recursal/Fanatic-Fandom huggingface dataset:
Bondwarper

**Parent Class:** Radiant

*You have learned to warp flesh using your essence, investing it within yourself or your allies to change their forms as you see fit.*

### **Warping Bond (Su)**

At 1st level, the bondwarper gains a warping bond with which they can invest essence to warp the flesh of themselves or their allies. The bondwarper can invest one point of essence into willing creatures within 60 feet of them, up to a maximum number of creatures equal to their essence capacity, granting them the benefit of a selected fleshwarped vivification (see below). The bondwarper can also affect themselves using this ability, if they wish. An affected creature only needs to be within 60 ft. when the essence is first invested in this ability; they may move outside of that area and retain any benefits for essence invested. To remove essence from one of these creatures, an affected creature must be within 60 feet of the radiant. When removing essence in this way, this is considered to be reclaiming essence from that creature for the purposes of the bondwarper’s radiant class features. If that creature is not within 60 feet, the bondwarper can choose to burn the point of essence as it is uninvested, and the essence is not considered to be reclaimed for the purpose of their class features.

Additionally, if a creature affected by this ability becomes diseased, poisoned, or fatigued, the bondwarper may draw this condition out of the ally and take it upon themselves when reclaiming essence from that creature. If the condition originally allowed a saving throw, the bondwarper may make a new saving throw to resist the effect at its original DC.

*This replaces the radiant’s akashic bond class feature.*

### **Fleshwarped Vivification (Su)**

At 1st level, the bondwarper chooses two options presented in the fleshsculptor promethean’s fleshsculpting feature and treats the selected options as their fleshwarped vivications which they can grant to creatures using their warping bond class feature. The bondwarper treats their radiant level as their effective promethean level and uses their veilweaving ability score in place of their Intelligence when determining the effects of these abilities. If an ability allows the bondwarper to choose multiple options upon applying it, those choices are made when the fleshwarped vivification is applied to a creature.

At 2nd level, and every 2 levels thereafter, the bondwarper chooses an additional option from that list and treats it as a fleshwarped vivification.

Starting at 8th level, they can also select from the options available to the fleshsculptor’s improved fleshsculpting feature.

Starting at 16th level, they can also select from the options available to the fleshsculptor’s greater sculpting feature.

*This replaces the radiant’s vivification class feature.*
Chakra Targeting

You can focus akashic energy into your ranged attacks, dealing more damage with successful critical hits.

**Prerequisites:** Con 13 or veilweaver level 1, Deadly Aim.

**Benefit:** You can invest essence into this feat. While using the Deadly Aim feat, you gain an insight bonus equal to the invested essence on ranged attack rolls against targets within 30 feet, and an insight bonus equal to the invested essence on ranged damage rolls.

You gain 1 point of essence.
Breath of Thanatos

Di**scipline:** Athanatism; **Level**: Dread 1, psion/wilder 2

**Display:** Olfactory and visual

**Manifesting Time:** 1 standard action

**Range:** 30 ft.

**Area:** Cone-shaped burst

**Duration:** 1 round/level

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

**Power Points:** 1 (dread), 3 (psion/wilder)

You exhale the chill of the grave onto your foes. Any creature that fails its save suffers a -2 penalty to saving throws against death effects and cannot be stabilized if brought below 0 hit points.

**Augment:** This power may be augmented in one of the following ways.

* For every 2 additional power points you spend, increase the save DC of this power by 1.
* By spending an additional 4 power points, you may deal negative energy damage equal to your manifester level to a target that fails its save.

For every 2 power points that you spend augmenting this power, increase the saving throw penalty by 1.
Chain Reaction

*Your spatial distortions can affect additional targets.*

**Prerequisite**: Int 17, shaper level 13th

**Benefit**: When you use a distortion with a level requirement of 8th level or lower that targets a single creature (such as decaying bolt), you can choose another creature within 30 feet of the first target to also be targeted by the effect. If the distortion normally only targets you (such as fade), the second target must be a willing creature within 30 feet of you. You must pay double the distortions’s quintessence cost to do so, or triple the cost if the distortion normally only affects you.
Burning Shards

*Meteoric shards of metal fall from the sky, burning and raising all who they strike.*

**Prerequisite:** Ability to shape two or more Storm veils, ability to shape The Conflagration and The Shardrain Storm veils.

**Benefit:** Your balls of ash and fire created by The Conflagration are filled with shards of heated metal. Whenever you use an ability of The Conflagration, you may choose to have it deal slashing and piercing damage instead of bludgeoning damage. If you choose to, the shards gain any enhancement bonuses to attack and damage rolls granted by The Shardrain. Damage granted by this bonus is an increase to the veil’s slashing and piercing damage.

When you shape both veils at the same time, The Shardrain gains the Fire descriptor and the shards of metal created by it are infused with burning heat. Creatures struck by one of these shards risk catching fire, as if they were struck by a ball of fire and ash created by The Conflagration. This uses The Conflagration’s saving throw DC, and deals damage as per the Conflagration.
Cerebral Empowerment

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

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

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

You enhance your concentration on a simple blast, increasing its damage die by one step (to a maximum of d12s); it is otherwise treated as the simple blast. At 15th level, you can also focus a composite blast in this way by increasing its burn cost by 1. This blast uses the aura of the modified blast.
Cerebral Catastrophe Cinch

**Descriptors:** mind-affecting

**Class:** Eclipse, Promethean, Spellweaver, Vizier, Volur

**Slot:** Belt

**Saving Throw:** Will negates

This argent veil guards the body by devouring the mind of its wearer’s foes.

This protective veil is capable of converting akashic energy into disruptive psionic bursts that trace magical effects back to their source. Whenever the wearer of this veil is directly targeted by a magical spell or effect, they may spend an attack of opportunity to activate its power. The caster of the spell must succeed on a Will save or suffer a penalty to their Intelligence score equal to 1d4. This veil has no effect on spells that affect the veilweaver without specifically targeting them (such as a fireball or burning hands spell), and the target’s Intelligence score cannot drop below 1.

**Essence:** For each point of essence invested in this ability the penalty to Intelligence inflicted increases by 1.

**Chakra Bind (Belt): [E18, P16, Vi16, Vo17]** Binding this veil to your Belt chakra allows you to damage the attacker’s mind, and throw it into total disarray. Whenever a target fails their Will save and takes an Intelligence penalty due to this veil’s ability, they also become confused for a number of rounds equal to your primary veilweaving modifier plus the amount of essence invested in this veil. A confused target must roll on the following table at the start of each turn to determine their actions:

 26-50
 51-75
 76-100
Born of Akasha

*Your birth was brought about by the powers of akasha, whether it be by an immaculate birth caused entirely by magic or simply a vast amount of power tied to your bloodline.*

**Prerequisites:** Must have the ability to shape a veil granted by a racial trait, cannot be a living veil, 1st level only

**Benefits:** The powers of your veil granted by your racial trait are linked intrinsically to your body, making you a creature that is not-quite-mortal and not-quite-veil. Your appearance is altered by your veil you shape as part of your racial trait and that veil is part of your body, it cannot be sundered and you take a -10 penalty on your Disguise checks made to disguise it.
If this veil would be suppressed (such as if you choose to suppress it, if it is dispelled, or if you enter an anti-magic field), you are staggered for the duration of the suppression. This veil cannot be permanently suppressed or unshaped. If you have the ability to shape multiple veils as part of the racial trait that granted this veil, you can only unshape it as part of shaping a different veil granted by that trait to replace it. If your veil would be affected by an effect that would permanently unshape it, it is instead only suppressed temporarily for 1 hour. While this veil is suppressed your appearance becomes dull, losing much of its color and patterns, and you become slightly translucent as if not fully there.

Additionally, you count as a living veil for the purposes of prerequisites and you gain the living veil subtype. The veil you shape as part of your racial trait is considered to be your base veil for the purposes of any abilities you gain that reference a living veil’s base veil.

Finally, you can choose to gain the effects of the living veil’s incarnate form alternate racial trait as part of selecting this feat. If you do so, this choice cannot later be changed and you count as having that ability for the purposes of prerequisites.

**Special:** Unlike most feats, this feat must be taken at first level during character creation and can never be retrained.
But a Scratch (Mythic)

Your invulnerable façade has a longer-lasting effect and applies to more types of attacks.

Prerequisite: But a Scratch.

Benefit: You can use But a Scratch on critical hits made with ranged weapons, as well as melee attacks, and the DC of the Bluff check made for such attacks is reduced by 1 per 10 feet away the attacker is. Additionally, if you successfully cause a creature to become shaken with this feat, the duration that they are shaken for increases by 1 round per 2 mythic tiers you possess. However, if you are the subject of another critical hit, or any single hit that deals more than 1/5 your maximum hit points at any time after the first round that they are shaken, the effect ends.
Chakra Strike

You can channel akasha into your precision-based attacks, damaging your foe’s inner energy and body simultaneously.

**Prerequisites:** Con 13 or veilweaver level 1, sneak attack or studied strike class feature.

**Benefit:** You can invest essence into this feat. You gain an insight bonus on damage rolls made when delivering attacks with the sneak attack or studied strike class features equal to twice the invested essence.

You gain 1 point of essence.
Bracers of Oblivion

**Descriptors**: Darkness, emotion, fear

**Class**: Daevic, Eclipse, Helmsman, Stormbound, Nexus

**Slot**: Wrists

**Saving Throw**: Will; see text

*The inky depths of inevitability encase your*
*forearms, swallowing light, hope, and fear.*

While this veil is shaped you gain a 20 ft. aura
that lowers the light around you by 1 step (Bright
light to normal, normal light to dim, dim light
to darkness). In addition, any negative emotion
effects (such as a *fear* spell or Intimidate check
to demoralize) that would affect an ally within the
radius take a -2 penalty to their saving throw DC
or skill check. Any negative emotion effects that
would affect a non-allied creature (any creature
whose attitude towards you is indifferent or
worse as described in the Diplomacy skill) within
the radius of this effect instead gain a +1 insight
bonus to their saving throw DC or skill check.

**Essence:** For each point of essence invested in this veil,
the radius of the granted aura increases by 5
ft. and the insight bonus to saving throw DCs
and skill checks for emotion effects targeting
non-allied creatures increases by +1. For every
2 points of essence invested, the penalty to
saving throws and skill checks for negative
emotion effects targeting an ally increases by an
additional -1.

**Chakra Bind (Wrists): [D7, H8, E12, St8, N8]** Binding this veil to your Wrists chakra surrounds
you in a protective aura of debilitating ennui.
Whenever a creature deals damage to you with
any attack or effect while they are within the aura
created by this veil, they must succeed at a Will
saving throw or be shaken and become unable to
benefit from morale bonuses; creatures who are
already shaken become frightened instead. This
effect lasts for as long as the creature remains
within your aura and for 1 round thereafter.
Call of the Hunt

**Design** invocation (natural) [animal]; **Level** 2

**Casting Time** 1 round

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

**Effect** one or more spectral animals, see text

**Duration** 10 min./level and 1 round/level (D); see text

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

You invoke an aspect of natural predators to help you track and take down prey. Once the script is cast, a ghostly apparition appears within range, taking on the form of a translucent wolfB1, eagleB1, or squidB1 (if underwater). You choose which form the apparition takes, and it has the same statistics as the animal it appears as.

It appears where you designate and acts immediately, on your turn. If you are not currently engaged with an opponent, the animal stays with you for 10 minutes per caster level. During this time, you and the animal receive a +2 bonus on Survival checks to track.

If during this time you are attacked or attack an opponent, or you cast this script while already in combat, the script’s duration is reduced to 1 round per level, and the animal fights with you. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions.

You can only have one casting of *call of the hunt* in effect at the same time. Casting it again dismisses the previously-invoked animals, ending the script early.

**Overload**: For every two runic charges overloaded into this script, you manifest an additional animal of the same type. Each animal increases the bonus on Survival checks by +2.
Cackling Mockery

**Discipline:** Leaden Hyena (Counter)

**Level:** 4

**Prerequisites:** One Leaden Hyena Maneuver

**Initiation Action:** 1 immediate action

**Range:** Close (25 ft + 5 ft/level)

**Target:** One creature

**Duration:** 1 round

You steel yourself against an attack and laugh off the injury, forcing the target to press the assault against you in spite of themself. When you initiate this counter, you gain DR 20/- against the next attack that hits you. If such an attack hits, make a Bluff check opposed by the target’s Sense Motive check or their AC, whichever is higher. On a success, the target must attack only you next round. You may initiate this counter in response to an adjacent ally being attacked, causing the attack to automatically hit you instead if you are in reach of the attack (this activates the DR and other effects as normal).
Cardinal's Cape

**Descriptors:** Healing

**Class:** Lunar, Radiant

**Slot:** Body, Shoulders

**Saving Throw:** None

A shimmering mantle of vibrant
energy settles upon the veilweaver’s
shoulders and trails down their
back.

Wearing this protective veil shrouds you in healing
energy, granting you a +2 insight bonus on saving throws
against effects that cause ability damage, ability drain or
energy drain, and against all death effects. Whenever
you succeed on a saving throw against such an effect, its
energy is converted into restorative power, healing you
for 5 hit points.

**Essence:** For each point of essence invested in this ability,
the amount of healing granted when succeeding
on a saving throw increases by 3.

**Chakra Bind (Body): [L20, R18]** Binding this veil to your Body slot grants you
immunity to ability damage, ability drain,
energy drain, and death effects. Whenever your
immunity prevents such an effect from affecting
you, you gain fast healing 10 for a number of
rounds equal to your veilweaving modifier.

**Chakra Bind (Shoulders): [L10/12]** Binding this veil to your Shoulders chakra
increases the bonus to saving throws granted by
this veil by +1 per point of essence invested, and
increases the additional healing granted when
succeeding on a saving throw to 5 per point of
essence.
Bracers of Martial Surging

**Aura** moderate psychokinesis; **ML** 5th

**Slot** wrist; **Price** 5,000 gp; **Weight** 1 lb.

**Description**

These bracers are made from gold and inlaid with
intricate patterns of copper and diamonds. Designed to
help capture some of the emotional psychic energy released
by a wilder when she utilizes her wild surge, these bracers
allow the wearer to channel some of that energy into her
weapons. When the wearer uses a wild surge, the bracers
gain a charge equal to the level of the wild surge. The
bracers can hold a maximum of 10 charges; any charges
that would be gained beyond that are lost. These wild surge
charges can then be spent as a free action to increase the
enhancement bonus or add a weapon special ability to a  weapon the wearer is wielding, at a cost of two charges per +1 for enhancement bonus or weapon special ability. The
improvement to the weapon lasts for one round or until
the next successful attack with that weapon, whichever
occurs first. These bonuses are added to any properties the
weapon already has, but duplicate abilities do not stack. If
the weapon is not psionic, at least a +1 enhancement bonus
must be added before any other properties can be added.
These bonuses can be added to the weapon, stacking with
existing enhancement bonuses to a maximum of +5, or they
can be used to add any of the weapon properties available
to a soulknife’s mind blade.

**Construction**

**Requirements** Craft Wondrous Item, *metaphysical weapon*;
**Cost** 2,500 gp
Brilliant Moon

**Discipline:**Veiled Moon (Strike)

**Level:**3

**Prerequisites:**One Veiled Moon maneuver

**Initiation Action:**1 standard action

**Range:**Melee or ranged attack

**Target:**One creature

**Duration:** Instantaneous

By partially phasing a portion of his attack out of this reality, the disciple may ignore certain obstacles, such as armor, when striking at an opponent. The initiator makes an attack roll and ignores the target’s armor bonus to AC (unless this armor bonus comes from a force effect, such as *mage armor*). A successful hit inflicts an additional 4d4 points of force damage from the spiritual power the disciple infuses into the attack.
Bolt

**Discipline:** Metacreativity (Creation); **Level:** Marksman 1, psion/wilder 1

**Display:** Material

**Manifesting Time:** 1 standard action

**Range:** 0 ft.

**Effect:** A normal bolt, arrow, or sling bullet

**Duration:** 1 min./level

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

**Power Points:** 1

You create 2d4 ectoplasmic crossbow bolts, arrows, or sling bullets, appropriate to your size, which dissipate into their constituent ectoplasmic particles when the duration ends or after being fired. Ammunition you create has a +1 enhancement bonus on attack rolls and damage rolls.

**Augment:** For every 3 additional power points you spend, this power improves the ammunition’s enhancement bonus on attack rolls and damage rolls by 1 and creates an additional 1d4 pieces of appropriate ammunition.

## Mythic Bolt

Double the number of bolts, arrows, or sling bullets created by the power. Add half your tier to the enhancement bonus.

**Augmented (3rd):** If you expend one use of mythic power, you can choose weapon special abilities to use on the bolts, arrows, or sling bullets, but reduce the enhancement bonus by the cost of the weapon special ability. The bolts, arrows, or sling bullets must have a minimum +1 enhancement bonus in order to select weapon special abilities. You may not select the *bane* weapon special ability.
Bring Forth the Soul

**Discipline:** Athanatism; **Level:** Conduit 2

**Display:** Auditory and olfactory

**Manifesting Time:** 5 minutes

**Range:** 10 ft.

**Target:** One dead creature

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

**Saving Throw:** Will negates; see text; **Power Resistance:** No

**Power Points:** 3

You bring back the soul of one that is recently dead,
allowing you to question them freely or raise them
more easily. A soul brought back in this way is treated
as a shadow, except that they cannot create spawn
and do not deal ability damage with their attacks. This
soul is not obliged to stay or serve, and may attempt a
Will saving throw to resist being brought back. The
soul suffers a penalty on saves equal to your Charisma
modifier against any Athanatism powers or effects that
you manifest in the future. A soul that succeeds on this
saving throw may not be targeted again by this power
by the same manifester for 24 hours. If the targeted
creature has been dead for longer than a week, or died
due to negative energy or soul-draining effects, this
power fails. This power does not affect a corpse that has
been turned into an undead creature. Each corpse can
only be affected by one instance of this power at a time.

**Augment:** This power may be augmented in one of the
following ways.

* For every 2 additional power points you spend, the corpse targeted by this power may have been dead for one additional week.
* By spending an additional 4 power points, increase the duration of this power to 1 hour/level.
* By spending an additional 6 power points, increase the duration of this power to 1 day/level.
* By spending an additional 10 power points, you may raise the soul from the dead. The soul must be willing to return. It returns to life with two permanent negative levels. If it is 1st level, it takes 2 points of Constitution drain instead (if this would reduce its Con to 0 or less, it can’t be raised). A target that died with spells prepared has a 50% chance of losing any given spell upon being raised. A spellcasting creature that doesn’t prepare spells has a 50% chance of losing any given unused spell slot as if it had been used to cast a spell. A manifester that died with power points is raised with half its maximum power points, round up. A raised creature has a number of hit points equal to its current HD. Any normal poison or diseases affecting the target are cured when it returns to life, but missing limbs, magical diseases, and curses remain unchanged. It retains the penalty to saves against your athanatism effects. When you augment this power in this way, you suffer a permanent negative level. This power gains the healing subtype.
Capture Shark

**School** universal; **Level** sharker 0

**Casting Time** 1 standard action

**Components** S

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

**Target** one shark

**Duration** instantaneous

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

The shark is captured and drawn into your aura. Its body is removed from combat until you call upon it again. The target gets a +5 bonus to its save while at or above half its total hit points. It gets a +2 bonus while at or above one- quarter of its total hit points. You add your Charisma bonus (if any) to beat the subject’s spell resistance.

Sharks with a CR above your level, an already captured shark, and any shark with class levels (such as most carchardians) cannot be captured in this way.
Burning Shade of the Umbral Wood (Mythic)

You wield an incongruous and fearsome power, for your anguished visions have led you to gaze deep into the heart of twilight. Between ragged gasps, there in the choking fumes, you have seen the insane truth behind the Midnight Master’s potent gifts: the great Shadow Prince of Pain cares not for blooms of frost, nor does he despise the blaze of a quickening flame… he desires and cherishes only darkness, envy, terror, chains and the slick beauty of exquisite suffering. For his glory, therefore, you gladly build -with trembling hands- a black pyre from spilled ichor and still-shrieking flesh.

Prerequisite: Burning Shade of the Umbral Wood.

Benefit: When you change the type of energy damage caused by a spell, you can expend one use of mythic power so that all non-mythic targets automatically fail their saving throws against the effect. If you have 7 or more mythic tiers, when you cast *unwilling shield*, you can expend one use of mythic power to cast the mythic version of the spell. You remove the penalties from gaining the non-mythic version of this feat (that is, a reduction to your maximum hit points and gaining of light blindness); if you had light blindness before gaining the non-mythic version of the feat, you still have light blindness.
Ceramic Plated Leather

**Description:** This armor has pockets woven throughout the armor to hold ceramic plates. These plates, while light, allow the armor to better deflect firearm attacks. This armor applies its armor bonus (plus its enhancement bonus, if any) to firearm attacks made against the wearer. If the wearer of this armor is struck by a critical hit the armor gains the broken property. If this armor has the broken property it no longer applies its armor bonus against firearm attacks.
Boots of Gravity Binding

**Aura** faint psychoportation; **ML** 5th

**Slot** feet; **Price** 18,000 gp; **Weight** 1 lb

**Description**

Three times per day, the wearer of these black leather
boots can affect the ground where they are standing as if
they had manifested the *gravitational anchor* power.

**Construction**

**Requirements** Craft Wondrous Item, *gravitational anchor*;
**Cost** 9,000 gp
Buckler Bash

You have learned to use your buckler as an effective
weapon.

**Prerequisites**: Shield proficiency, at least one
maneuver known from the Broken Blade or Iron
Tortoise disciplines.

**Benefit**: You may make shield bash attacks with a buckler
as though it was a light shield. You treat your buckler as
an associated weapon for the Iron Tortoise and Broken
Blade disciplines and may substitute a buckler bash for an
unarmed strike if a maneuver calls for one.
Cat, Big

STARTING STATISTICS

Size Medium; Speed 40 f.; AC +1 natural armor; Attack bite (1d6), 2 claws (1d4); Ability Scores Str 13, Dex 17, Con 13, Int 2, Wis 15, Cha 10; Special Attacks rake (1d4); Special Qualities lowlight vision, scent.

7TH-LEVEL ADVANCEMENT

Size Large; AC +2 natural armor; Attack bite (1d8), 2 claws (1d6); Ability Scores Str +8, Dex –2, Con +4; Special Attacks grab, pounce, rake (1d6).
Celestial Pinions

**Discipline:**Silver Crane (Strike) [Good]

**Level:**8

**Prerequisites:**Three Silver Crane maneuvers

**Initiation Action:**1 standard action

**Range:**Melee or ranged attack

**Target:**One creature

**Duration:** Instantaneous

Martial disciples with this technique have learned to strike through the ether and destroy the very essence of their infernal foes in a blazing torrent of holy light. Make an attack against a foe that inflicts an additional 15d6 points of damage. The disciple may also choose to strike incorporeal foes with this strike as if they were made manifest, including fiends who currently possess a creature. To strike a possessing fiend, the body they inhabit must be also struck, but all damage goes to the possessing fiend without harming the host. If used against a possessing fiend or an incorporeal creature, the creature must make a Will save (DC 18 + initiation modifier) or be instantly slain.
Cascading Draft

**Discipline:**Tempest Gale (Boost)

**Level:**3

**Prerequisites:**One Tempest Gale maneuver

**Initiation Action:**1 standard action

**Range:**Personal

**Target:**You

**Duration:**1 round

Reading the winds allows you to hit further and strike harder than any other martial artist. After you initiate this boost, your next ranged attack this round deals an additional +2 damage for every 20 feet of distance between you and the target (up to a maximum of +20 damage).
Cantikinesis, Improved

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

**Prerequisite(s)** cantikinesis

Choose a simple kinetic blast from an element you do not possess when you select this wild talent. You can use this kinetic blast so long as you’re using a musical instrument manifested through cantikinesis to do so, but it cannot benefit from making a Perform check. You do not learn composite blasts with the chosen simple blast as a requirement. If you ever gain access to the chosen blast’s element (such as through expanded element) - even if you do not gain the blast as a result - immediately choose a new simple blast for an element you do not possess for this wild talent to provide.
Cerebric Guardian

You have bound a powerful spirit to your psicrystal,
gaining a servant that grows as you do.

**Prerequisite:** Psicrystal Affinity, manifester level 1st.

**Benefit:** You replace your psicrystal with a three-headed psionic guardian, allying the splinter personality
within it with a friendly spirit. Should your cerebric
guardian be destroyed, you gain a new one in 24 hours.
A new cerebric guardian must have the same personality
as the original, and when created, may choose an
additional two personalities. Once each day, when you
would normally recover power points, you may choose
which of the three personalities is active, gaining its
benefits for the day.

A cerebric guardian is treated the same as a psicrystal
for the purpose of stats and advancement, with the
following changes.

*Piece of Mind (Ex):* A cerebric guardian is invisible
and cannot interact with or be interacted with by any
creature other than its owner. It is always treated as
adjacent to its owner, and cannot be targeted by or
included in any effect not originating from its owner.

This ability replaces flight.

*Manifest Mind (Ps):* At 7th level, once per day, you may
manifest your cerebric guardian, just as if you were
using *astral construct,* at a manifester level equal to 1/2
your HD. You spend power points to do so as normal, to
a maximum of 1/2 your HD, but this is a supernatural
effect and has a duration of 1 hour. While this astral
construct exists, it counts as your cerebric guardian and
can deliver touch powers for you, but loses all benefits
of the *piece of mind* ability. If your cerebric guardian is
destroyed while in this form, you cannot use manifest
mind again for 24 hours, you lose power points equal
to your character level and are stunned for one round.
This astral construct cannot venture more than 100 feet
from you – if it does so, the astral construct immediately
disperses, returning your cerebric guardian to its
original form.

This ability modifies deliver touch powers.

*Form of Fear (Su):* At 13th level, you may use manifest
mind one additional time each day. When you use
manifest mind, any enemy within 20 feet of the astral
construct must succeed at a Will save (DC 13 + the primary
manifesting ability score modifier of your highest level
manifesting class) or be shaken for 5 minutes or until the
cerebric guardian is no longer in astral construct form,
whichever happens first.

This ability replaces sight link.

*Channel Power (Sp):* This ability functions as normal,
except that it only functions if the cerebric guardian is
within 100 feet of you.
Calm the Storm

**Discipline:** Mithral Current (Counter)

**Level:** 2

**Initiation Action:** 1 immediate action

**Range:** Melee attack

**Target:** One creature

**Duration:** Instantaneous

By perfectly timing your counterattacks, you can force your
opponent into a position where they are unable to further
attack you. You can initiate this counter in response to a
melee or ranged attack being made against you. Make an
attack roll with a weapon you are wielding. If your attack roll
is higher than your opponent’s, their attack is negated and
they must succeed on a Reflex Save (DC 12 + your initiation
modifier) or be unable to target you with any other attacks
this turn.
Breach

**Discipline:** Psychoportation; **Level:** Cryptic 2, gambler 2, psion/wilder 2, voyager 2

**Display:** Material

**Manifesting Time:** 1 standard action

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

**Target:** One door, box, or chest with an area of up to 10 sq. ft./level

**Duration:** Instantaneous; see text

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

**Power Points:** 3

You psionically open stuck, barred, or locked doors, as well as those subject to *hold portal* or *arcane lock*. When you complete the manifestation of this power, make a manifester level check against the DC of the lock with a +10 bonus. If successful, you open up to two means of closure. This power opens secret doors, as well as locked or trick-opening boxes or chests. This also loosens welds, shackles, or chains (provided they serve to hold something shut). If used to open an *arcane locked* door, the power does not remove the *arcane lock* but simply suspends its functioning for 10 minutes. In all other cases, the door does not relock itself or become stuck again on its own. This does not raise barred gates or similar impediments (such as a portcullis), nor does it affect ropes, vines, and the like. The effect is limited by the area. Each manifestation can undo as many as two means of preventing access.

## Mythic Breach

The power unlocks up to three means of closure instead of two. The power automatically opens locks of simple or average quality, without requiring a manifester level check to do so. If used on a door locked with *psionic lock*, you can attempt a free dispel check against it as if using a targeted *dispel psionics*, adding your tier to the check.

**Augmented (3rd):** You can expend two uses of mythic power to target one locked item per tier, unlocking up to four means of closure on each, allowing a free dispel against a *psionic lock* on each, and automatically opening locks of up to good quality (no manifester level check needed).

If the door has a trap that triggers when opened, you become aware of the trap and its general nature, and the door is unlocked but doesn’t automatically open.

The power can raise a barred gate, portcullis, or similar impediment, but each one counts as two locked doors.
Bramble Caster

*Plants you magically command grow thick with bark and thorns, piercing enemy defenses.*

**Prerequisite**: Plant Focus, caster level 5th

**Benefit**: When you cast a spell with the plant descriptor that deals slashing, bludgeoning, or piercing damage, it counts as magic for the purpose of overcoming damage reduction. At caster level 10th, the spell also counts as silver and cold iron. At caster level 15th, it counts as adamantine. This is in addition to any other damage types the spell counts as to overcome damage reduction.
Bone Swarm

A swarming mass of bones animated by necrotic energies, its only purpose is to throw itself against its foes and grind them to a bloody, shredded mess.

### **Creating a Bone Swarm**

A bone swarm skeleton may only be created from the corpse of a large or larger creature.

In addition to the changes for the skeleton template, make the following adjustments to the base creature:

**Challenge Rating**: As a normal skeleton +1.

**Size**: The bone swarm is a tiny creature. The base creatures size modifier to AC, Attack, CMB, CMD, Fly, and Stealth skills are replaced by the size modifier for a tiny creature (see below).

**Type**: The bone swarm gains the swarm subtype.

**Armor Class**: A bone swarm is treated as a tiny skeleton when determining how much Natural Armor Bonus it gains from the Skeleton template. A bone swarm cannot use equipment and does not benefit from armor or shields.

**Attacks**: The bone swarm loses any melee or ranged attacks the creature had. It cannot use manufactured weapons. It instead gains a swarm attack that deals damage as per Table:

 6-10
 11-15
 16-20
 21-25
 26-30
 31-35
 36 or more

Bone Swarm Damage by Hit Dice, plus its Strength modifier.

**Space and Reach**: A bone swarm occupies a square 10 feet on each side. Its reach is 0 feet. A bone swarm does not threaten creatures in its square and cannot make attacks of opportunity.

**Special Attacks**: The bone swarm gains the distraction universal monster ability.

#### Distraction (Ex)

Any creature the bone swarm damages with its swarm attack must make a Fortitude saving throw (DC 10 + ½ the bone swarm’s Hit Dice + the bone swarm’s Charisma modifier) or become nauseated for 1 round.
Buffered Kinesis

**Prerequisite(s)**: Advanced kinesis wild talent or Kinetic Invocation, internal buffer class feature.

**Benefit**: When you use a spell-like ability with advanced kinesis or Kinetic Invocation, you can spend any number of points from your internal buffer (up to its total cost) to avoid accepting an equal amount of burn.

**Normal**: You can spend no more than 1 point from your internal buffer on a single wild talent.
Challenger (archetype)

Doomguards often balance caution with courage, knowing their fate awaits them yet in no hurry to meet it. Challengers are ardent pursuers of the fate before them, full of life and warded by destiny, ready to dare all in pursuit of a glorious end.

### Weapon and Armor Proficiency

A challenger is not proficient in medium armor or shields.

This alters weapon and armor proficiency.

### Charismatic

A challenger uses Charisma in place of Wisdom for determining the effect of doomguard class features.

### Daring Defense (Ex)

When wearing light or no armor, a challenger gains a dodge bonus to his AC and CMD equal to his Charisma modifier (if positive). A challenger loses this bonus when wearing medium or heavy armor, carrying a medium or heavy load, or when affected by a fear effect.

This replaces companion.

### Inspiring Performer (Su)

At 2nd level, a challenger can inspire courage as a bard, granting a +1 comptence bonus on attack and weapon damage rolls to all allies that can see or hear his performance and a +2 morale bonus on saves against charm and fear. These bonuses increase by 1 at 6th level and every 6 levels thereafter.

At 10th level, he can use the inspire greatness performance, and at 18th level he can use inspire heroics, using his doomguard level in place of his bard level to determine the effect of these performances.

He can use this ability for a number of rounds per day equal to his doomguard level + his Charisma modifier. Beginning this performance is a standard action at 2nd level, but he may begin a performance as a move action at 8th level and as a swift action at 14th level. Maintaining a performance is a free action.

This ability is the equivalent of bardic performance for the purpose of feats, spells, magic items, and other effects that affect bardic performance.

This replaces combat style.

### Uncanny Dodge (Ex)

At 8th level, a challenger gains uncanny dodge, as the rogue class feature.

This replaces threatening defiance.
Bolt (wild talent)

**Element(s)** air; **Type** form infusion; **Level** 3; **Burn** 2

**Associated Blasts** electric, gigawatt, lightning, thunder flash, thunderstorm

**Saving Throw** Reflex half

You unleash a bolt of lightning above an enemy within 30 feet and send it spiraling down with tremendous force. Each bolt is a 5-foot-wide, 30-foot-long, vertical bolt, dealing your full blast damage to creatures within the line. If all squares in the bolt’s area are outdoors and in a storm, the blast deals an additional 1 point of damage per die. The saving throw is Dexterity-based.
Chain Blast

**Design** destruction (ruin) [force]; **Level** 6

**Casting Time** 1 standard action

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

**Targets** one primary target, plus one secondary target/2 levels (each of which must be within 30 ft. of the primary target)

**Duration** instantaneous

**Saving Throw** none; **Spell Resistance** yes

Missiles of magical energy dart from your fingertips to unerringly strike a target then ricochet off to strike additional targets. You make one dart per two caster levels (max 10). Each dart deals 1d6+1 force damage to the primary target.

After a dart has struck the primary target, it then ricochets to other nearby targets within 30 feet of the primary target. Each dart can strike one additional creature per two caster levels (max 10). A creature cannot be struck by a single dart more than once, but multiple darts can strike a single creature. You do not have to strike the same targets with each dart (except for the primary target at which all darts are initially fired).

You can choose to affect less secondary targets than the maximum. Any effect that negates *magic missiles* or *striking* effects also protects against a *chain blast*. If the primary target has an effect that would negate this script, it deals no damage to it, but the darts still can ricochet to secondary targets. This script does no damage to objects.

**Overload**: For each runic charge overloaded into this script, you create an additional dart of force and can strike an additional secondary target.
Celestial Warning

**Discipline:** Sagitta Stellaris (Counter)

**Level:** 1

**Initiation Action:** 1 immediate action

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

**Target:** one creature

**Duration:** 1 turn

As a warden of the night sky, you fire an arrow destined to strike those who stray onto the wrong path. You may initiate this counter at any time while a creature you can see within range is taking their turn, as long as they have not already moved more than half their speed. If the creature moves more than half their speed that turn(not including forced movement), or takes any further movement from the charge action after you initiate this counter, you may immediately make a ranged weapon attack against them with a wielded weapon, that automatically hits and deals damage as normal. Alternatively, you may make a ranged trip attempt against them instead of an attack: this is rolled as normal, and does not automatically succeed. Either option takes place during the target’s movement, potentially interrupting it. After you initiate this counter, the target creature becomes aware of its effects, and may choose to stop any willing movement, including stopping partway through a charge.
Call to Action

**Discipline:** Golden Lion (Strike)

**Level:** 2

**Initiation Action:** 1 standard action

**Range:** Melee attack

**Target:** One creature

**Duration:** Instant

With a mighty blow, the disciple aids an ally
by providing an opening in combat to move by
an opponent. The initiator makes a melee attack,
inflicting an additional 2d6 points of damage and
granting an adjacent ally an immediate move action.
Celestrial Orrery Stance

**Discipline:** Sagitta Stellaris (Stance)

**Level:** 5

**Prerequisites:** Two Sagitta Stellaris maneuvers

**Initiation Action:** 1 swift action

**Range:** personal

**Target:** you

**Duration:** stance

You channel visions of the entire cosmos through yourself, projecting the stars around you. While in this stance, you are surrounded by a glowing, translucent rendition of the night sky, overlaid with arcane and astronomical diagrams of your knowledge that you can consult at a moment’s notice, to guide the movements of every ally on the battlefield. You gain a +4 insight bonus to initiative, and a fly speed equal to your base speed, with perfect maneuverability. You can draw trails through empty spaces you have neither line of sight nor line of effect to. Your [Trail] strikes can negate the effects of cover when approaching targets from a direction where it would not apply, and even potentially target creatures behind total cover (but they would still be subject to total concealment if you cannot see the target). Once per round as a free action on your turn, you can grant up to two allies in medium range (100 ft. + 10 ft./lvl) the ability to immediately fly 10 feet in any direction without using their action. Alternatively, you can grant one ally in range the ability to fly in a straight line directly away from a creature of their choice until they are out of its threatened area. Neither of these movement options provoke attacks of opportunity. In addition, you increase the range of all your [Trails] by 20 feet.
Broken Blade

Legend has it the first practitioner of the Broken Blade style was a powerful swordsman who in the middle of a life-or-death duel with an old enemy found his sword broken by his opponent and had to toss it aside. Disheartened by his lack of weapons, he quickly realized that his years of training, exercise, and conditioning had made his body a weapon all on its own. Using only his fists and his nerve, this long-forgotten swordsman became the first to develop this discipline’s techniques, and he passed his experience on to others. Disciples of the Broken Blade teach these methods in monasteries, to cloistered warrior-monks who learn to operate without the use of traditional weapons of combat. Others learn from parents or individual mentors, haphazard or otherwise, and scrap their way through as it suits them. The Broken Blade’s associated skill is Acrobatics, and its associated weapon groups are close, monk, and natural.

**Associated Skills:** Acrobatics

**Associated Weapon Groups:** Close, monk, and natural

**Martial Tradition:** Sultanate of Beggars

**Title Veil:** The Brawler

**Style Feats:**

* Broken Blade Style
	+ Broken Blade Crush
		- Broken Blade Rhythm

**Combo Feats:**

* None

## **1st Level Broken Blade Maneuvers**

 Flurry Strike | Strike
 Iron Hand Stance | Stance
 Pommel Bash | Strike
 Pugilist Stance | Stance
 Shards of Iron Strike | Strike

## **2nd Level Broken Blade Maneuvers**

 Cartwheel Axe Kick | Strike
 Counter Step | Counter
 Knuckle to the Blade | Strike
 Leg Sweeping Hilt | Strike

## **3rd Level Broken Blade Maneuvers**

 Flat Iron Riposte | Counter
 Iron Dust | Boost
 Steel Flurry Strike | Strike

## **4th Level Broken Blade Maneuvers**

 Iron-Breaking Palm | Strike
 Iron Axe Kick | Strike
 Iron Knuckle | Boost

## **5th Level Broken Blade Maneuvers**

 Shards of Steel Strike | Strike
 Steel Grappler’s Attitude | Stance
 Throw the Blade Down | Counter

## **6th Level Broken Blade Maneuvers**

 Pit Fighter’s Stance | Stance
 Singing Steel Strike | Strike
 Steel Axe Kick | Strike

## **7th Level Broken Blade Maneuvers**

 Shards of Adamantine Strike | Strike
 Spinning Flurry Rush | Strike

## **8th Level Broken Blade Maneuvers**

 Spinning Adamantine Axe | Strike
 Unbreakable Stride Stance | Stance
Boiling Light

**School:** evocation [steam]; **Level:** sorcerer/wizard 6

**Casting Time:** 1 standard action

**Components:** V, S

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

**Target:** three or more rays

**Duration:** 3 rounds

**Saving Throw:** none; **Spell Resistance:** yes

You blast several enemies with beams of boiling-hot light. You may fire three rays, plus one additional ray for every four levels beyond 11th (to a maximum of five rays at 19th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of steam damage. The rays may be fired at the same or different targets, but all rays must be aimed at targets within 30 feet of each other and fired simultaneously. Every round on your turn, a new ray of light launches from each creature who took damage from the spell in the previous round—these new rays attack as if you fired them, but their point of origin is the previous creature damaged. You can choose the new targets as a free action, all of whom must be within close range (25 ft. + 5 ft./2 levels) of their new starting point. This boiling light continues for a total of three rounds—a creature can be struck more than once by this spell over the course of these three rounds, although never by a ray of fire that launches from itself.