recursal/Fanatic-Fandom huggingface dataset:
Collective Reinforcements

*You link with summoned allies automatically, allowing them to leap directly into the fray.*

**Prerequisites:** Collective class feature

**Benefits:** Whenever you or a member of your collective summons a creature, including, but not limited to: monsters from a *summon monster* spell, eidolons, astral constructs, constellation champions, and eclipse occultations; you may place any number of those creatures into your collective (up to your normal maximum) as a free action that may be taken even when it is not your turn. If a creature was summoned by an unwilling member of your collective, the summoner may make a Will save to avoid having the creature added to the collective.
Charge of Dismay

**Discipline:** Eternal Guardian (Strike) [fear]

**Level:** 6

**Prerequisites:** Two Eternal Guardian maneuvers

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

**Range:** Melee attack and 30 ft. (see text)

**Target:** One creature (see text)

**Duration:** Instantaneous (see text)

The disciple barrels through the enemy lines, terrifying his
foes. Make a charge attack that does not provoke attacks
of opportunity. If it hits, it deals weapon damage as normal
plus an additional 6d6 points of damage, and all opponents
(including the target) within 30 feet must succeed at a
Will save (DC 16 + your initiation modifier) or become
frightened for 1d4 rounds and shaken for one minute after.
Creatures with more hit dice than your initiator level cannot
become frightened by this strike, although they still become
shaken on a failed save. Any creature that starts its turn
without line of sight to you can make another saving throw
to end this effect.
Chilling Infusion

**Element(s)** water; **Type** substance infusion; **Level** 5; **Burn** 3

**Associated Blasts** aurora, blizzard, chilled bone, cold, ice, supernova, tundra

**Saving Throw** Fortitude negates

Your kinetic blast chills your foes to the bone, making their movements sluggish. Whenever an infused blast deals cold damage to a foe, that foe is staggered for 1 round.
Clairvoyant Sense, Dyne’s

**Discipline:** Clairsentience (Scrying); **Leve**l**:** Seer 2, sighted seeker 2

**Display:** Auditory and visual

**Manifesting Time:** 1 standard action

**Range:** See text

**Effect:** Psionic sensor

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

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

**Power Points:** 3

You can see and hear a distant location almost as if you
were there. You don’t need line of sight or line of effect, but
the locale must be known—a place familiar to you or an
obvious one, such as behind a door, around a corner, or in a
grove of trees. Once you have selected the locale, the focus
of your *clairvoyant sense* doesn’t move, but you can rotate
it in all directions to view the area as desired. Unlike other
scrying powers, this power does not allow psionically or
supernaturally enhanced senses to work through it.

If the chosen locale is magically or psionically dark, you
see nothing. If it is naturally pitch black, you can see in a 10-
foot radius around the center of the power’s effect or out to
the extent of your natural darkvision. The power does not
work across planes.

## Cosmic Perspective

**Discipline** clairsentience (scrying); **Level** seer 7

**Display** auditory and visual

**Manifesting Time** 1 standard action

**Range** see text

**Effect** psionic sensor

**Duration** 1 hour/level

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

**Power Points** 13

This power functions as *clairvoyant sense*, save that supernaturally enhanced senses operate through the psionic sensor and the sensor is capable of moving at a speed of 60 feet per round. In addition, the sensor gains the ability to fly at phenomenal speeds, able to move between two planets within a solar system in 1d4 minutes and beyond that in 1d4 hours. The locations the sensor moves to need not be familiar ones, and this power is often used to explore uncharted territory throughout the universe.

**Augment** If you spend 4 additional power points, you may manifest powers through the Cosmic Perspective as if you were in the location.

## Mythic Dyne’s Clairvoyant Sense

When you scry into a naturally darkened area, increase the distance you can see by 5 feet times your mythic tier. You may also see half this distance within magical darkness, as long as the darkness was created by an effect of 3rd level or lower. You can scry into an area that is warded against scrying by a non-mythic effect by succeeding on a manifester level check with a bonus equal to your mythic tier against a DC of 11 plus the manifester level of the ward against scrying.
Clouds Blanket Sky and Ground

*The Clouds are home for the multitude of other spirits of the sky. It surrounds them with cooling shade and calming mists, obscuring them from threats that would do them harm.*

**Type**: Guardian of the Sky

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

*Cloud Armor (Su)*: By spending 1 spirit point as a move action, you can surround a creature you can see within 60 feet with clouds for a number of rounds equal to your invoker level + your Charisma modifier (minimum 1). The creature gains concealment, causing all attacks against it to suffer a 20% miss chance. Its own attacks are unaffected. At any time, the creature can make the cloud armor spread as a move action. This creates a 10-foot radius spread of mist around the creature’s space, acting as *obscuring mist* for the remainder of the duration but ending the effect of cloud armor upon the creature.

**Spells**: 1st—*gentle breeze*ACG, *obscuring mist*; 2nd—*cloudburst*, *fog cloud*; 3rd—*gaseous form*, *life bubble*APG; 4th—*downpour*, *solid fog*.

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

*Fog Sight (Ex, Minor)*: You and your spirit companion can see through clouds, fog, mists, smoke and similar effects without penalty, be they natural or magical.

*Storm Clouds (Su, Intermediate)*: You can now use your cloud armor primal power as a swift action. Whenever a foe within 60 feet of you misses an ally due to concealment granted by your primal powers, invocations, or your spirit companion’s spells, they are struck by a jolt of lightning, taking 1d8 electricity damage per invocation you have from this spirit. This cannot harm a particular creature more than once per round.

Misty Step (Su, Greater): The miss chance of your cloud armor primal power (including the mist created by spreading it) increases to 30%; this still counts as normal concealment. Whenever you move or teleport more than 10 feet in a round, you gain the effects of your cloud armor primal power until the end of your next turn. Finally, as a move action you can teleport both yourself and a willing creature within 60 feet of you to swap locations, but only if both of you are currently affected by cloud armor (or within the area of mist created by spreading cloud armor).

Hurricane (Sp, Grand): As a standard action, you can spend 2 primal energy points to create a dense storm cloud. This acts as a *fog cloud* spell centered on you, affecting a 30-foot-radius spread, and lasting a number of rounds equal to half your invoker level + your Charisma modifier. It does not move with you. Allies within the hurricane’s effect are treated as under the effect of your cloud armor primal power and benefit from your fog sight invocation for the purpose of seeing through the hurricane (but not any other effects). Effects that would disperse a fog cloud spell can also disperse the hurricane.
Combustion

**School** evocation [fire]; **Level** bloodrager 3, elementer 3, magus 3, mesmerist 3, occultist 3, psychic 3, saboteur 3, sorcerer/wizard 3, vanguard 3

**Casting Time** 1 standard action

**Components** V, S, M (a tindertwig worth 1 gp)

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

**Target** one creature or object

**Duration** 1 round + 1 round/2 levels

**Saving Throw** Fortitude half (object); **Spell Resistance** yes (object)

Flames burst from within the targeted creature or object, dealing 4d4 fire damage. For every two caster levels you possess, the fire lingers an additional round (to a maximum of 10 rounds at 20th level), dealing an additional 4d4 fire damage each round. A Fortitude save can be made to halve the fire damage in that round only.

A creature or object that is submersed in water stops burning and takes no damage so long as it remains submersed, but if it emerges from the water while combustion has duration remaining, the target is set alight again. Particularly flammable objects or constructs, such as those made of wood or cloth, or are covered in flammable oils, may have their hardness bypassed and take full damage from *combustion* (rather than the normal half), subject to GM discretion.
Cloudburst

**School** conjuration (creation) [air, water]; **Level** druid 2, elementer 2, invoker 2, magus 2, nightblade 2, saboteur 2, shaman 2, sorcerer/wizard 2, summoner 2

**Casting Time** 1 standard action

**Components** V, S

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

**Effect** burst of clouds

**Duration** instantaneous, then 1 round/level (see text)

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

You conjure a ball of clouds to strike a foe. You must make a ranged touch attack to hit the target. On a hit, the target takes 1d4 nonlethal damage per level (max 10d4).

After the initial hit, the clouds disperse around the creature, creating a 10-foot-radius spread of mist (as an *obscuring mist* spell) for 1 round per caster level. The mist is stationary and does not move with the target.

If the *cloudburst* misses its target, the burst dissipates harmlessly, ending the spell.
Champion of The People

Among the many ancient and time-honored orders of legendary monks, there are some contemporary sects which take an unorthodox approach to their practices. Where traditional legendary monks turn their attention inwards toward contemplation of the soul, such orders look outward toward the common folk, aiming to inspire them and better their lives.

### Mark of the Champion (Ex)

A champion of the people can lay claim to a trophy which is a memorial of their righteous deeds. For most, this trophy is a mask, a ring, or a belt, but it can be any item which can occupy a magic item slot. While openly wearing a mark of the champion, the legendary monk gains a +1 bonus to attack rolls with unarmed strikes and a +1 dodge bonus to AC and CMD. While worn in this fashion, no magic items can occupy the same slot as the mark, but if the mark itself is enchanted or was originally a magical item, the mark retains those properties. If the legendary monk loses the mark or has it stolen from them, they cannot use this class feature again until they reclaim their original mark, or claim a new one from a worthy opponent. Claiming a mark requires that the legendary monk defeat a hostile creature with no less than half of the legendary monk’s hit dice in combat, either killing it or rendering it unconscious. The new mark can either be an item claimed from the opponent, or an item created using the opponent’s bodily remains. The bonuses granted by the mark increase by 1 at 4th level and every four levels thereafter. A champion of the people has good reflex and will saves, and a poor fortitude save.

This replaces Path of Mastery.

### Face of a Hero (Ex)

A champion of the people uses their Charisma modifier rather than their Wisdom modifier for all legendary monk class features and DCs.

### Champion’s Speech (Ex)

A champion of the people can inspire with their words as well as their deeds. Starting at 2nd level, as a standard action, the champion of the people may start making a speech to improve the morale of their allies, functioning as a bard’s inspire courage, using their legendary monk level as their bard level. At 9th level, the champion can start a speech as a move action, and at 17th level they may start it as a swift action. Allies must be able to hear the legendary monk in order to receive the benefits of the inspiration. The champion can use this ability up to 2 rounds + their Charisma modifier per day, plus an additional round per day per legendary monk level. If they are wearing their Mark of the Champion, they can use this ability an additional round per day per legendary monk level. Feats and magical items which affect bardic inspiration also affect champion’s monologue.

This replaces the legendary monk’s Stunning Fist bonus feat and the additional abilities granted by the Stunning Fist class feature.
Clutch of Undeath

**School:** necromancy; **Level** Antipaladin 1, arcanist/sorcerer/wizard 2, cleric/oracle 2, magus 2, warpriest 2, witch 2

**Casting Time** 1 standard action

**Components** V,S

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

**Target** one creature

**Duration** 1 round/level

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

You prevent positive energy from reaching the
target. Increase the target’s positive energy resistance
by an amount equal to 10 + your caster level. Reduce
healing that positive energy effects (such as *cure*
spells) would grant to the target by an equal amount.
Coronet of the Theologian

**Descriptors:** None

**Class:** Guru, Promethean, Stormbound, Vizier, Volur

**Slot:** Head, Headband

**Saving Throw:** None

A simple crown of silver akasha rests upon your brow, expanding your mind to consider things it might once have not.

When shaped this veil expands your mind, allowing you to better grasp new concepts, and to unearth hidden meaning from what you already know. Shaping this veil grants you gain a +1 insight bonus to Intelligence-based skill checks and ability checks.

**Essence:** For each point of essence invested in this veil, the bonus it provides increases by +1.

**Chakra Bind (Head): [G8, P6, St6, Vi6 Vo5]** Binding this veil to your Head chakra allows you to gain sudden bursts of insight into otherwise hidden knowledge. As an immediate action, you can reroll a single Intelligence-based skill check or ability check, and take the higher of the two rolls. You can use this ability a number of times per day equal to 1 + your veilweaving modifier (minimum 2).

**Chakra Bind (Headband): [G11, P12, St12, Vi12 Vo11]** Binding this veil to your Headband chakra expands your mind to such a degree that you can connect ideas and logic together in ways that seem unintuitive to most. Whenever you roll an Intelligence-based skill or ability check, you roll twice and take the higher result. You can use this additional ability a number of times per day equal to 1 + your veilweaving modifier (minimum 2). You must choose whether or not you are using this ability before the check is rolled.

Additionally as an immediate action, after you roll an Intelligence-based skill or ability check but before the results are revealed you may take a number of points of essence burn up to your veilweaving modifier (minimum 1) to increase the insight bonus provided by this veil by an amount equal to the number of points of essence burned.
Control

**Discipline:** Psychokinesis, psychometabolism or telepathy (mind-affecting); **Level:** Cryptic 2, dread 2, psion/wilder 2

**Display:** Visual

**Manifesting Time:** 1 standard action

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

**Target:** One creature

**Duration:** Instantaneous or 1 round (see text)

**Saving Throw:** Fortitude OR Will (see text); **Power Resistance:** No

**Power Points:** 3

You reach out with your mind and seize control of another creature’s body – either through manipulating their body, using direct force on their limbs, or by hijacking their mind. Regardless, if the target fails their save (Fortitude if this is a psychometabolism or psychokinesis power, Will if this is a telepathy power), you can have them do one of the following actions immediately:

* Move up to their speed (this movement provokes attacks of opportunity)
* Make a single attack with a held weapon or a natural attack
* Prohibit movement for one round
* Prohibit attacks with one held weapon or one natural attack for one round

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

* For every 2 additional power points you spend, you can choose another target.
* If you spend 2 additional power points, the range becomes Medium (100 ft. + 10ft./lvl).
* For every 2 power points spent on the above augments, increase the save DC by 1.
Collectivist’s Mental Uplink

**Slot** brain; **Weight** 1 lb.

**Implantation** 2

A mental uplink is a cybernetic augmentation that is frequently applied to the minds of tacticians, vitalists, or other psionicists who utilize a collective to unify their fellows. Entire networks of uplinked tacticians stand guard over some mechanically advanced fortresses and cities, observing through and around the territory by means of their neural prescience.

## **Basic Augmentation**

*Rapid Induction*: The augmented creature gains the ability to add willing creatures to their collective as a move action rather than a standard action. They may expend psionic focus to add a single willing creature as a free action.

## **Advanced Augmentations**

*Collective Tactics*: The augmented creature treats all creatures in her collective as possessing any teamwork feats that they do for the purpose of gaining the benefits of teamwork feats.

*Collective Triangulation*: The augmented creature has an intuitive sense of the locations of all creatures in their collective and knows the positions of all creatures in their collective that are on the same plane as them. Any opponent the augmented creature cannot see still has total concealment (50% miss chance) against them, and the augmented creature still suffers the normal miss chance when attacking creatures that have concealment. The augmented creature is still denied their Dexterity bonus to her AC against attacks from creatures in their collective they cannot see.

*Network Manifestation*: The augmented creature of the uplink gains the ability to manifest powers through a member of his collective. The member selected by this ability is treated as the power’s originator, and all ranges are calculated from his location. The wearer still expends his own power points for manifesting a power in this way but does not provoke attacks of opportunity or other hazards for manifesting a power. The augmented creature must be at least 15th level and have the network perception augmentation to select this augmentation.

*Network Perception*: An augmented creature who has the collective class feature gains the ability to utilize the senses of any other member in their collective, effectively gaining the ability to see, hear, or otherwise perceive the world from their perspective. This functions as the *remote viewing* power with the perspective being the creature in the collective, save that the augmented creature cannot manifest powers through this ability. An augmented creature can use this ability once per day for each creature in their collective. The augmented creature must be at least 10th level to select this augmentation.

## **Ultimate Augmentation**

*Vast Collective*: The number of creatures the augmented creature may have in their collective is doubled.
Conduit Glove

**Price** 1,000 gp

**Aura** moderate transmutation; **CL** 6th

**Slot** hands; **Weight** --

This plain black fingerless glove has a white line along the bottom of it that seems to glow with energy when used. A creature who wears a *conduit glove* considers the gloved hand free while using the gather power class feature, even while holding something in that hand.

A conduit glove uses up the wearer’s entire hands slot, although it may be worn along with another hand slot magical item without interfering with that item’s function - such as a *focusing glove* or *glove of storing* - unless that item is worn on both hands.

**Construction Requirements**

**Cost** 500 gp

Craft Wondrous Item, kineticist 6th
Cheater

A cheater is a slang term for a croupier who has lost his way. A lot of them give into the seductive opportunities the Sense presents them with, forsaking the more traditional path in favor of personal gains. Cheaters are banned from gambling establishments and often persecuted by croupiers. They don’t enjoy the same level of cross-cultural welcome that croupiers tend to, rather once their nature is discovered cheaters tend to be eyed with suspicion, doubt, or even outright contempt.

A croupier can fall from the good graces of his order by using the Sense to cheat or for disgracing the good name of the croupiers as an organization. A cheater can return to become in a croupier if they seek atonement from their brethren (often, their old mentor). The act of atonement is often community service, a dangerous quest, and always includes a repayment of any ill-gotten gains or goods.

### Fudge (Su)

The cheater may spend Sense points to adjust a number any creature within 30 feet of him rolls on a d20 up or down by the amount spent. The new result is treated as if he had naturally rolled that number. Thus when a creature rolls a natural 20 the cheater can expend 1 Sense point to reduce it to a 19 or vice versa. A cheater can only adjust a dice roll by 1 + 1 per 5 levels of croupier he possesses, every 5 levels he possesses improves the range at which he may manipulate a creature’s die rolls by 10 feet.

This ability replaces the control chaos ability of the croupier’s Sense class feature and his 1st rounder talent

### Improved Fudge (Su)

At 11th level, the range at which the cheater may modify creatures die rolls doubles. In addition the cheater regains a sense point whenever a creature within this range rolls higher than a 15 on a d20.

This replaces the croupier’s improved sense class feature and his 12th level rounder talent.

### Mother Fudger (Su)

At 15th level, the whenever a creature within 60 feet of the cheater rolls a 5 or lower on a d20 the cheater gains an amount of sense equal to 6 minus the number rolled.

This replaces the croupier’s good sense class feature and his 16th level rounder talent.
Chef's Armory

**Descriptors:** Enhanced (dagger)

**Class:** None

**Slot:** Hands

**Saving Throw:** none

*Although this veil is known by its stained apron or white hat, the true form of this veil is a tattoo in the palm of the veilweaver’s hand. This tattoo can help accurately measure spices placed within the tattoo.*

While this veil is shaped, the veilweaver can call up a set of chef’s knives. Treat these knives as masterwork daggers. Conjuring and dismissing these weapon is done can be done as a free action.

The veilweaver can also create numerous tools that a chef might need, from ladles to pots and pans to whisks and wooden spoons. They gain *ectoplasmic creation* as a psi-like ability at-will, but they can only create non-edible objects that would commonly be found in a kitchen (such as anything a chef would need to cook with), or a dining room (such as a table, seats, napkins or utensils). The veilweaver does not need to make craft checks when using this psi-like ability this way. The veilweaver also gains *create water* and *spark* as spell-like abilities at-will.

Additionally, while this veil is shaped, the veilweaver gains a +2 insight bonus on checks made to prepare, cook, or brew food and drink, as well as checks made to identify ingredients of a drink or meal. Should this veil be enhanced with enhancement bonuses or weapon special properties, the veilweaver increases this insight bonus by an amount equal to the combined weapon bonus and weapon special properties. Thus, if this veil was enhanced with a +1 and *flaming,* then this insight bonus would be increased by +2, for a total of +4.

Finally the veilweaver can accurately measure the weight and dimensions of anything they can pick up, provided it can fit within their hand.

**Essence:** Each point of essence invested in this veil increases the damage done by weapons created by this veil by +1, and increases the insight bonus granted by this veil by +1.

**Chakra Bind (Hands):** Daggers created by this veil have their critical hit multiplier increased to x4, or by 1, whichever is greater.

While anyone can cook (To include any veilweaver), binding this veil grants the veilweaver a supernatural gift towards preparing food and drink. The veilweaver can make use of Akashic Recipes, food that has been prepared using akashic means to bring out the best of the ingredients to make meals fit for a king -- or even a god. Akashic recipes can only be created while this veil is bound.
Charismatic Caster

In your secret identity, you dabble in magical music and bardic spells.

**Prerequisite:** Cabalist, warlock, or zealot 1st.

**Benefit:** You now cast as a spontaneous caster (if you didn’t already), using the bard’s spells known to determine how many spells you know, as well as no longer needing a spellbook to prepare your spells. You also use your Charisma modifier instead of your Intelligence or Wisdom modifier to determine your ability to cast spells, bonus spells, spell DCS, and other related spell effects.

**Special:** This feat must be selected at 1st level, or before your first level of cabalist, warlock, or zealot. A cabalist, warlock, or zealot can choose to gain this feat in place of their 1st level social talent. A zealot who takes this feat also uses their Charisma in place of their Wisdom for all abilities related to their inquisition.

**Special:** You cannot select this feat if you possess the Genius Vigilante feat.
Contagious Power

Your powers are hazardous to those who would try to inhibit them

**Benefits:** To use this feat, you must expend your Psionic focus. This feat can be applied only to targeted powers that are harmful to their target, allow a save, and don’t have a range of personal; a contagious power never spreads to someone who would benefit from being the target of the power. A manifester level check to dispel or remove a contagious power that fails by 5 or more causes it to spread from the original target to the creature that attempted to remove it. The power spreads to the new target regardless of its normal range or any special targeting requirement like a melee or ranged touch attack. The power is treated as if you had just manifested it on the new target. The new target receives a saving throw as well as the benefit of power resistance (if applicable) if the power normally allows it. A contagious power can be identified normally as it is being cast with a successful Spellcraft check. Identifying whether a power is contagious by its effect, however, requires the use of the analyze aura spell or a similar effect.

Using this feat increases the power point cost of the power by 2. The power’s total cost cannot exceed your manifester level.
Chymist (Saboteur)

*Traps are a useful tool, but they often require a great deal of planning to put to good use. The chymist forsakes much of their trap-making ability to instead create alchemical reagents and debilitating poisons.*

#### **Alchemy (Su)**

Rather than creating traps, a chymist gains the ability to make alchemical extracts. This functions as the alchemist ability of the same name. She uses her chymist level in place of her alchemist level for all effects related to alchemy, and gains extracts per day as an alchemist equal to her level. This ability replaces saboteur traps and expanded arsenal.

#### **Toxicologist (Ex)**

At 1st level, the chymist gains the ability to create deadly poisons cheaply. This functions similarly to (and counts as) the poison brewer saboteur trick, even though she doesn’t normally qualify for it at 1st level. However, a chymist’s ability to brew poisons is far superior to other saboteurs.

A chymist can create a number of poison each day equal to her level + her Intelligence modifier, instead of the usual amount. She can brew a poison as a standard action, but doing so takes 2 daily uses of this ability and the poison only lasts 1 minute before becoming inert. The damage of her poisons starts off as only 1 point per round, increasing to its normal amount at 6th level. She selects one ability score to damage with her poisons at 1st level and selects an additional type at 3rd level and every four levels gained thereafter. When she reaches 11th level, she adds Constitution to the list of ability scores she can select for this ability. This replaces marked target, improved mark, and greater mark.

#### **Discoveries**

At 4th level, and every four levels gained thereafter, a chymist can select an alchemist discovery, using her saboteur level in place of her alchemist level to qualify and use them. This replaces the saboteur tricks gained at 4th, 8th, 12th, 16th, and 20th levels.

#### **Immunity (Ex)**

At 9th level, a chymist becomes immune to poison. This replaces ranged setup.

#### **Swift Poisoning (Ex)**

At 11th level, a chymist can poison a weapon as a move action. If she already could  do so as a move action, she can instead poison a weapon as a swift action. This replaces combined arms.
Chronomancer's Jinx

**Descriptors**: Brand

**Class**: Nexus, Vizier, Volur

**Slot**: Shoulders

**Saving Throw**: Will negates

*A field of warped time surrounds the branded creature, forcing them to tap into their future potential to perform any actions.*

Whenever the branded creature performs a standard or full-round action on their turn, they are staggered on their next turn. While they are staggered from this effect, they suffer a -1 penalty to AC and Reflex saving throws.

**Essence**: For each odd point of essence invested in this veil, the penalty to AC worsens by -1. For each even point invested, the penalty to Reflex saving throws worsens by -1.

**Chakra Bind (Shoulders): [N10, Vi10, Vo8]** Binding this veil to your Shoulders chakra further empowers the field surrounding the branded foe with more temporal energy, forcing them to draw even more potential from their future to perform actions. Whenever the creature performs a full-round action, or takes both a move action and a standard action on the same turn, they are dazed on their next turn, and suffer the penalties from this veil as if they were staggered.
Circlet of Sheltered Mind

**Aura** moderate telepathy **ML** 8th

**Slot** head; **Price** 7,500 gp; **Weight** 2 lb.

**Description**

This iron circlet has prongs that are shaped such that it
seems to cup the entire skull. When this item is worn by a
character with the wild surge ability, the character’s chance
of psychic enervation is reduced by 5% (to a minimum of 0).

**Construction**

**Requirements** Craft Wondrous Item, wild surge ability,
**Cost** 3,750 gp
Cognizance Psicrystal

Conserving power has always been a problem for
manifesters, no matter where they come from or what
devotion they follow, sooner or later everyone runs
dry and it is at such times that a cognizance crystal is
useful. But cognizance crystals have one deep flaw, you
can channel your psionic energy reserve into them, but
you cannot channel it out of the crystal, only expend
it. The cognizance psicrystal on the other hand holds
an ever expanding storage which can hold the psionic
power within the manifester, making it available to
the manifester at a later date. Because of the intense
connection their telepathic bond provides and the fact
that they are really the same person even if one shard
only has a certain facet, the cognizance psicrystal can
channel power back to its master.

## **Requirement**

A character needs to take the Superior Psicrystal feat
to gain access to this type of psicrystal. Once they have
chosen this manifestation of the feat, they cannot choose
another.

## **Effects**

The master of a cognizant psicrystal may store power
points in the psicrystal as a move action, to a maximum
number of power points equal to her manifester level.
These power points may be used to fuel manifestations
(like a *cognizance crystal*) or transferred back to the
master’s power point pool as a free action. Transferring
power points in this fashion requires the master to be
touching the cognizant psicrystal. This is an exception to
the rule that you can not refill the power point reserve
with another source like this.
Coldsnap

**School** evocation [cold]; **Level** bloodrager 3, elementer 3, magus 3, nightblade 3, occultist 3, saboteur 3, shaper 3, sorcerer/wizard 3

**Casting Time** 1 standard action

**Components** V, S, M (an ounce of cream and salt)

**Range** 15 ft.

**Area** 15 ft.-radius burst, centered on you

**Duration** instantaneous, then 1 round/2 levels

**Saving Throw** Reflex half; **Spell Resistance** yes

A sudden burst of bone-chilling cold rushes from your space. All creatures in the burst (except you) take 1d6 points of cold damage per caster level (max 10d6). A Reflex save halves the damage. The damage only occurs once, when the spell is cast.

The sudden chill coats the area of the spell with ice for 1 round per two caster levels. A creature can walk within or through the area at half normal speed with a DC 10 Acrobatics check. Failure means it can’t move that round, while failure by 5 or more means it falls. Unattended objects, doors, furnishings, and the like are similarly coated in ice for the duration of the spell, freezing containers and doors shut while anchoring objects to whatever surface they lay on. Once the spell ends, the ice rapidly thaws, leaving no trace.
Coordinate as One

**Discipline:** Telepathy [Mind-Affecting, Network, Shared]; **Level:** Highlord 2, tactician 2

**Display:** Mental

**Manifesting Time:** 1 standard action

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

**Target:** One willing creature other than you

**Duration:** 1 round/level

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

**Power Points:** 3

You form a mental bond with one creature within range,
giving them the ability to ‘borrow’ your perception and use
that information to direct their movements.

You may choose to direct the target either offensively,
alerting them to weaknesses in their opponent’s defenses,
or defensively, alerting them to incoming attacks. You may
change whether you are directing offensively or defensively
once per round as a free action. While being directed
offensively, the subject gains a +1 insight bonus on attack
rolls and damage rolls. While being directed defensively,
the subject receives a +1 insight bonus on armor class and
saving throws.

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

* For every 3 additional power points you spend, increase the insight bonus by 1.
* If you spend 6 additional power points, the target can be directed both offensively and defensively.
Conjure Weapon

**School** conjuration (creation); **Level** bloodrager 2, magus 2, nightblade 2, occultist 2, shaper 2, sorcerer/wizard 2, vanguard 2

**Casting Time** 1 standard action

**Components** V, S, F (a smith’s hammer)

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

**Effect** one conjured weapon

**Duration** 10 min./level

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

You conjure a non-magical weapon. The weapon can be any simple or martial weapon of your choice. You can also conjure exotic weapons once you reach caster level 11th. The weapon must be appropriately sized for you.

The weapon can either appear in your hands or in an open space within range, from which it can be used as normal. It can be enhanced like any other weapon with spells such as *magic weapon*. If the weapon is destroyed, the spell ends. This spell does not grant any sort of proficiency with the summoned equipment.
Control Ice (Spell)

**School** transmutation [cold, water]; **Level** cleric 4, druid 4, elementer 4, invoker 4, shaman 4

**Casting Time** 1 standard action

**Components** V, S

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

**Area** water, ice, and snow in a volume of 10 ft./level by 10 ft./level and up to 1 ft./level (S); see text

**Duration** instantaneous, see text

**Saving Throw** none (see text); **Spell Resistance** no

This spell gives you powerful but limited control over ice and snow. You can choose one of the following options, chosen when you cast the spell:

* *Thaw*: Ice and snow in the area rapidly melt within 1 round. Depending on the surface underneath, the remaining water might soak into the terrain or be left behind as standing water. Ice created by spells like *wall of ice* or *icy prison*UM melt as well, possibly ending their effect, though a spell that continuously creates ice (such as *sleet storm*) will typically have its effects negated for only 1 round. An ice elemental, ice golem, or other ice-based creature in the area takes 1d6 damage per caster level (max 15d6): a Fortitude save halves this damage.
* *Freeze*: You can target liquid water and freeze it solid. The entire volume of targeted water reaches sub-zero temperatures over the course of 1 minute. Creatures inside the volume disrupt the freezing process in its space, preventing ice from forming. Existing ice within the area (including ice created by spells) regain 1 hit point per inch of thickness each round: similarly, ice golems, ice elementals, and ice-based creatures recover 1d6 hit points each round they remain in the area. A water elemental or similar water-based creature in the area takes 2d6 cold damage each round it remains: a Fortitude save negates the damage that round only.
* *Move*: You can move ice and snow around the area. This functions similarly to *move earth* in that it does not create violent movement: the ice moves in slow waves until the desired result is achieved. The movement of the ice takes place across 1 minute, and is not quick enough to trap or otherwise move creatures within the area. Magically-created ice, such as from a wall of ice, cannot be moved in this manner.
Community Domain

The domain of community is one of trust and respect among neighbors and comrades. As a cleric of the community domain, you are likely a pillar of your community, someone those around you look to for leadership and guidance.

**Divine Skill:** Knowledge (local)

**Domain Spells**: 1st-borrow skill 2nd-calm emotions 3rd-coordinated effort 4th-blessing of fervor 5th-telepathic bond 6th-telepathy 7th-circle of clarity 8th-euphoric tranquility 9th-communal mind blank

### **Communal Font (Su)**

When you cast a harmless spell that targets multiple creatures, you can spend 1 point of faith as a swift action to modify it with the Extend Spell feat. This does not increase their level or casting time. If a creature attempts a save against the spell, this ability has no effect.

### **Team Support (Ex)**

At 4th level when an ally within 30 feet of you gains the benefit of Aid Another, increase the bonus by +1. When you perform the Aid Another action, you gain a +2 bonus to your check to aid another and increase the bonus by an additional +1.

### **Community Organizer (Ex)**

At 8th level, when you and one or more allies all perform the same task requiring skill checks, you can spend 1 point of faith to direct them to work in a cooperative fashion. Have each ally roll their skill check (they do not have to be the same check). Each ally who participates treats the highest result as their own.

## **Doctrine of the Council**

You believe that communities, united under skilled leadership, can accomplish far more than any individual. You strive to provide that leadership, offering your guidance and support to push everyone to succeed.

You gain the following abilities.

### **Supporting Bonds (Ex)**

The increased bonus to aid another from team support improves by an additional +1. In addition, you may Aid Another as a swift action.

### **Effective Leadership (Ex)**

At 16th level, when your allies benefit from community organizer, their rolls all use the highest bonus before applying penalties (such as the sickened condition, ability damage, or armor check penalties).

## **Doctrine of the Militia**

You believe in the importance of communities being able to defend themselves. Though you eschew the regiment and commitment of military service, you strive to ensure those around you know how to step up and work together against an incoming threat.

You gain the following abilities.

### **Minute Coordination (Su):**

Your presence connects your allies, improving their coordination. Allies within 30 feet of you increase the bonus from flanking by +1 and are considered flanking a target they are both adjacent to regardless of their position.

### **Sacrifice Play (Su)**

At 16th level, when multiple allies within 30 feet make a saving throw against the same effect, you can spend 1 point of faith as an immediate action to allow any two willing allies to swap their results for the saving throw. Characters with abilities such as Stalwart and Evasion do not pass these abilities to other creatures.
Conservative Mutation

Some kineticists don’t have the physical fortitude to channel their powers fully, causing their full strength to be locked within themselves, although they lessen the strain needed to channel their powers, leaving them in far better condition afterwards.

**Restrictions**: Must possess the burn class feature.

**Benefit**: Whenever a kineticist with this mutation receives a point of burn, they only take 1 point of nonlethal damage for every 2 levels they possess instead of for every level.

**Drawback**: Reduce the damage of all kinetic blasts the kineticist possesses by 1 step (1 > d2 > d3 > d4 > d6 > d8 > d10 > d12) as well as reducing the DCs of any infusions applied to their blast by 1.
Co-opt Concentration

**Discipline:** Telepathy (Compulsion) [Mind-Affecting]; **Level:** Gambler 6, highlord 6, psion/wilder 6, tactician 6

**Display:** Mental

**Manifesting Time:** 1 standard action

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

**Target:** One creature

**Duration:** Concentration, up to 1 round/level

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

**Power Points:** 11

You take over control of a power that was manifested
by the subject and that must be maintained through
concentration. Once you wrest control of the power from
the subject, you have several options.

* Allow the power to function as normal.
* Keep the power targeted on the subject (if a personal power) but decide how the power fulfills its function each round.
* Retarget the power on yourself (if a personal power).
* Choose not to concentrate on the co-opted power in the next round, ending the power at that point. When the duration of *co-opt concentration* expires, the power you took control of ends (even if this would mean that the power ends earlier than normal).

## Mythic Co-opt Concentration

If the target is non-mythic, it does not gain a saving throw to avoid having the power wrested away. You can maintain concentration on the co-opted power as a move action.

**Augmented:** If you expend one use of mythic power, you can manifest this power as an immediate action after identifying a power or spell via Spellcraft and that power or spell is eligible to be co-opted. You must use *mythic co-opt concentration* on the identified power when manifesting *mythic co-opt concentration* in this fashion.
Chronal Draw

**Discipline:**Riven Hourglass (Strike)

**Level:**4

**Prerequisite:**One Riven Hourglass maneuver

**Initiation Action:**1 standard action

**Range:**Melee or ranged attack

**Target:**One creature

**Duration:**Instantaneous (see text)

By damaging the time-flow on a target’s vital forces, you temporarily age a foe, exhausting their body before their Hourglass can stabilize. Make an attack. If it hits, it deals weapon damage as normal plus an additional 3d6 points of damage, and the target must succeed at a Will save (DC 14 + your initiation modifier) or become exhausted for a number of rounds equal to your initiation modifier.
Claws of the Beast

**Discipline:** Psychometabolism; **Level:** Highlord 1, psychic warrior 1

**Display:** Visual

**Manifesting Time:** 1 swift action

**Range:** Personal

**Target:** You

**Duration:** 1 hour/level

**Power Points:** see text

You call forth the aggressive nature of the beast inherent
in yourself, psionically transforming your hands into
deadly claws. You gain two natural attacks with your claws,
each dealing 1d4 points of damage (1d6 if you are Large, or
1d3 if you are Small or smaller) plus your Strength bonus.
If you are Huge or larger (or would have claws effectively
that size, due to Improved Natural Attack or similar effects),
your damage improves one step per size increase on the
following scale: 1d3, 1d4, 1d6, 1d8, 2d6, 3d6 (+1d6 per
additional step beyond 3d6).

Your claws are natural weapons, so you are considered
armed when attacking with them, and they can be affected
by powers, spells, and effects that enhance or improve
natural weapons. You can choose to deal nonlethal damage
with your claws, taking the standard –4 penalty on your
attack roll.

Your claws work just like the natural weapons of many
monsters. You can make an attack with one claw or a full
attack with two claws at your normal attack bonus, replacing
your normal attack routine. You take no penalties for two-weapon fighting, and neither attack is a secondary attack
unless you are using manufactured weapons in the same
round, in which case any claw not used to wield a weapon is
considered a secondary attack (just like any other creature
which uses both manufactured and natural weapons). If
your base attack bonus is +6 or higher, you do not gain any additional attacks—you simply have two claw attacks at
your normal attack bonus. You may use secondary natural
attacks as normal when using your claw attacks as part of
a full attack.

You can call or dismiss the claws as a swift action during
the duration of the power. If you attack with a manufactured
weapon or another primary natural attack, you can’t make
any claw attacks in that round. You can still hold and
manipulate items with your claws or cast spells just as well
as you could with your hands.

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

* If you spend 2 additional power points, your damage improves one step on the above scale.
* If you spend 4 additional power points, your damage improves two steps on the above scale.
* If you spend 6 additional power points, your damage improves three steps on the above scale.
* If you spend 10 or more additional power points, your damage improves three steps on the above scale, plus an additional step for every 4 power points spent on augmentation beyond 6 (four steps at +10 power points, five steps at +14 power points, etc.).

## Mythic Claws of the Beast

Your claws’ critical threat range increases to 19-20. This stacks with effects like *keen edge*.

**Augmented:** If you expend one use of mythic power, your claws’ damage dice improve by one step (d3 becomes d4, d4 becomes d6, etc.)

**Augmented (5th):** If you expend two uses of mythic power, your claws’ critical multiplier increases to x3.
Core Containment

**SCHOOL** abjuration; **LEVEL** atomic adept 5

**CASTING TIME** 1 standard action

**COMPONENTS** S

**RANGE** touch

**TARGET** one creature touched

**DURATION** 1 round per 2 caster levels

**SAVING THROW** none; **SPELL RESISTANCE** no

The creature cannot gain rads for the duration of the spell. In addition, they gain a +2 armor bonus to their AC for the duration as well.