate larger or multiple suits of armor.

If you target a suit of full plate intended for a Large creature, you can animate it to act as a giant phantom armorB4. As with *animate armor*, it loses the undead type, channel resistance, and undead traits and gains the construct type and construct traits. It gains an additional 30 hit points for being a Large-sized construct.

If you choose to animate Medium-sized full plate, you can instead animate one suit of armor for every four caster levels you have (maximum 4).
Advanced Weaponmaster Path

You are a particularly dangerous opponent to duel.

**Prerequisites:** Combat Expertise, Improved Disarm,
Weapon Focus, weaponmaster path class feature,
manifester level 10th, base attack bonus +6

**Benefit:** The competence bonus from your trance now
also applies to damage rolls made with a weapon (natural
attacks do not count for this purpose). In addition, when
using the Weaponmaster maneuver, you can choose to
make a free disarm attempt against your attacker in
place of the single melee attack. If your disarm attempt
is successful, you may then make a single melee attack
against your opponent in place of the 5-foot step.
Adamantine Knuckle

**Discipline**: Broken Blade (Boost); Level: 7

**Prerequisite(s)**: Two Broken Blade maneuvers

**Initiation** **Action**: 1 swift action

**Range**: Personal

**Target**: You

**Duration**: One turn

The sheer ferocity and focus of the disciple’s ability in the unarmed combat area rivals that of the greatest *ki* wielders in the world. By tightening his knuckles, long since numb with scars and digging deep within, the disciple strikes with steel-shattering force. Once initiated, for the rest of the initiator’s turn all attacks he makes with this boost inflict an additional 6d6 points of damage and ignore the target’s damage reduction or an object’s hardness.
Access Middle Chakra Slot

You open up one of your body’s centers of power, allowing you to bind a veil or a magic item to that chakra.

**Prerequisites:** Con 15, character level 13th.

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

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

* *Wrists:* +2 insight bonus to CMB checks made to disarm or as part of a grapple.
* *Headband:* +1 insight bonus on Perception and Sense Motive checks
* *Shoulders:* +1 insight bonus on Reflex saves.

**Special:** You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new middle chakra.
Adaptive Counterstrike

*Your understanding of intricate combat tricks lets you rapidly adapt to foes’ unusual abilities.*

**Prerequisites:** Base attack bonus +8, weapon training class feature with a melee weapon.

**Benefit:** Whenever a foe attempts a combat maneuver and uses a combat feat, special ability, or special attack to avoid provoking an attack of opportunity, then you can analyze this as an immediate action. For the next minute, if that foe attempts the analyzed maneuver against you then this provokes an attack of opportunity from you even if the feat, special ability, or special attack would normally prevent this. If the attack of opportunity hits, apply the amount of damage dealt as a penalty to any attack roll made by the foe to perform the combat maneuver. Examples of this include the barbarian’s knockback rage power, the Shield Slam feat, any of the ‘improved maneuver’ feats (such as Improved Trip), as well as the grab, push, pull, and trip universal monster abilities.

### Combat Trick

When you hit with an attack of opportunity gained through this feat, you can spend up to 5 stamina points to increase your CMD against that combat maneuver by an amount equal to the number of stamina points you spent.
Angakkuq Imbuements

As an angakkuq becomes more proficient in using her willpower to fuel her tupilaq, she may bestow upon it spectacular abilities. At 3rd level and every three levels thereafter, the angakkuq may wish to enhance her tupilaq in the following ways, each of which may be chosen more than once. Alternatively, you may choose imbuements based on the material of your tupilaq.

* ***Ability Boost:*** Increase any attribute +2.
* ***Additional Attack:*** Add another natural attack mode.
* ***Hardened:*** Increase Damage Reduction by 2 to a maximum of DR 9/X.
* ***Improved Natural Attack:*** Increase the die size of one of the tupilaq’s attack modes by one step.
* ***Increase Natural Armor:*** Increase the natural armor bonus by +2
* ***Increase Size:*** Step up size, with corresponding attribute bumps, one category. Available only upon reaching 12th level.
* ***Spell Resistance*:** Gain Spell resistance equal to half your level + 1/2 CHA bonus. Each subsequent use of this imbuement adds +2 SR.

## ***FLESH (bone, fur and animal parts)***

* ***Bleed:*** Deal 1 bleed damage on melee attacks. You may choose this multiple times; each time raises the bleed damage dealt by 1.
* ***Cause Fear:*** Creatures struck by this tupilaq’s melee attack must make Will save (DC = 10 + 1/2 angakkuq’s level + CHA mod) or become frightened for 3 rounds.
* ***Light Fortification:*** When struck by a critical hit, this tupilaq has a 25% chance to turn the damage back to normal damage instead.

## ***FROST (snow and ice)***

* ***Freezing Touch*:** Creatures struck by this tupilaq’s melee attack must make a Fortitude save (DC = 10 + 1/2 angakkuq’s level + Cha mod) or become slowed for 3 rounds.
* ***Reconstitute Self:*** The tupilaq gains Fast Healing 2. You may choose this multiple times; each time beyond the first raises the fast healing by 1.
* ***Breath Weapon:*** The tupilaq can breathe shards of ice in a 15-ft. cone. This attack deal 1d6+1 points of cold damage for every three levels of the tupilaq up to a total of 6d6+6 at 18th level. A Reflex save (DC = 10 + 1/2 angakkuq’s level + CHA mod) reduces damage to half. If this option is chosen multiple times, it enlarges the size of the cone by 5 ft.

## ***FLORA (seaweed, coral, sea sponge, etc)***

* ***Amorphous Vitality:*** Gain DR 1/X. If chosen multiple times, raise the DR by 1 for each selection. This DR also increases the existing DR of the tupilaq’s DR based on type.
* ***Jagged:*** This tupilaq deals 3× damage on critical hits. If chosen a second time, this enhancement increases the threat range to 19-20. This ability can only be taken twice.
* ***Remnants of Life*:** The tupilaq may benefit from the *enlarge* spell (as if cast by a sorcerer of the angakkuq’s level) a number of times per day equal to the number of times this enhancement is chosen.
Aberrant Tumor (Mythic)

Your tumor familiar becomes more alien and powerful.

**Prerequisite**: Aberrant Tumor.

**Benefit**: You may select any familiar allowed to wizards as your tumor familiar (even Small and vermin familiars). In addition, your tumor familiar gains one of the following alchemist discoveries: bitter pill, chameleon, deadly excretions, nauseating flesh, preserve organs, tentacle, vestigial arm, wings. Your familiar can only gain a discovery if your equivalent alchemist level would be enough to select it. You gain the chosen discovery’s benefits in place of your tumor familiar when your familiar is attached to you.
Agile Redirection

**Discipline:** Brutal Crocodile (Counter)

**Level:** 2

**Initiation Action:** 1 immediate action

**Range:** Melee

**Target:** Attacking Creature

**Duration:** 1 round

You turn a foe’s momentum against them and shove them across the field. When a foe makes a melee attack against you, make a Climb check opposed by their attack roll. If your result exceeds theirs, the attack is completely negated, and you may move the target 10 feet in any direction of your choice (this movement provokes attack of opportunity).
Angel Protection (Combat)

*Your defense extends to protect large groups from harm.*

Prerequisite: Angel Retaliation, Angel Technique, Combat Expertise, Combat Reflexes, base attack bonus +12

Benefit: When you use Combat Expertise to grant yourself a dodge bonus to AC, the penalty you take to attack rolls is reduced by an additional 2. This stacks with the reduction from Angel Technique.

Rather than designate a single adjacent ally to receive the benefit of your Angel Technique, you can instead grant the benefit to all allies within 10 feet of you. When doing so, the dodge bonus granted to allies by Angel Technique is reduced by half. An unconscious or helpless ally receives the normal benefits of Angel Technique (as opposed to double the bonus). This also allows you to avenge or defend any affected ally once per round each, as described in Angel Retaliation. Affected allies lose the benefit if they move more than 10 feet away from you.
Advanced Dervish Path

You seem to float between enemies, a blur of
destruction.

**Prerequisites:** Dex 15, Double Slice, Two-Weapon
Fighting, dervish path class feature, manifester level
10th, base attack bonus +6

**Benefit:** When using the dervish trance, the
competence bonus applies to your damage as well as
your attack rolls. In addition, you can use the Dervish
maneuver even if you moved before your attack and
you have no limit of how many 5-foot steps you can
take while using the Dervish maneuver, as long as you
make at least one attack before each 5-foot step. The
maximum distance you can move in this round is that
of a double move.
Alter Weight, Mass

**School** transmutation; **Level** bard 5, cleric 5, elementer 5, magus 5, occultist 5, psychic 5, ranger 4, shaper 4, sorcerer/wizard 5, summoner 5, vanguard 4

**Targets** up to 1 object/level whose total volume is up to 5 cu. ft./level, no two of which can be more than 30 ft. apart

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

This spell functions as *alter weight*, except as noted above. All targeted objects must be altered in the same way.
Akashic Demolitionist

Your personality isn’t the only thing that lights up a room.

**Prerequisites:** Throw Anything

**Benefits:** You can invest essence into this feat. When using thrown weapons that deal splash damage you gain an insight bonus to any saving throw DCs of their splash damage equal to the essence invested in this feat, and an insight bonus to damage and splash damage equal to twice the essence invested in this feat.

You gain 1 point of essence.
Aberrant Shifter (Shifter)

*Alien monstrosities and twisted aberrations, much to the chagrin of scholars and the sane, are as “natural” as all other creatures. The aberrant shifter mutates into these creatures, morphing in strange and bizarre ways.*

### **Alien Affinity (Su)**

At 1st level, an aberrant shifter gains Knowledge (dungeoneering) as a class skill. She can communicate telepathically with and understand aberrations within 30 feet of her, even if that creature cannot speak or does not share a language with the shifter. This replaces wild empathy.

### **Strange Anatomy (Su)**

At 1st level, the aberrant shifter can mutate her anatomy for a number of minutes per day equal to 3 + her shifter level. The duration does not need to be consecutive, but it must be spent in 1-minute increments. While shifted, she gains darkvision 60 feet (or doubles the range of her darkvision if she already has it) and two tentacle natural attacks that deal 1d4 damage (1d3 if the shifter is Small).

At 5th level, the aberrant shifter gains the compression ability and a +4 bonus to saving throws against mind-affecting effects. At 10th level, her reach with her natural attacks increases by 5 feet and she gains a 50% chance to negate critical hits and sneak attacks. At 15th level, she gains blindsight out to 30 feet. At 20th level, she is immune to critical hits and sneak attacks and gains Spell Resistance equal to 10 + her shifter level. This replaces shifter aspect and all improvements of shifter aspect.

### **Aberrant Shape (Su)**

At 6th level, an aberrant shifter’s wild shape ability instead functions as *aberrant anatomy I*. At 9th level, it functions as *aberrant anatomy II*, at 14th level, it functions as *aberrant anatomy III*, and at 20th level it functions as *aberrant anatomy IV*. This ability otherwise functions as the standard wild shape shifter class feature. This alters wild shape and replaces chimeric aspect and greater chimeric aspect.
Affliction Study (Archivist)

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

**Associated Study:** Destruction

**Replacement Abilities:** The following study abilities replace the mass destruction and devouring barrier abilities of the destruction archivist study.

### **Compounding Ruin (Ex)**

At 8th level, you can take advantage of a creature’s weakened state. Creatures that are fatigued, exhausted, sickened, nauseated, blinded, or deafened take a -1 penalty to saving throws and AC against your scripts. This penalty stacks for each of these conditions on the creature, up to -2.

#### **Ailment Sending (Su)**

At 14th level, you can transfer harmful effects to another creature within 30 feet as a swift action. If you are fatigued, exhausted, sickened, nauseated, blinded, or deafened, you immediately transfer all of those conditions onto the targeted creature. The creature can make a separate Fortitude save (DC 10 + 1/2 your archivist level + your Intelligence modifier) for each condition to prevent that condition from transferring (leaving you with that ailment). Only non-permanent ailments can be transferred, and the condition continues from its current duration.

Unlike most abilities, you can use ailment sending while you are nauseated (as your move action for that turn). You can use ailment sending a number of times per day equal to your Intelligence modifier (minimum 0).
Aberrant Form (Akashic)

*The daeva you have formed a bond with is a bit different from its kin.*

Prerequisites: Veilweaving modifier +3, Passion class feature.

Benefit: Select one veil granted by your Passion, and one veil from the daevic veilweaving list. You permanently remove the selected Passion veil from your list of Passion veils and replace it with the selected veil from the daevic veilweaving list.

Special: This feat can be selected multiple times.
Anashmic

**Parent Class:** Daevic

### **Proficiencies**

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

*This modifies the daevic’s normal proficiencies.*

### **Anashmic Veilweaving**

Anashmic are driven more by their martial prowess rather than by the magic of their veils. They do not gain the ability to shape veils from the Daevic veil list, and do not gain the ability to shape veils at 2nd, 6th, 12th, and 18th level. The only veils they treat as on their veil list with this class are their veils from their Passion, and they still maintain the ability to shape Passion veils at 1st, 4th, 9th, and 15th level.

The anashmic also has a reduced pool of essence, granting them one point of essence at 1st, 6th, 9th, 12th, 14th, and 18th level.

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

### **Combat Training**

An anashmic may combine combat spheres and talents to create powerful martial techniques. Anashmic are considered Adept combatants and use their Charisma as their practitioner modifier.

### **Impassioned Combat (Su)**

At 5th level, the anashmic gains a bonus Combat talent and selects a single Combat sphere. This Combat sphere becomes their impassioned sphere. For every 2 points of essence invested in their passion, the anashmic treats their base attack bonus or skill ranks as one higher when determining the effects of their impassioned sphere that determine their effects based on the anashmic’s base attack bonus on skill ranks (but not for attacks made using that sphere, or for skill checks made using that sphere). The anashmic cannot change their impassioned sphere once it has been selected.

*This replaces the daevic’s resist influence class feature*.

### **Focused Mind (Su)**

At 9th level, the anashmic’s passion hardens their focus and resolve, granting them the ability to expend their martial focus as part of making a Will save in addition to Fortitude and Reflex saves, treating their roll for that Will save as if it were a 13.

### **Improved Impassioned Combat (Su)**

At 13th level, the anashmic gains a bonus Combat talent. Additionally, they can choose to enhance the effects of their impassioned sphere, or choose a second impassioned sphere.

If they choose to enhance their impassioned sphere, they treat their base attack bonus or skill ranks as one higher when determining the effects of the sphere based on the anashmic’s base attack bonus on skill ranks. This stacks with the bonus granted by investing essence in their passion.

If they choose to gain a second impassioned sphere, they select a second sphere and apply the benefits of their impassioned combat class feature to that sphere as well.

### **Unparalleled Focus (Su)**

At 17th level, the anashmic’s passion hardens their focus to such a degree that they can shake off effects that would debilitate others. When expending their martial focus as part of a saving throw, they treat their roll as a 15 instead.
Analyze Construction

**School** divination; **Level** bard 3, occultist 3, shaper 3, sorcerer/wizard 4, vanguard 3

**Casting Time** 1 standard action

**Components** V, S, F (a masterwork magnifying glass worth 150 gp)

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

**Target** one object, structure, or construct, see text

**Duration** instantaneous

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

You quickly analyze the method of construction and material composition of a given object, structure, or construct. The size of the target that you can analyze depends on what kind of thing you target:

* A structure (such as a building, castle, or monument) can be as large as two 10-foot cubes per caster level.
* A single object (such as a weapon or piece of furniture) can be up to 10 cubic feet per caster level in volume.
* A construct can be of any size, though the spell fails if its Hit Dice exceeds twice your caster level.

The spell grants you a +10 insight bonus on any Craft, Knowledge, or Spellcraft checks regarding the target’s construction, such as its historical or religious significance, flaws in its creation, the cultural style of its architecture, or its special abilities (in the case of a construct). You can make all of these checks as part of casting the spell, and can even use analyze construction to retry a failed Knowledge or Spellcraft check (though additional castings of this spell in a single day do not allow for further retries). If the target is a magic item or has magical auras on it, you can identify its magical properties as if you had studied the target for three rounds with an *identify* spell (though you do not gain the additional bonus to Spellcraft checks that *identify* would normally provide). You also glean the following information automatically:

* What materials the target is made of.
* How old the target is, from the point of its completion.
* Its current hit points, hardness, and damage reduction (if applicable).
* If the target is a golem, you learn what spells bypass its normal spell immunities and what effects those spells have on the creature.

*Analyze construction* does not allow you to learn something that is totally unknown to civilization at large, such as the fact that a given ruin was constructed by a forgotten, ancient religious order, or identifying a material that has not yet been found before (though subsequent castings on other targets may discover they are made by the same people or made of the same unnamed material). This spell cannot identify most properties of an artifact, but it can at least determine its material make, if it is made of known materials.
A Candle Beneath the Night Sky

*Your soul candle shines with cosmic radiance.*

**Prerequisites:** Soul Candle Class Feature, two Sagitta Stellaris maneuvers known.

**Benefits:** While you have an active trail, you may treat all spaces within 5 feet of your candle as being spaces of your trail. This increases to 10 ft. if you gain access to lantern effects from the Candle Magic feature, and 15 feet when you gain access to bonfire effects. These affected spaces do not extend their effect upwards and downwards as a trail normally would. A usual, moving this aura onto a stationary creature does not count as them entering the trail. Also, if you have the Share the Light feature, you can instead select an ally within 60 feet for that feature’s effect.
Aligned with Prediction

**Discipline:** Sagitta Stellaris (Counter)

**Level:** 2

**Initiation Action:** 1 immediate action

**Range:** personal

**Target:** self

**Duration:** instantaneous

You have pondered keenly on the movements of the stars, and the metaphors they hold for the myriad futures: there is little that you haven’t anticipated. You may activate this counter when initiative is rolled, after the results are revealed, even if you are flat-footed. You roll your initiative again and may then choose to take the new result. If you do not choose to take the new result, instead of expending this maneuver you may immediately replace it on your list of readied maneuvers with another maneuver you know but have not readied, which can be expended and recovered for the rest of the encounter as normal. This replacement maneuver is readied when you gain it (and granted, if you use granted maneuver recovery). The replacement maneuver’s level cannot exceed half your highest maneuver level known. At the end of the encounter, you replace the chosen maneuver with aligned with prediction again on your readied maneuvers list. Alternately, you may activate this counter immediately before the start of one of your turns. This allows you to replace it with another maneuver known as above, but gives no bonuses to your initiative.
Abductor's Shadow

**Descriptors**: Teleportation

**Class**: Daevic, Eclipse, Guru, Kheshig, Nexus, Promethean, Vizier, Volur

**Slot**: Wrists, Shoulders

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

*A hissing mass of shadows pool upon your arms and swelling upwards over your shoulders, subsuming your physical body with shadowstuff as you move.*

Shaping this veil causes your body to become partially subsumed by shadow as you move, granting you a +4 dodge bonus to AC while you are moving. Additionally, you do not suffer a penalty to Stealth checks when moving faster than half speed, and can make Stealth checks while running at a -10 penalty.

**Essence**: For each point of essence invested in this veil the dodge bonus granted by this veil while moving increases by +2. When invested with at least 4 points of essence, you can make Stealth checks while observed while you are in dim light or darker. This ability even works against creatures with darkvision or low-light vision, but such creatures gain a +5 bonus to their Perception checks to notice you while you are using Stealth to hide with this ability.

**Chakra Bind (Wrist): [D7, E12, K8/11, N8, P8, Vi8]** Binding this veil to your Wrists slot allows you to project your shadow outwards to abduct a creature. As a standard action that provokes attacks of opportunity, you can attempt to abduct a single creature within Medium range (100 feet + 10 feet per veilweaver level). The creature must make a Reflex save; on a failed save they are teleported to a space adjacent to you, and are staggered until the beginning of your next turn. This space must be able to support the creature you are abducting, and requires both line of sight and line of effect. If this space would be dangerous to the target (such as if the space was on fire, or is being affected by a dangerous magical effect) the creature receives a +5 bonus to their saving throw. If the creature succeeds on this save, they are instead sickened until the beginning of your next turn and are not teleported.

**Chakra Bind (Shoulder): [D10, E15, K8/11, N10, P10, Vi10, Vo8]** Binding this veil to your Shoulders chakra allows you to abduct a creature into your shadow as you move by them. Once per turn as a free action as part of movement caused by a non-free action (such as moving using a move action, a withdraw action, or as part of movement made using Spring Attack), you can make a special reposition combat maneuver against a creature adjacent to you at any point during that movement. This maneuver does not provoke attacks of opportunity, and you gain an insight bonus to your CMB with this reposition attempt equal to 1 + the number of points of essence invested in this veil. If you succeed, the creature disappears into your Abductor’s Shadow, reappearing in a space adjacent to you at the end of your movement. The space the creature reappears in must be able to support the creature, otherwise the creature automatically reappears in the space you abducted it from.
Aggravated Wounds

**Discipline:** Iron Tortoise (Boost)

**Level:** 4

**Prerequisites:** 1 Iron Tortoise Maneuver

**Initiation Action:** 1 swift action

**Range:** Personal

**Target:** You

**Duration:** 1 round

By making aggravating wounds and aggressive,
intimidating postures, the disciple’s attacks possess
an unusual amount of threatening power. Each
successful melee attack the initiator makes causes
those hit by those attacks to suffer a -4 cumulative
penalty on attack rolls against any target except the
initiator himself.
Ancient’s Fang

**Discipline:**Thrashing Dragon (Strike)

**Level:**3

**Prerequisites:**One Thrashing Dragon maneuver

**Initiation Action:**1 standard action

**Range:**One ranged attack

**Target:**One creature

**Duration:** Instantaneous

With a powerful overhand throw, the Thrashing Dragon disciple hurls one of his blades into his foe’s form with force and power rivaling the snapping jaws of an ancient dragon. The initiator must make a ranged attack against a target by throwing a weapon with a range increment (such as a dart, dagger or shuriken) or an improvised throwing weapon (normal rules and penalties apply for improvised weapons). If this attack is successful, the attack inflicts an additional 4d6 points of damage.
Aegis Knight (Elementer)

*Elementers are well-known for their ability to balance combat capability and magical talent. The aegis knight chooses to tip this balance, reducing their magical strength while focusing on traditional skill at arms.*

#### **Weapon and Armor Proficiencies**

The aegis knight is proficient with medium armor, in addition to her other proficiencies, and can cast spells in medium armor without suffering the normal arcane failure chance.

#### **Swift Aegis (Su)**

An aegis knight does not have to wait at least one round after leaving aegis form to enter it again. So long as she has at least one point in her energy pool, she can immediately enter aegis, even if she left it this turn. This modifies aegis.

#### **Bonus Feats**

At 2nd level, and every four levels thereafter, the aegis knight receives a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. She must meet the prerequisites of these feats as normal. This replaces both evasion and fusion.

#### **Transmutation (Ex)**

At 3rd level, an aegis knight can convert her prepared elemental spells into energy pool points (as described in the energy pool class feature) as a move action, rather than a standard action. At 12th level, she can do this once per round as a free action. This replaces potency.

#### **Greater Attunement (Ex)**

At 8th level, the aegis knight gains an additional daily use of her attunement ability. In addition to changing her affinity powers, she can instead use a daily use of attunement as a free action to alter the energy resistances she has selected with her barrier class feature, using the normal rules for that ability. This replaces the spell twist gained at 8th level.

#### **Deflection (Su)**

While in aegis form, the planar energies swirl around the aegis knight to protect her from serious injury. She gains a stacking 25% chance to ignore critical hits and sneak attacks for each affinity power she is benefiting from (for example, if she is currently benefiting from a lesser, moderate, and greater affinity power, she has a 75% chance to negate critical hits and sneak attacks). In order to use this ability, the aegis knight must spend an additional energy point per round she is in aegis. This replaces improved evasion.

#### **Dominance (Ex)**

At 20th level, the aegis knight can now gain energy pool points while she is in aegis form, both from using spell twists or from converting spells directly. She still is unable to cast spells or use spell-completion and spell-trigger items while in aegis form. This ability replaces supremacy.
All According to Plan

**Discipline:** Roaring Mouse (Boost); **Level:** 4

**Prerequisites:** 1 Roaring Mouse maneuver

**Initiation Action:** 1 swift action

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

**Target:** One or more allies

**Duration:** Instantaneous

You set up a brilliant plan for your allies to execute. Select a number of allies up to your initiation modifier within range. They may make a single attack against any one creature with the tricked condition that they threaten. Ranged attackers may make an attack against any tricked creature within Close range of you.
Akashic Lifemonger (Duergar)

### **The Greater Good (Su)**

The lifemonger can touch a member of their collective as a melee touch attack that does not provoke attacks of opportunity. If the touch is successful, the lifemonger deals 1d6 points of nonlethal damage to the creature touched, and heals themself for an equal number of hit points. This healing cannot be redirected to the creature touched.

At 4th level and every 3 levels thereafter, the nonlethal damage dealt and healing gained increase by 1d6. A lifemonger may use this ability a number of times per day equal to 3 + his Wisdom modifier.

*This ability replaces the akashic vitalist’s transfer wounds class feature.*

### **Fortifying Energy (Su)**

At 2nd level, the lifemonger gains a number of temporary hit points equal to their class level when using the greater good ability. These temporary hit points last for one minute.

*This ability replaces the akashic vitalist method’s bonus to transfer wounds.*

### **Lull the Sleeper (Su)**

At 8th level, the lifemonger can spend a swift action and expend their psionic focus to perform a quick ritual designed to keep the sleeper from waking up, but which also improves the performance of anyone in the collective who joins in the ritual. The lifemonger and any member of the collective who spends a swift action on their own turn gain a +1 insight bonus to attack rolls until the beginning of their next turn. This insight bonus increases by +1 every four vitalist levels thereafter.

*This ability replaces the akashic vitalist’s swift aid class feature.*

### **I Know Best (Su)**

At 9th level, a lifemonger can force sleeping creatures and members of their collective, even unwilling members of his collective, to perform actions he deems best. Once every ten minutes, the lifemonger can expend their psionic focus to manifest the *mind control* power using their veilweaving level as their manifester level without paying a power point cost, but may only target creatures that are sleeping. Whether the creature makes the save or not, it wakes up.

In addition, the lifemonger can manifest mind control normally over his collective regardless of range, although it still allows the target creature a saving throw to resist the effect.

*This ability replaces the akashic vitalist’s expanded knowledge feat normally gained at 9th level.*

### **Touched by Madness (Su)**

A lifemonger of 14th level can share the knowledge of the sleeper with others, temporarily warping their minds. Once every ten minutes, when the lifemonger uses steal health, they can choose to forego dealing damage and instead cause the affected creature to permanently lose its grip on reality, taking no other action but babbling incoherently. A successful Will saving throw (DC 10 + half the vitalist’s level + the vitalist’s Wisdom modifier) negates the effect, and a creature affected by this ability can be cured through the use of powerful healing such as greater restoration or heal.

*This ability replaces the akashic vitalist’s steal life ability.*
Akashic Charge

You can channel akasha to amplify your blows when charging. When you make a charge attack while this feat is active, your weapon is briefly encased in a thin sheath of akashic energy.

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

**Benefit:** You can bind essence into this feat. You gain an insight bonus on attack rolls and damage rolls equal to the invested essence on all charge attacks.

You gain 1 point of essence.
Advanced Survivor Path

You are capable of withstanding a variety of situations.

**Prerequisites:** Con 13, Mind Over Body, Toughness,
survivor path class feature, manifester level 10th, base
attack bonus +6

**Benefit:** When using the survivor trance, you gain
resistance to your active energy type. The resistance is
equal to 5 for every four psychic warrior levels you have.
In addition, when using the survivor maneuver, the
bonus to Will saves can instead apply to Fortitude saves.
Ancestor's Breath

You can tap into your ancestor’s elemental energy to breath
that same energy upon your enemies.

**Prerequisites:** Aberration, dragon, magical beast, ooze, or
undead type, and/or cold or fire subtype.

**Benefits:** Choose acid, cold, fire, electricity, negative energy,
or sonic, then 30 ft. cone or 60 ft. line. You gain a breath
weapon usable once every 2 rounds that deals 1d6/level
damage of the chosen type. A successful Reflex save (DC 10
+ 1/2 your Hit Die + your Constitution modifier) halves this
damage.
Angering Smash

**Discipline:** Iron Tortoise (Strike)

**Level:** 1

**Initiation Action:** 1 standard action

**Range:** Melee attack

**Target:** One creature

**Duration:** One round

By making a quick shield bash, the disciple taunts
and aggravates his foes into striking at him solely. The
initiator makes a melee shield bash attempt upon a
creature, and if successful, they suffer a -4 penalty on
attack rolls to attack any other target but the initiator.
Alter Flow

**Design** manipulation (time); **Level** 4

**Casting Time** 1 standard action

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

**Targets** up to three creatures, no two of which can be more than 30 ft. apart

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

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

You alter the flow of time around creatures, hastening their movement or slowing them down. When you cast *alter flow*, you must choose whether to make each target quickened or impeded. You can choose to quicken some of the targets and impede others. Depending on your choice, this has different effects on the creature:

* *Quickened*: When making a full attack action, a quickened creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation. The quickened creature also gains a +1 dodge bonus to AC and Reflex saves. All of its movement speeds increase by 30 feet (including climb, swim, burrow, or fly speeds), to a maximum of double the creature’s normal speed for that form of movement. The movement bonus is considered an enhancement bonus to speed.
* *Impeded*: An impeded creature is staggered and can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a -1 penalty on AC and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment).

Multiple *alter flow* effects do not stack. A creature cannot be quickened and affected by a *haste* spell at the same time, nor can it be impeded and slowed at the same time. *Alter flow* can be cast on a creature that is either quickened or impeded to counter and dispel that effect.

**Overload**: For every runic charge overloaded into this script, you can target three additional creatures. For every manipulation runic charge used, the bonuses and penalties to AC and Reflex saves increases by 1.
Alchemist

## Archetypes

* Metallurgist (Paths of Magic)
* Mutator (Blue) (Psionic)
* Ooze Chemist (Gonzo)
* Polymath (Path of War)
* Psionic Formulist (Psionic)
* Pyrotechnician (Gonzo)
* Theurgic Chymist (Akashic/Spheres of Might)

## Class Options

* Alchemist Formulae
* Discoveries (Legendary Alchemists)
* Discoveries (Paths of Magic)
* Discoveries (Shards of Power)

## Favored Class Bonuses

* **Atstreidi:**Add one extract formula from the alchemist's list to the character's formulae book. This formula must be at least one level below the highest formulae level the alchemist can create.
* **Eiremian:**Add +1/2 to the number of bombs per day the alchemist can create.
* **Elan:** Gain energy resistance 1 against acid, cold, electricity, or fire. Each time the alchemist selects this reward, increase her resistance to one of these energy types by 1 (maximum 10 for any one type).
* **Ethumion:**Add one extract formula from the alchemist's list to the character's formulae book. This formula must be at least one level below the highest formulae level the alchemist can create.
* **Grendle:** Increase the mutagen or cognatogen’s ability score bonus by +1/5.
* **Half-goblin:** Add +1/3 to an alchemist’s daily uses of their bomb class ability.
* **Mineralite:** Add one extract formula from the alchemist’s list to their formula book. This formula must be at least one level lower than the highest-level formula the alchemist can create.
* **Thrallspawn:** Increase the potency of the thrallspawn’s acidic spittle by +1/5.
Akashic Animus

*To you, the shifting power of animus is but a more chaotic form of essence.*

**Prerequisites:** Animus pool or equivalent ability (such as a rubato bard’s tempo class feature or the Tap Animus feat).

**Benefits:** When initiating maneuvers with an augment, you may spend points of animus as if they were essence points and vice versa.
Ancient Lich Parry

**Discipline:** Unquiet Grave (Counter); **Level:** 5

**Prerequisites:** 2 Unquiet Grave maneuvers

**Initiation Action:** 1 immediate action

**Range:** Personal

**Target:** You

**Duration:** Special (see text)

**DESCRIPTION**

You shield yourself with webs of entropic energy that sap at magic directed at you. When you initiate this counter, you gain spell resistance equal to 15 plus your initiator level until the beginning of your next turn.

*Grave Call:* An undead creature initiating this counter also gains an equal amount of positive energy resistance until the beginning of its next turn.
Armageddon

**Discipline** Psychokinesis (force); LevelKineticist 9

**Display** Auditory, Visual

**Manifesting Time** 1 minute

**Range** Personal

**Area** 1 mile radius/level, centered on manifester

**Duration** Instantaneous

**Saving Throw** Fortitude half; **Power Resistance** No

**Power Points** 17

Channelling all of your raw psionic power into a single burst, you unleash cosmic destruction over all that you survey. All things within range, including you, take 10d6 points of force damage. Upon manifesting this power, you take 4d6 points of ability burn to your manifesting ability score.
Alter Form, Greater

**Design** alteration (polymorph); **Level** 8

This script functions like *alter form*, except with more powerful enhancements and abilities.

First, you gain enhancements to apply to your physical being. Choose any two of the following enhancements:

* +6 size bonus to Strength.
* +6 size bonus to Dexterity.
* +6 size bonus to Constitution.
* Any two enhancements from *alter form*. You cannot choose the same enhancement twice.

In addition to choosing two of the above enhancements, you gain three of the following abilities of your choice. You cannot choose the same ability twice:

* Rend (2d8 damage).
* A fly speed of 60 feet (good maneuverability).
* A climb speed of 90 feet.
* A swim speed of 90 feet.
* A burrow speed of 60 feet.
* +6 natural armor bonus.
* Any two abilities from *alter form*. You cannot choose the same ability twice.

Overload: For every runic charge overloaded into this script, you can choose from different abilities, based on the runic charge used:

* *Alteration*: Damage Reduction 5/–.
* *Creation*: Regeneration 5.
* *Destruction*: Natural attacks you use are toxic, dealing 2d6 acid damage on a hit.
* *Invocation*: Energy immunity to your choice of either acid, cold, electricity, or fire damage.
* *Manipulation*: Increase all movement speeds by 20 feet.
* *Revelation*: See in darkness universal monster ability.

You can also choose the overload effect from *alter form* or *lesser alter form* that corresponds to the same charge design. In addition, for every two runic charges overloaded into this script, you gain an additional ability.
Alpha Protects a Weary Pack

*When faced with peril, the pack turns to the Alpha for guidance. The Alpha fights to protect, standing strong through deadly onslaughts so the pack may yet live.*

**Type:** Guardian of Beasts

**Primal Power:** An invoker that’s bonded with this lesser spirit can use the following primal power.

*Alpha’s Challenge (Su):* When you hit a foe with a weapon attack, natural attack, or unarmed strike, you can spend 1 primal energy as a free action to challenge that foe. The challenged foe takes a -2 penalty to attack rolls against anyone except for you. This penalty increases by -2 at 5th, 11th, and 17th levels. The challenge lasts for a number of rounds equal to 1 + your Charisma modifier (minimum 1). Multiple challenges on a creature do not stack. You can only use this once per round.

**Spells:** 1st—*compel hostility*UC, *remove fear*; 2nd—*alpha instinct*UW, *heroism*; 3rd—*dominate animal*, *persistent vigor*UC; 4th—*aspect of the wolf*APG, *mage’s faithful hound*.

**Invocations:** An invoker that invokes this spirit gains the following bonuses.

*Fight On (Ex, Minor)*: You gain Diehard as a bonus feat, even if you don’t meet the prerequisites. You do not die until your negative hit points exceeds double your Constitution score.

*Cornered Beast (Ex, Intermediate)*: When you have less than half of your hit points remaining, you gain a +1 competence bonus to attack rolls and AC. This bonus increases by +1 when you gain this spirit’s greater invocation and grand invocation. If your current hit points are 0 or less, the bonus is doubled.

*Unshakable Challenge (Ex, Greater)*: You can now use your alpha’s challenge primal power any number of times each round. When an enemy attacks an ally you can see, you can spend 1 primal energy as an immediate action to move up to your speed towards that ally. If you end your movement adjacent to the ally and within range of that attack, you become the target of the attack, instead, and the attacker is immediately affected by your alpha’s challenge power.

*Tenacity (Ex, Grand)*: When you have less than half of your hit points remaining, you gain fast healing 5. If your current hit points are 0 or less, you take half damage from all sources, are not disabled, and are immune to all harmful mind-affecting effects.
Armor-Piercing Thrust

**Discipline:** Piercing Thunder (Strike)

**Level:** 2

**Initiation Action:** 1 standard action

**Range:** Melee attack

**Target:** One creature

**Duration:** Instantaneous

You make a potent attack toward your foe, unleashing a
heavy thrust that pierces through their defenses. Make a
melee touch attack with a weapon you are wielding. If it hits,
it deals weapon damage as normal.
Animal Soul (Mythic)

You and your animal companion may share any kind of magic effect.

**Prerequisite**: Animal Soul.

**Benefit**: You can allow spells and effects that affect animals, animal companions, and special mounts to affect you, and effects that affect creature of your type to affect your animal companion, even if the spells do not normally affect creatures of your type. If you expend one use of mythic power, your animal companion may benefit of racial or class effects that modify spells cast on you only. For example, if you are a sorcerer with the shapechanger bloodline, you might cast magical beast shape on your companion and extend the spell’s duration with the mutable flesh bloodline power.
Age (Script)

**Design** manipulation (time); **Level** 0

**Casting Time** 1 standard action

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

**Target** one creature

**Duration** instantaneous

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

The targeted creature takes 1d4 points of nonlethal damage as time speeds up around it, tiring it. A Fortitude save negates the damage.

**Overload**: For every charge overloaded into this script, it deals an additional 1d4 damage and the save DC increases by 1. If you overload at least three charges, you can choose to make the damage lethal.
Araenae Silk Rope

Araenae silk rope is incredibly strong and durable, even more so than normal silk rope. It is also naturally fire resistant, taking half damage from fire.

**Common:** Araenae silk rope has 10 hit points, hardness 6, and can be broken with a DC 26 Strength check.

**Price** 100 gp; **Weight** 4 lbs.

**Ironweb:** Ironweb silk rope is much more difficult to cut and break compared to common araenae rope, but it's much rarer and more expensive. Ironweb silk rope has 15 hit points, hardness 10, and can be broken with a DC 30 strength check.

**Price** 500 gp; **Weight** 4 lbs.
Annexation

**Descriptors:** Teleportation

**Class:** Fisherking

**Slot:** Voice

**Saving Throw:** Will; see text

When you claim a new land as your own there is neither greed nor malice in your voice, only finality and accomplishment.

You gain the ability to deny your lessers even the choice of what land is theirs to stand upon, causing them to suddenly find themselves standing elsewhere, by making a reposition combat maneuver against a creature or unattended object within 30 feet. Your CMB for this position is equal to veilweaver level + veilweaving modifier. This reposition attempt does not provoke an attack of opportunity.

**Essence:** For each point of essence invested in this veil, the wearer gains a +2 bonus to CMB when performing a reposition and the range of this veil’s ability by 10 feet.

**Chakra Bind (Voice): [F9]** By binding this veil to your Voice chakra as a standard action you can rob those before you of even the surest footing. Other creatures, and unattended objects of your size or smaller, in a 10 radius burst of yourself must succeed on a Will save or be teleported to an empty square 10 feet further away from you. If a creature’s teleport could only end in a square that is by nature hazardous to the creature, such as empty air if the creature can’t fly, they are not teleported. For each point of essence invested in this veil the radius of this ability and distance of the teleport increase by 5 feet.

**Kingdom Effect:** Your kingdom’s Treasurer treats their Intelligence or Strength modifier as being +1 higher when determining the benefit of their role. For every 5 veilweaver levels you possess this increase to the Treasurer’s leadership modifier increases by +1.