recursal/Fanatic-Fandom huggingface dataset:
Betrayal Sense (Mythic)

You are always on the lookout for betrayal and can act quickly to prevent an ambush.

Prerequisite: Betrayal Sense.

Benefit: Whenever you encounter a disguised creature, you automatically receive a Perception check to pierce that creature’s disguise. Similarly, whenever you encounter a creature that intends to attack you by surprise, you automatically receive a Sense Motive check to learn this. The GM may make these checks for you, in secret, if she desires. Additionally, if both you and one or more opponents would potentially act in a surprise round, you can expend one use of mythic power to prevent all opponents from acting in that surprise round. Opponents whose mythic tier is equal to or greater than your own are unaffected by this ability.
Battle Dragon’s Stance

**Discipline:**Thrashing Dragon (Stance)

**Level:**3

**Prerequisites:**One Thrashing Dragon maneuver

**Initiation Action:**1 swift action

**Range:**Personal

**Target:**You

**Duration:**Stance

The Battle Dragon’s Stance shows the disciple how to balance his fighting style and through this centering of being, he may find speed, finesse, and power. While in the Battle Dragon’s Stance, the disciple reduces his two-weapon fighting penalties by 2, and gains a +4 bonus to Initiative checks and adds 1d6 + initiation modifier to melee damage while fighting with two weapons.
Biting Cold

**Discipline:** Psychokinesis [cold, trigger]; **Level:** Highlord 5, psychic warrior 5

**Display:** Auditory, Material

**Manifesting Time:** 1 swift action

**Range:** Melee

**Target:** One creature

**Duration:** 1 round; see text

**Saving Throw:** None; **Power Resistance:** Yes; see text

**Power Points:** 9

The next successful melee attack you make this round
deals an additional +1d10 points of cold damage to the
struck creature and the target is staggered from the cold.
Power resistance does not apply to this additional damage,
but does apply to the staggered condition.

**Trigger:** If your attack was successful, you can expend
your psionic focus to infuse the target with chilling cold.
Power resistance applies to infusing the target with chilling
cold. Until the end of its next turn, if the creature struck
makes an attack, manifests a power, or casts a spell, it takes
1d10 points of cold damage and is paralyzed for one round.

**Augment:** If you spend 6 additional power points, you
can instead manifest this power upon making a successful
melee attack and have the effects of this power instead
apply to that attack. Doing so still uses your swift action
for the round.

## Biting Cold (Mythic)

The amount of additional cold damage dealt on a successful attack becomes +2d8. If the attack is successful, the struck creature is stunned for 1 round instead of staggered for 1 round. If you expend your focus as part of the attack, the struck creature automatically takes an additional 2d8 points of cold damage and is paralyzed for one round, regardless of its action. Power resistance still applies as appropriate.
Aura of Misfortune

**Discipline**: Cursed Razor (Stance); Level: 1

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

**Range**: Personal

**Target**: Self

**Duration**: Stance

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DESCRIPTION

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You project an area of ill fortune. While you maintain this stance, all opponents within close range (25 feet + 5 feet per 2 initiator levels) take a –2 penalty on saving throws.
Body Slam

**Discipline:** Psychokinesis; **Level:** Dread 2, psion/wilder 2

**Display:** Visual

**Manifesting Time:** 1 standard action

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

**Target:** Two creatures adjacent to one another

**Duration:** Instantaneous

**Saving Throw:** Reflex half; **Power Resistance:** Yes

**Power Points:** 3

A giant band of yellow light surrounds your foes then snaps out of existence as they smash against one another. When you manifest this power, you select two creatures that are beside each other and push them violently together, dealing 1d6 points of bludgeoning damage to each. Both of your targets may make a Reflex save to attempt to reduce the damage taken by half.

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

* For every additional power point you spend, the damage dealt to each creature increases by 1d6. Also, for every extra 2d6 damage, the DC of this power increases by 1.
* By spending an additional two power points, targets that fail their Reflex saves are knocked prone in addition to taking damage.

***Mythic Body Slam***

You may use this power on as many creatures as you have mythic tiers. The effected creatures must all be adjacent to at least one other targeted creature, allowing you to use *mythic body slam* on targets who are lined up, or in formation.
Behemoth Hide

**Descriptors:** none

**Class:** Daevic

**Slot:** Body

**Saving Throw:** none

Rugged akasha with the appearance of thick mottled gray hide encases the wearer making them tougher and sturdier.

When this veil is formed the wearer gains DR 2/piercing.

**Essence:** Investing essence into this veil increases the granted DR by 1.

**Chakra Bind (Body): [D12/20]** When the wearer binds this veil to their Body chakra, they gain the weight and presence of some of the world’s mightiest beasts. The wearer is treated as two size categories larger when determining how he is affected by spells and effects (for example, a medium sized creature would be treated as Huge when determining how gust of wind affects him), and for determining whether a creature can target him with a combat maneuver (a medium creature with this bind would generally be unaffected by a Bull Rush attempt from a similarly sized creature).
Blend With The Night

**Discipline:**Steel Serpent (Boost)

**Level:**6

**Prerequisites:**Two Steel Serpent Maneuvers

**Initiation Action:**1 swift action

**Range:**One melee attack

**Target:**One creature

**Duration:**One round

Practitioners of the Steel Serpent discipline are known for their ability to disappear while in plain sight and reappear moments later, unleashing their devastating skill upon a subject. The disciple who initiates this maneuvers gains the benefits of being under the effects of a *greater invisibility*spell for one round, and during that round, he gains 2d6 points of sneak attack damage per attack he makes that round (as per the rogue class feature). This is a supernatural ability.
Body of Delusion

**Discipline:** Sleeping Goddess (Counter); **Level:** 1

**Initiation Action:** 1 immediate action

**Range:** Personal or 60 ft. (see text)

**Target:** You or one ally (see text)

**Duration:** Instantaneous

The most basic tenet of the Sleeping Goddess discipline is that a strong enough belief, channeled through the lens of psionic power, can do anything. With this technique, you momentarily enter a state of denial, asserting through your power that you are not and will not be harmed. You can initiate this counter when you take damage from a melee or ranged attack. Make an Autohypnosis check, using your opponent’s attack roll as the DC. If you succeed, you take only half damage from the attack, although any other effects of the attack are resolved normally.

**Augment:** You can augment this maneuver in one or more of the following ways:

* For every power point you spend, you gain a +1 bonus on your Autohypnosis check.
* If you spend 3 power points, you take no damage from the attack on a successful Autohypnosis check, rather than half.
* If you spend 5 power points, you are completely unaffected by the attack on a successful Autohypnosis check, taking no damage and ignoring any additional effects of the attack.
* If you expend your psionic focus while initiating this counter, you can use it in response to an attack damaging an ally within 60 feet. Make an Autohypnosis check as normal, then apply the effects of this counter to that ally rather than yourself.
Belt of Woven Gold

**Descriptors**: Conjuration (teleportation), good, light

**Class**: Daevic, Guru, Helmsman, Nexus, Radiant, Spellweaver, Vizier

**Slot**: Belt

**Saving Throw**: None

*“Also righteousness will be the belt about his loins,*
*and faithfulness the belt about his waist.”*

When you have this veil shaped, you gain
the ability to teleport yourself and any worn or
carried equipment up to 10 ft. as a move action,
but you must begin and end the teleportation in
an area of bright light. Whenever you move via
teleportation, lingering magical energy forms
a protective nimbus of holy light about you,
granting you a +1 sacred bonus to your AC that
lasts until the start of your next turn; if the light
level around you drops below bright, such as if
the area is dimmed by a *darkness* spell or similar
effect, this bonus immediately ends.

**Essence:** For each point of essence invested in this veil
the distance you can teleport increases by 5
ft. and the sacred bonus to AC granted after
teleporting increases by +1.

**Chakra Bind (Belt): [D13, G17, N16, R15, V16]** Binding this veil to your Belt chakra greatly
increases its transportive and protective
properties. The maximum distance you can
teleport becomes 100 ft. + 100 ft. per point of
essence invested, though you must still begin
and end your teleportation in an area of bright
light. In addition, whenever an enemy confirms
a critical hit against you with a melee weapon,
after dealing damage they must succeed at
a Will saving throw or be instantly teleported
30 ft. + 10 ft. per point of essence invested
directly away from you. If the creature would be
sent to a space that is already occupied (such
as by another creature or a physical object such
as a wall) they are instead sent to the closest
unoccupied space to their destination.
Battering Gale

**Discipline:**Tempest Gale (Strike)

**Level:**3

**Prerequisites:**One Tempest Gale maneuver

**Initiation Action:**1 standard action

**Range:**Ranged attack

**Target:**One creature

**Duration:**Instantaneous

Your arrows strike with such force that they can drive back even the mightiest foes. Make a ranged attack. If it hits, it deals weapon damage as normal plus an additional 3d6 points of damage, and you can make a bull rush attempt against the target as a free action, using a Sleight of Hand check in place of your combat maneuver check. This bull rush attempt does not provoke an attack of opportunity.
Blinding Reflection

**Discipline:** Mithral Current (Strike)

**Level:** 4

**Prerequisites:** One Mithral Current maneuver

**Initiation Action:** 1 standard action

**Range:** Melee attack

**Target:** One creature

**Duration:** Instantaneous (see text)

Reflecting light of your blade like a pond bathed in
moonlight, you temporarily blind an opponent and swiftly
strike in the opening granted. Make a melee attack. If it
hits, it deals weapon damage as normal plus an additional
6d6 points of damage. If you drew your weapon as part of
this strike, a struck target must succeed at a Fortitude Save
(DC 14 + your initiation modifier) or become blinded for 1
minute. If the target succeeds on their save, they are instead
dazzled for one round.
Avatar of Light

**Descriptors**: Good

**Class**: Guru, Lunar, Nexus, Radiant, Vizier

**Slot**: Head

**Saving Throw**: None

*Shedding a warm and calming radiance, this*
*shimmering orb hovers about your shoulders,*
*protecting and aiding you.*

By weaving this unusual veil, you create a
conduit of pure akasha that tethers your essence
to a holy being of pure light called a lucent.
This lucent is a loyal servant and follows your
commands to the best of its abilities.

**Essence:** For each point of essence invested in this veil,
the lucent gains a +1 insight bonus to attack and
damage rolls, saving throws, and skill checks, as
well as gaining 5 additional hit points. For every
two points of essence invested into this veil, the
lucent gains 1 additional point of essence in its
essence pool.

**Chakra Bind (Head) [G8, L4/6, N6, R6, V6]** Binding this veil to your Head chakra
temporarily fuels the lucent with supernatural
power. The lucent gains a number of additional
Hit Dice (d10s) equal to the number of points of
essence invested in this veil, an equal number of
points of essence in its essence pool, and treats
its essence receptacles as though it shares any
improved essence capacity class feature increases
you possess. Hit points gained from these
additional HD start each day at full but are not
restored when essence is removed and re-added;
they must be healed normally. In addition, the
lucent can communicate telepathically with you at
a distance of up to 1 mile per veilweaver level.
Battle Tinker's Parry

**Discipline:** Mangled Gear (Counter)

**Level:** 5

**Prerequisite(s):** Two Mangled Gear Maneuvers

**Initiation Action:** 1 immediate action

**Range:** personal

**Target:** You

**Duration:** Instant

Just as you have learned to destroy others’ equipment, you have figured out how to fortify your own. You may activate this boost whenever you or your equipment would be damaged. You gain DR 20/- against the source of the damage, and the hardness of all equipment you are carrying has its hardness increased by your initiator level against the source of damage.
Bloody Shot

Your ranged attacks strike especially vital locations, causing your target to bleed profusely.

**Prerequisites**: Sneak attack +2d6 or stealth attack +2d6, base attack bonus +7, Point Blank Shot, Precise Shot.

**Benefit**: When your ranged attack successfully strikes a foe and qualifies for precision damage (such as sneak attack or stealth attack), you may convert some of the precision damage to bleed damage. For every 1d6 points of precision damage you forgo, you inflict 1 hp bleed damage on the target.
Blindstrike

**Aura** moderate necromancy; **CL** 7th

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

A *blindstrike* weapon clouds its victims’ sight. Whenever the wielder of a *blindstrike* weapon confirms a critical hit on a creature, the wielder can choose to forgo the additional damage dice to instead cloud the target’s vision, effectively blinding it. The blindness lasts for 1 round if the weapon has a x2 critical multiplier, 2 rounds if the weapon has a x3 critical multiplier, or 3 rounds if the weapon has a x4 critical multiplier or higher.

**Construction Requirements** Craft Magic Arms and Armor, *blindness/deafness*; **Price** +2 bonus
Blade-Dance Ballet

**Discipline:** Fool's Errand (Strike); **Level:** 5

**Prerequisites:** Two Fool’s Errand maneuvers

**Initiation Action:** 1 full-round action

**Range:** Melee or ranged attack (see text)

**Target:** See text

**Duration:** Instantaneous

**DESCRIPTION**

You follow a slash of your sword with several quick jabs or kicks. As part of this strike, make an attack with a weapon you are wielding and three unarmed strike attacks. You take a –2 penalty on your attack rolls during this strike. These attacks can be made against any valid targets for an attack (such as creatures, objects, or squares), and can be made in any order. After each attack, you may move up to 5 feet without provoking attacks of opportunity. In addition, you may move up to your speed before or after resolving this strike. Unlike the previous movement, this movement provokes attacks of opportunity as normal.
Blowout

**Design** alteration (enhancement); **Level** 6

**Casting Time** 1 standard action

**Range** touch

**Target** one willing creature

**Duration** 1 round/level

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

You greatly enhance the target’s physical attacks, letting them strike with overwhelming force.

For the duration of *blowout*, the targeted ally treats their weapon attacks, unarmed strikes, or natural attacks as being two size categories larger for the purpose of the damage they deal. If the ally successfully scores a critical hit, the creature they struck is staggered for 1 round, and the ally can make a free bull rush attempt on the creature (as if they possessed the Bull Rush StrikeAPG combat feat). A Fortitude save negates the stagger but not the bull rush.

**Overload**: For every runic charge overloaded into this script, the ally gains a +2 bonus to their CMB to bull rush with *blowout*. For every two charges used, the DC of the script increases by 1.
Boiling Blade

**School:** evocation [steam]; **Level:** kahuna 2

**Casting Time:** 1 standard action

**Components:** V, S, DF

**Range:** 0 ft.

**Effect:** spear-like beam

**Duration:** 1 min./level (D)

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

A 3-foot-long, bubbling beam of white-hot light springs forth from your hand. You wield this blade-like beam as if it were a short spear. Attacks with the boiling blade are melee touch attacks. The blade deals 1d8 points of steam damage + 1 point per two caster levels (maximum +10). Since the blade is immaterial, your strength modifier does not apply to the damage. A boiling blade cannot be thrown or plunged.
Body of the Night

**Discipline:**Steel Serpent (Stance)

**Level:**1

**Initiation Action:**1 swift action

**Range:**Personal

**Target:**You

**Duration:**Stance

A wielder of the secrets of Steel Serpent knows his body and how to use it effectively in the art of stealth. By learning to manipulate his *ki*flows to obscure his movements from sight and hearing, using his body-control to mask the signs of his passage. The disciple may add his ranks in the Heal skill to his ranks in the Stealth skill when making a Stealth check while in this stance as a competence bonus. While in this stance, when making an attack against a flat-footed opponent or one that has been denied its Dexterity bonus to AC, the disciple gains a +4 competence bonus to attack rolls and inflicts an additional 1d6 points of damage. This is a supernatural ability.
Blood-Spray Strike

**Discipline:**Primal Fury (Strike)

**Level:**7

**Prerequisites:**Two Primal Fury maneuvers

**Initiation Action:**1 standard action

**Range:**Melee attack

**Target:**One creature

**Duration:** Instantaneous

The Primal Fury disciple makes a chest-ruining arterial strike on his foe, causing the enemy to suffer grievous amounts of injury. The initiator makes an attack against a target foe and if successful, inflicts an additional 8d6 points of damage and inflicts 2d4 points of Constitution damage due to striking vital areas and organs. If the target is immune to critical hits, the target does not suffer this Constitution damage.
Bless Sand

**School:** transmutation [good]; **Level:** cleric 1, inquisitor 1, paladin 1

**Casting Time:** 1 minute

**Components:** V, S, M (gold dust worth 25 gp)

**Range:** touch

**Target:** bag of sand touched

**Duration:** instantaneous

**Saving Throw:** Will negates (object); **Spell Resistance:** yes (object)

This transmutation imbues a 16 ounce bag of sand with positive energy, turning it into holy sand. A full 16 ounce bag is roughly two inches in diameter.
Body Fuel

You can expand your power point total at the expense
of your health.

**Benefit:** You can recover 2 power points by taking
1 point of ability burn damage to each of your three
physical ability scores: Strength, Dexterity, and
Constitution.

You can recover additional power points for a
proportional cost to Strength, Dexterity, and Constitution.
These recovered points are added to your power point
reserve as if you had gained them by resting overnight.

**Special:** Only living creatures can use this feat. You
can take advantage of this feat only while in your own
body.

## Body Fuel (Mythic)

You are able to selectively decide which ability to sacrifice for more power points.

**Prerequisite:** Body Fuel.

**Benefit:** When using the Body Fuel feat, you need only choose a single physical ability score (Strength, Dexterity, or Constitution) to suffer ability burn, instead of all three.
Blinding Sands Scour the Desert

*The Sands are a collective of spirits that inhabit arid deserts. They blow stinging sand across the dunes, condemning the unprepared to wander lost forever.*

**Type**: Acolyte of the Land

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

*Sand Squall (Sp)*: You conjure a vortex of sand by spending 1 point from your primal energy pool. The squall can be created on any point on the ground within 60 feet of you, and is a 5-foot-radius cylinder that is twice as high as its radius. Creatures inside the squall when it is created must make a Fortitude save or be blinded for 1 round. For 1 round thereafter the squall lingers, imposing a -4 penalty on Perception checks to those within. The sand squall’s duration is increased by 1 round and its radius by 5 feet upon reaching 5th, 11th, and 17th levels, though the blinding effect only occurs once when the squall is created. You can only have one sand squall at a time; using this power again ends any previous squalls you’ve created. You are immune to the effects of your sand squall (as well as any improvements to this power gained from invoking this spirit).

**Spells**: 1st—*ray of enfeeblement*, *silent image*; 2nd—*glitterdust*, *soften earth and stone*; 3rd—*shifting sand*APG, *mirage*UW; 4th—*persistent image*, *scouring winds*UM.

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

*Shifting Dunes (Ex, Minor)*: You and your companion are unaffected by difficult terrain. The area within your sand squall is considered difficult terrain while it lasts.

*Swirling Sands (Ex, Intermediate)*: Creatures within your sand squall treat any enemies they attack as though they had concealment; blinded creatures still have the normal penalties. You can now move the sand squall as a move action up to 30 feet in any direction. If you are inside the squall when you do so you can move with it as part of this action, though if you do both the squall’s movement and your own cannot exceed your speed.

*Sandstorm (Ex, Greater)*: The Perception penalties from the sand squall double to -8. Creatures that fail their Fortitude save against the squall are blinded for 1d3 rounds, instead of only 1. Creatures in the squall are denied their Dexterity bonus to AC unless they can see through the sand, have tremorsense, or are unaffected by sandstorms or similar inclement weather.

*Desert Wanderer (Ex, Grand)*: At the start of a creature’s turn while they are inside the sand squall, that creature must make a Reflex save. Failure means the creature is pulled 10 feet towards the squall’s center and cannot move further away from the center this turn. The maximum distance for moving your squall is now 60 feet, though if you move with it you still cannot exceed your normal speed for the round.
Bloody Talon

**Aura** moderate transmutation; **CL** 10th

**Slot** none; **Price** 41,806 gp; **Weight** 2 lbs.

A *bloody talon* is a *+1 feral wounding sickle*. The wielder gains a +2 bonus on trip attempts made with the weapon and inflicts its bleed damage on successful trip attempts. Whenever the wielder kills a creature that has at least 1 Hit Die with a melee attack or through bleed damage, she can use an immediate action to grant herself 1d10 + 5 temporary hit points. These temporary hit points last for 1 minute and do not stack.

If a creature wielding two or more *bloody talons* takes a charge action, their speed is increased by 20 feet for that charge and they do not provoke attacks of opportunity for movement made during the charge.

**Construction Requirements** Craft Magic Arms and Armor, *animal aspect*APG, *bleed*, *death knell*, *magic fang*; **Price** 21,506 gp
Biokinetic Feedback

You convert your psychic enervation into physical
feedback.

**Prerequisites:** Con 13, psychic enervation class feature.

**Benefit:** If you would lose power points as the result
of psychic enervation, you may instead lose an equal
number of hit points. Additionally, if you possess the
Overchannel feat, you may use it in conjunction with
your wild surge. The effects stack. Combining your wild
surge with Overchannel in this manner increases your
chance for psychic enervation by 20%.
Black Flag Bandit

The life of adventure takes legendary gunslingers to all sorts of places, but some seem to only find their home on the high seas. Black flag bandits are those that crave travel and excitement, rallying others and leading raids on opposing ships, masters of the seas.

**Weapon and Armor Proficiencies:** A black flag bandit is proficient with all light and one-handed swords but not two-handed firearms.

This ability alters a legendary gunslinger’s normal weapon proficiencies.

### **Gunsmith (Ex)**

A black flag bandit must select a pistol for her starting weapon, although she may treat any flag attached to a one-handed firearm as though it was displayed for her raise the flag class feature.

This ability alters gunsmith.

### **Pirate Deeds (Ex)**

A black powder bandit gains the following deeds:

* **Blade and Pistol:** At 1st level, as long as the black powder bandit has 1 grit point, she treats all one-handed firearms as light weapons for the purpose of dual wielding penalties. In addition, she can reload a one-handed firearm without requiring a free hand.

* **Cannoneer:** At 7th level, as long as the black powder bandit has 1 grit point, she treats herself as 1 additional person for the purposes of the crew needed to operate a cannon and reduces the number of rounds needed to load a cannon by 1 (minimum 0). A black flag bandit can spend 1 grit point as a standard action to grant this deed to all creatures benefiting from her raise the flag class feature for 1 hour.

This ability replaces the dead eye and interrogation shot deeds.

### **Port Royalty (Ex)**

At 2nd level, a black flag bandit gains the living legend gun mastery. While in a port town (or other coastal area as determined by the GM), a black flag bandit only needs to spend 1 night in a tavern to change her area of renown to that area.

This ability replaces the 2nd level gun mastery.

### **Raise the Flag (Ex)**

At 5th level, a black flag bandit can proudly display her flag, granting all allies who can see it a +2 circumstance bonus on Acrobatics and Profession (sailor) skill checks; this bonus increases by +2 while aboard a ship. In addition, while her flag is displayed, a black flag bandit can spend 1 grit point to grant all allies who can see her flag a +1 morale bonus to attack rolls for 1 minute; if she uses this ability while on board a ship, this bonus increases by 1. At 10th level and every five levels afterwards, all these bonuses increase by 1.

This ability replaces gritty offense.
Binding Fetters

**Discipline:** Eternal Guardian (Boost) [curse, teleportation]

**Level:** 3

**Prerequisites:** One Eternal Guardian maneuver

**Initiation Action:** 1 swift action

**Range:** Melee attack

**Target:** One creature

**Duration:** 1 round

Your oath binds you and the target of your attack in combat
with each other, leashing your very souls together. You can
activate this boost when you hit a creature with a melee
attack. That creature becomes cursed for one round, and
at the start of your next turn, it must succeed at a Will
save (DC 13 + your initiation modifier) be teleported to
an unoccupied square adjacent to you. This teleportation
functions regardless of the distance between you and the
target, although it cannot teleport a target on another plane
of existence. For every 10 feet the target moves during its
turn preceding the teleportation, the save DC of this strike
increases by +1 (up to a maximum of a +3 increase to the
DC). You can touch an ally in place of a willing ally to curse
them, in which case they automatically fail their Will save to
resist being teleported back to you at the start of your next
turn. You can end this effect and the cursed condition on
any the target at any time as a free action.
Battle Transformation, Galen’s

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

**Manifesting Time:** 1 standard action

**Display:** Mental, Visual

**Range:** Personal

**Target:** You

**Duration:** 1 round/level

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

**Power Points:** 7

You become a paragon of battle—stronger, tougher, faster,
and more skilled in combat.

You gain a +2 luck bonus on attack rolls, weapon damage
rolls, Strength checks, and Strength-based skill checks.
You also gain 1 temporary hit point per manifester level.
Whenever you make a full-attack action, you can make
an additional attack at your full base attack bonus, plus
any appropriate modifiers. This additional attack is not
cumulative with similar effects, such as *physical acceleration*
or weapons with the speed special ability.

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

* For every 3 additional power points spent, the luck bonus improves by 1.
* If you spend 4 additional power points, the power’s duration becomes 10 minutes/level.
* If you spend 2 additional power points, this power gains the Network descriptor. If used in this fashion, the power’s saving throw becomes Will negates (harmless) and power resistance becomes Yes (harmless).

## Battle Transformation, Galen’s (Mythic)

You can still manifest powers and use power completion and power trigger items, but the level of the power you’re manifesting or using must be equal to or less than your tier. You gain a number of temporary hit points equal to your manifester level.
Biomech

What may originally come from an artificial skeleton can sometimes, through a complex understanding of biology and mechanics, be made into a sophisticated cyborg creature that is of an altogether new type of entity. Dubbed “biomechs” by many, these creatures are artificial wonders of science that transcend the normal limits of engineering.

Biomech is a template that can be applied to any construct (referred to hereafter as the base creature). A biomech uses all the base creature’s statistics and special abilities except as noted here.

**CR**: Same as base creature (+0)

**Type**: The base creature’s type changes to aberration. However, Hit Dice, BAB, skills, and saving throws are not recalculated for the creature. The creature does lose any bonus hit points it would gain from being a sufficiently large construct.

**Ability Scores**: The creature gains a Constitution score of 10, which improves by +2 for every size the creature is above small (so a large biomech would have a Constitution score of 14). Even though it is now an aberration, a biomech that did not have an intelligence score does not gain an intelligence score when it gains this template. If a creature had an intelligence score and skill list by a subtype (such as the robotB5 subtype), it retains that intelligence score and skill list.

**Constructed Defenses**: Biomechs retain any construct immunities they initially possessed, but now heal naturally.

**Origin-Bound**: The life source of a biomech is intrinsically tied to the process originally used to construct it. If the creature possessed any labels such as golem, mech, or robot when it was a construct, it is still affected as if it were that type of construct.
Bean nighe Attitude

**Discipline:** Unquiet Grave (Stance); **Level:** 1

**Prerequisites:** None

**Initiation Action:** 1 swift action

**Range:** Personal

**Target:** You

**Duration:** Stance

**DESCRIPTION**

By reading whispers of impending death, you stay one step ahead of your fate, avoiding even magical attempts on your life. While you maintain this stance, your clothing and equipment takes on a ravaged, blood-splattered appearance, as though you have been horrifically slain; additionally, you gain a +1 insight bonus on saving throws, which improves by 1 at 4th level and again every 4 levels thereafter.
Boiling Body

**School:** transmutation [steam]; **Level:** sorcerer/wizard 9

**Casting Time:** 1 standard action

**Components:** V

**Range:** personal

**Target:** you

**Duration:** 1 minute/level

This spell transforms your body into a bubble of living steam. You and your equipment are immune to steam damage. In fact, every time you would normally take damage from steam, you are instead healed of damage at a rate of 1 point per 3 points of damage the steam attack would have normally inflicted. You are immune to blindness, critical hits, ability score damage, deafness, disease, poison, pressure, suffocation, stunning, and all spells that affect your physiology or respiration. You take only half damage from acid or electricity. You take 150% as much damage from cold than normal. Your overall buoyancy becomes +100, regardless of your size. You gain a +6 enhancement bonus to your Dexterity score and a fly speed of 40 ft. (perfect maneuverability). Your unarmed attack deals an additional 3d6 points of steam damage, and you are considered armed when making unarmed attacks.

Steam spells you cast have their save DCs increased by +1. In addition, you are surrounded by a 5-foot radius of steam bubbles that grant you concealment (50% miss chance). Out of the water, you do not have this bubble cloud and you take 2d6 points of damage each round you remain out of the water.
Believer's Hands (Mythic)

Your healing abilities are on the verge of divinity.

Prerequisite: Believer’s Hands.

Benefit: Your character level counts as your paladin level when using your lay on hands ability. In addition, for every 3 mythic tiers you possess, you may select one mercy available to a paladin of your level to use when laying hands.
Boatman's Ferry

**Descriptors**: None

**Class**: Helmsman, Lunar, Nexus, Vizier

**Slot**: Feet

**Saving Throw**: None

*The air around your feet shimmers with the image*
*of a simple river-boat gliding across flowing*
*waters.*

Shaping the Boatman’s Ferry allows you glide
over physical obstructions with ease. You ignore
all difficult terrain and can walk on water like solid
ground. You can use this ability to attempt to
cross other liquid surfaces such as acid or pools
of lava, but any damage that would be caused by
exposure to such substances is dealt directly to
the veil.

**Essence:** For each point of essence invested in this veil
your base land speed increases by 10 feet.

**Chakra Bind (Feet): [H5, L4/6, N4, V4]** Binding this veil to your Feet chakra causes the
ferry to spring into full and glorious “life”, bringing
the waters of Acheron with it. Whenever you deal
positive energy damage to an undead creature
while they are in a square adjacent to you,
that damage is maximized, treating all variable
numeric effects as though they had rolled the
maximum possible result. Whenever a creature
with a doom mark on it dies while in a square
adjacent to you, any healing you receive as a
result is also maximized.
Blinding Shot (power)

**Discipline:** Psychokinesis [Light]; **Level:** Marksman 2

**Display:** Visual

**Manifesting Time:** 1 swift action

**Range:** Touch

**Target:** 1 piece of ammunition

**Duration:** 1 round / level; see text

**Saving Throw:** Will negates (harmless, object);**Power****Resistance**: Yes (harmless, object)

**Power Points:** 3

You charge a piece of ammunition (arrow, bolt, or slingstone) with psychokinetic energy that, when used in a successful ranged attack, releases a blinding burst of light. The creature struck when you fire the charged piece of ammunition must make a Fortitude save or be blinded for one day.

**Augment** For every 2 additional power points spent, you can charge an additional piece of ammunition.
Basic Chaokinesis

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

You can create a shadow that protects a target from bright light. You can also change gravity to increase a creature’s carrying capacity by half or grant a creature a +4 bonus on Acrobatics checks to jump.

Each benefit lasts 1 hour or until you use basic chaokinesis again.
Barrier

**Design** creation (protection) [force]; **Level** 5

**Casting Time** 1 standard action

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

**Effect** 1-ft.-diameter/level sphere, centered around a point in space

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

**Saving Throw** none or Reflex negates, see text; **Spell Resistance** no

A *barrier* creates a translucent sphere of force around a point in space. The sphere cannot move and is not easily destroyed. A *barrier* is immune to *negation* or *dispel magic*. Any effect that can destroy or overcome a *wall of force* can also overcome the barrier. If attacked, it has hardness 30 and 10 hit points per caster level. You can make the *barrier* smaller than its maximum size.

Breath weapons, scripts, and spells cannot pass through a *barrier* in either direction, although teleportation effects can circumvent it. It blocks ethereal creatures as well as material ones. As it’s a sphere, it extends through the ground, meaning an incorporeal creature cannot simply go beneath the barrier to enter it.

If you try to form the *barrier* around a creature that does not wish to be contained within it, they can make a Reflex save to avoid being trapped. Success allows the creature to move to the nearest open, safe space outside of the barrier’s edge. You can only attempt to trap a creature if it’s small enough to fit within the barrier.

**Overload**: For every runic charge overloaded into this script, the *barrier* gains 10 hit points. For every two charges used, the DC increases by +1 and its maximum diameter increases by 5 feet.
Battle Mantra

**Discipline:** Sleeping Goddess (Stance); **Level:** 1

**Initiation Action:** 1 swift action

**Range:** Personal

**Target:** Self

**Duration:** Stance

In the heat of battle, every second matters and every blow is crucial. Your focus and psionic powers enhance your senses, allowing you to detect subtle movements and mental impressions, reacting to the ever-changing melee before those changes manifest. While you maintain this stance, you gain one of the following benefits.

* You gain a +1 insight bonus to your AC.
* You gain a +1 insight bonus on all attack rolls.
* You gain a +2 insight bonus on combat maneuver checks and to your CMD.

Once per round as a free action, you can turn your attention to another facet of the combat, losing your current bonus and gaining a different benefit from this stance. These bonuses increase by +1 for every four initiator levels you possess.
Blade of Terror

You have learned to blend the fearsome arts of the dread
with your mind blade.

**Prerequisites**: Ability to generate a mind blade,
knowledge of one blade skill and one terror

**Benefit**: You may use your mind blade to deliver your
terrors as if you had used your devastating touch, and
you may add half your soulknife level (rounded down)
to your dread level to determine saving throws for your
terrors. Additionally, anytime you successfully use a fear
effect (either through a terror or a manifested power)
you may regain your psychic strike as a free action once
per round.
Biokinetic Endurance

**Discipline:** Psychometabolism; **Level:** Highlord 3, psion/wilder 3, psychic warrior 3

**Display:** Visual

**Manifesting Time:** 1 standard action

**Range:** Personal

**Target:** You

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

**Power Points:** 5

You alter your body’s rhythms, defending yourself against crippling attacks and turning your skin (as well as fur, feathers, or scales) a pale gray color. Whenever damage would be dealt to one of your physical ability scores by a source other than you, reduce that damage by 2 points, to a minimum of 0. Once this power has prevented an amount of ability damage equal to your manifester level, it ends immediately.

**Augment:** For every 2 additional power points you spend, the ability damage reduced by this power, as well as the maximum amount of damage that can be prevented, increases by 1 point.

**Surge Augmentation:** If you invoke your wild surge while manifesting this power, choose one of the following augmentations:

* The power’s range changes to close (25 ft. plus 5 ft. per 2 levels) and its target changes to ‘one creature.’
* You gain DR X/—, where X is equal to your wild surge’s intensity.
Bifrost Boots

**Descriptors:** Conjuration

**Class:** Daevic, Guru, Lunar, Nexus, Stormbound, Vizier

**Slot:** Feet

**Saving Throw:** none

*“And lo, the rainbow bridge led to Himinbjörg, old Heimdall’s abode,*
wherefrom he watched over all of Asgard and beyond.”

While you have the Bifrost Boots shaped, you gain the ability
to create a 5-foot wide by 10-foot long bridge with the same
Hardness and other values as this veil as a move action. At least
one end of this bridge must be anchored to a solid surface in a
square adjacent to you at the time you activate this ability. The
bridge cannot occupy any space already occupied by a creature
or object but may otherwise extend in any shape you choose,
including arching over or under other obstacles. You cannot
have more than one bridge created in this manner at a time and
any bridge you create dissipates after 2 rounds, or immediately
when a new bridge is created (this may cause creatures currently
standing on a dissipated bridge to immediately begin falling if
they are currently standing 5 or more feet in the air.)

**Essence:** For each point of essence invested in this veil the maximum length of the created bridge increases by 10 feet. For every
3 points of essence invested, the maximum width increases by 5
feet.

**Chakra Bind (Feet): [D2, G5, L4/6, N4, S2, V4]** Binding this veil to your Feet chakra allows
you to protect yourself and anyone who travels on your bridge.
While standing on a bridge conjured with this veil, you and
your allies gain a +1 deflection bonus to AC and do not provoke
attacks of opportunity for moving through threatened squares.
The deflection bonus to AC increases by +1 for every 2 points of
essence invested in this veil.
Blade Bangles

**Aura** Moderate psychokinesis; **ML** 8th

**Slot** Wrist; **Price** 16,500 gp; **Weight** 1 lbs.

**DESCRIPTION**

These psychic bangles are often made of wire frames set with
crystals or engraved pieces of metals that are set with crystal
pieces between inscribed forms of warriors demonstrating
a combat art. While wearing one of these blade bangles on
his wrist, a soulknife gains the benefits of a blade skill that is
encoded into the crystals of this item. The bangle does not
provide prerequisite blade skills (if applicable) and so the
soulknife himself must possess these prerequisites before
being able to utilize the item properly, or have another
blade bangle that possesses a prerequisite blade skill.

**CONSTRUCTION**

**Requirements** Craft Wondrous Item, ability to manifest a
mind blade, and possession of the blade skill to be used in
the bangle; **Cost** 8,250 gp
Barricade

**Design** creation (generation) [metal]; **Level** 7

**Casting Time** 1 standard action

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

**Effect** iron wall whose area is up to one 5-ft. square/level (S); see text

**Duration** instantaneous

**Saving Throw** Reflex negates, see text; **Spell Resistance** no

You generate a vertical iron wall that is covered in spikes. The wall cannot be conjured so that it occupies the same space as a creature or another object. You can attempt to trap a creature within an enclosed barricade (or protect it from outsiders, depending on your perspective). A creature that does not wish to be inside the barricade can make a Reflex save to avoid this entrapment, letting it moving to the nearest open, safe space outside the *barricade*’s edge.

While the wall is shapeable, each section of the wall must be at least 5-feet wide and flat. It must be anchored to a surface (either a wall or the floor). It cannot be toppled, but it can be breached with enough damage.

The *barricade* is 1 inch thick per four caster levels. You can double the wall’s area by halving its thickness. Each 5-foot square of the wall has 30 hit points per inch of thickness and hardness 10. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 25 + 2 per inch of thickness.

One side of the *barricade*, designated by you, is covered in spikes 1 foot in length each, spaced about six inches apart. A creature that charges into the barrier rams into the spikes, taking 5d6 points of piercing damage; a Reflex save halves the damage taken. A creature can attempt to climb over a barricade with a DC 15 Climb check, but doing so requires it to make a Reflex save or take 3d6 piercing damage and stop climbing that round. If you try to trap a creature within the barricade (as described above), the spikes may only be placed on the exterior of the *barricade*, not the side facing inwards.

**Overload**: For every runic charge overloaded into this script, you treat your caster level as +2 higher to determine the area of the wall.
Blinding Flare (wild talent)

## **BLINDING FLARE**

**Element(s)** light; **Type** utility (Sp); **Level** 2; **Burn** 0

**Saving Throw** Fortitude negates; **Spell Resistance** no

Your light shines bright enough to blind any foe. You can create a 15 foot cone of pure light, blinding all creatures within the cone for 1 round. You can accept 1 point of burn to increase the duration of this effect to 1 round per 2 kineticist levels you possess.

## **BLINDING FLARE, GREATER**

**Element(s)** light; **Type** utility (Sp); **Level** 5; **Burn** 0

**Prerequisite(s)** blinding flare

**Saving Throw** Fortitude negates; **Spell Resistance** no

The area of your blinding flare increases to 30 feet and the duration of the blindness to 1 minute. You can accept 1 point of burn to make this blindness permanent.
Binary Star Swirl

*Your twin weapons fly like two stars spinning around a common gravitational center.*

**Prerequisites:** Two Sagitta Stellaris maneuvers known, two Thrashing Dragon maneuvers known.

**Benefit:** When you make a [Trail] strike while wielding a valid primary weapon and offhand weapon, you can make one attack with each as part of the strike. You first draw and resolve the trail with your primary weapon as normal, and then your offhand attack draws a second trail. You take two-weapon fighting penalties as normal for attacking with both weapons. Both paths drawn are considered to be part of the same trail, even if they may be split. The total length of both trails combined cannot exceed 10 ft. + the stated length of the trail strike, but you can otherwise divide the length between them however you wish.

If the strike grants bonus damage, only your attack with the primary weapon gains that damage, but if the strike treats a target hit as having entered the trail, both the attacks gain that effect. In addition, if a target hit by the first attack passes any saving throw that was required on entering the trail, hitting them with the offhand attack will force them to repeat the saving throw. Using this feat with a [Rain] strike as a full-round action consumes your first off-hand attack from two-weapon fighting, but does not otherwise count towards the limit of extra attacks you can make.
Blinding Ray Shot

**Discipline:**Solar Wind (Strike)

**Level:**3

**Prerequisites:**One Solar Wind maneuver

**Initiation Action:**1 standard action

**Range:**Ranged attack

**Target:**One creature

**Duration:** Instantaneous, 1d4 rounds

The disciple wraps incandescent light with the brightness of the midday sun around his weapon and lets fly at an opponent. The initiator makes an attack against a target creature and if successful, the target is blinded for 1d4 rounds. This is a supernatural ability.
Blocking Infusion

**Element(s)** universal; **Type** substance infusion; **Level** 2; **Burn** see below

**Prerequisite(s)** *ki* pool, kinetic fist

**Associated Blasts** any

**Saving Throw** Fortitude partial

You infuse your elemental energy with kundalini serpent fire. Choose a chakra you can currently open; you must accept an amount of burn equal to the chakra’s number (1 for root, 2 for sacral, and so on). Your unarmed strikes with the infused blast cause the target to suffer the effects of blocking the chosen chakra as per the Block Chakras or Block Upper Chakras feat. You can use this infusion only while also using the kinetic fist form infusion.
Benediction of the Silver Crane

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

**Level:**8

**Prerequisites:**Three Silver Crane maneuvers

**Initiation Action:**1 swift action

**Range:**30-ft

**Target:**You and allies

**Duration:** Instantaneous

With a powerful cry of need, the true glory of heaven’s mercy pours down upon the Silver Crane disciple in a flood of healing benediction. Upon a successful attack, the initiator and all allies within 30- ft of his position are healed of 12d6 points of damage.