recursal/Fanatic-Fandom huggingface dataset:
Bewel

**Parent Class:** Helmsman

Just as some cavaliers may bond with a vehicle, so too do many helmsmen bond with animals. Those who do are known as “bewels”, and they ride into battle astride their mighty steeds, cloaked in mystical veils.

### Armored Akasha

The bewel adds all [enhanced (armor)] veils to their veil list.

### Bewel’s Bond

Instead of a mech or vehicle, a bewel must choose an animal companion, using their bewel level as their effective druid level when determining its abilities. Their companion still benefits from the veils and chakra binds of the bewel, as well as their teamwork feats, but no other feats. If the companion creature has the ability to shape its own veils, it may benefit from its veils and the bewel’s at the same time. Any class features which refer to the bonded vessel, such as hypercharge or akashic armaments, instead refer to the animal companion. Any of the bewel’s veils which grant bonuses to or interact with mechs or vehicles instead apply their benefits to the animal companion.

If the bewel has multiple animal companions, such as by taking levels in the pack lord archetype for druid, they may only choose one of their companions to gain bonuses from their bewel class features. They may change which companion is gaining these bonuses with 10 minutes of meditation.

This alters bonded vessel, but does not make this archetype incompatible with other archetypes that alter bonded vessel so long as they do not change or restrict what kind of companion may be chosen.

### Akashic Armaments

Instead of increasing hardness, the Resilience armament grants DR/- equal to the amount of essence invested in it.

This alters akashic armaments, but does not make this archetype incompatible with other archetypes that alter akashic armaments.

### Essencebound Beast

Starting at 4th level, the bewel’s animal companion gains a pool of essence equal to half their master’s bewel level. In addition, all allies within 30 feet of the animal companion are considered to be inside a vessel for the purposes of veils or other abilities. This distance increases by 5 feet for every two levels after 4th.

This replaces lifebound vessel.

### Bloodboost

The bewel’s animal companion may burn its own essence in order to fuel the turboboost and improved turboboost abilities.

This alters turboboost and improved turboboost.
Boots of Stomping

**Aura** faint psychokinesis; **ML** 3rd

**Slot** feet; **Price** 600 gp; **Weight** 1 lb.

**Description**

These boots allow the wearer to use *stomp* as the power
three times per day (Reflex save DC 13) when the wearer
stomps her feet.

**Construction**

**Requirements** Craft Wondrous Item, *stomp*; **Cost** 300 gp
Caretaker (Tenets of Cultivation)

A highlord who follows the tenets of cultivation is known as a caretaker. Caretakers highly prize their allies. They are highly protective, harshly punishing enemies who dare to strike at the members of their collective. Caretakers believe that their collective should be able to not simply exist and fight for them, but thrive under their protection and reach their full potential.

**Tenet Power:** At 1st level, a caretaker gains *caring hands* as a bonus power known.

**Lifeblood Shield (Su):** A caretaker’s lifeblood resonance allows him to send a psychic backlash at enemies who dare harm those under his care. Once per round, as a free action that can be taken whenever a member of the caretaker’s collective is damaged by another creature (even if it isn’t his turn), the caretaker may deal his lifeblood resonance damage to the offending creature. The member of the collective is healed for half of that damage, up to a maximum amount of healing equal to the damage taken from the triggering attack. At 8th level, the highlord can use this ability up to two times each round. At 15th level, the highlord can use this ability up to three times each round.

**Group Conscription (Su):** Members of the caretaker’s collective can force creatures into the collective as if they had the Unwilling Participant feat. The DC to resist their use of the Unwilling Participant feat is DC 10 + 1/2 the member’s Hit Dice + the highlord’s Charisma modifier.

**First Command (Su):** A caretaker gains inspire as his decree at 1st level.

**Talents (Su):** A caretaker gains *missive* as a psionic talent at 1st level.

**Affinity for Cultivation (Su):** Starting at 2nd level, a caretaker gains a bonus on Diplomacy checks equal to 1/2 his class level. In addition, he gains the ability to make aid another attempts for members of his collective as a move action, and can do so regardless of distance, line of sight, and line of effect, so long as he is aware of the roll being made.

**Nurture Lifeblood (Su):** When used on willing members of the collective, the caretaker can choose not to damage or stagger creatures with his lifeblood siphon. Instead, the caretaker can heal them for a number of hit points equal to his Charisma bonus times 1/2 the number of power points spent on the power. If used in this way, the caretaker does not refund any power points expended by the power.
Bound Beastmaster

Shifters are known to revere nature in all its forms, but some prefer to form bonds with the physical embodiments of those concepts. Bound beastmasters are those who enjoy the company and companionship of nature in all forms.

### **Animal Companion**

A bound beastmaster gains an animal companion as though she was a druid of her shifter level.

### **Bound Evolution (Su)**

A bound beastmaster’s shifter evolution damage does not increase as she levels up, but it applies to the natural attacks of her animal companion.

This ability alters shifter evolution.

### **Shared Aspect (Su)**

A bound beastmaster’s animal companion can choose to gain the benefit of any aspect her master possesses.

This ability alters shifter’s aspect and replaces defensive instinct.

### **Dual Beasts (Ex)**

At 9th level, whenever a bound beastmaster uses her shifter shape class feature, she can choose to have it also affect her animal companion, although it consumes twice the amount of duration it normally would. Both the shifter and her animal companion must take the same of the same creature, and if the effect ends for either herself or her animal companion, it ends for both creatures. At 14th level, a bound beastmaster no longer decreases the duration of her shifter shape used while using this ability.

This ability replaces chimeric aspect and greater chimeric aspect.
Bronze Lancer’s Edge

**Discipline:** Piercing Thunder (Boost)

**Level:** 1

**Initiation Action:** 1 swift action

**Range:** Personal

**Target:** You

**Duration:** 1 round

With practiced skill, you are capable of achieving greater
force with your discipline weapons. After initiating this
boost, the next charge attack you make this turn deals an
additional 1d6 points of damage.
Cat Takes the Rat

**Discipline:** Roaring Mouse (Boost); **Level:** 3

**Prerequisites:** None

**Initiation Action:** 1 swift action

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

**Target:** One creature

**Duration:** 1 round

It’s not nice to play with your food, but that never stopped you. Upon initiating this boost, select one opponent with the tricked condition within range. The next successful attack within 1 round against them deals an extra 3 damage per round of the tricked condition they have remaining at the time you initiated this boost, to a maximum of 3 times your initiator level.

*Exploit:* The maximum limit of extra damage is doubled, to 6 times your initiator level. Upon using this exploit, the target is immune to this exploit for two rounds.
Bebilith Claw (Combat)

*Your strikes tear into your opponent’s natural defenses.*

**Prerequisite**: Bebilith Technique, Improved Sunder, Power Attack, base attack bonus +9

**Benefit**: You can make sunder checks against an opponent’s natural armor. You make a sunder check as normal, using a melee weapon. On a successful hit, you deal only half your normal damage to the creature struck, but reduce the creature’s natural armor by 1 (minimum 0). Armor bonus lost in this way can only be restored by a Heal check (DC 10 + your base attack bonus, taking 10 minutes per point of natural armor lost) or by applying a restoration, regenerate, heal, wish, or miracle to the creature (which restores all lost natural armor with no check needed). A creature that has the regeneration ability recovers lost natural armor bonus at a rate of 1 point per round.
Bioablative Regeneration

**Element(s)** machine; **Type** utility (Sp); **Level** 4; **Burn** 1

You program your nanomachines to instantly repair incoming damage. You gain a number of temporary hit points equal to three times your kineticist level which last for 1 hour per level or until they are lost; these stack with temporary hit points gained from other wild talents.
Blood Vengeance

Seeing an ally fall in combat fills you with a raging and murderous fury.

**Prerequisites:** Sahuakin, non-lawful.

**Benefit:** Whenever one of your allies is reduced to negative hit points or killed, you may enter a state similar to but less powerful than a barbarian’s rage as a free action on your next turn. If you have the rage class feature and are already raging, your morale bonuses to Strength and Constitution increase by +2 for the duration of your rage. If you do not have the rage class feature, or you have no more rage rounds left, this weaker rage gives you all the benefits and penalties of a barbarian’s rage, except your morale bonus to Strength and Constitution is only +2. In either case, this state lasts for 4 rounds.

As with a barbarian’s rage, when this weaker rage ends, you are fatigued; if another ally falls before this duration ends, the weaker rage lasts for an additional 4 rounds. This feat does not allow you to enter a rage if you are fatigued. You may only use this feat if the fallen ally had at least as many Hit Dice as you (excluding conjured or summoned allies).
Captor's Chain

**Descriptors**: Steady

**Class**: Daevic, Eclipse, Guru, Helmsman, Huay, Kheshig, Promethean, Radiant

**Slot**: Wrists

**Saving Throw**: Reflex (Steady)

*These iron chains wrap around the arms of the veilweaver and are covered in cruel spikes.*

As a standard action, you may fire off a barbed chain using this veil, making a ranged touch attack against a creature within Close range (25 feet plus 5 feet per two caster levels). If it hits, that creature must make a Reflex save or become entangled as the chains wrap up the individual and anchor themselves into the ground.

A creature entangled this way may make a Reflex save at the end of each of their turns to escape the chains. If they fail, they take damage equal to your veilweaving modifier. You may choose to not damage a creature this way or make the damage non-lethal. You may only have one creature bound this way.

**Essence**: Each point of essence invested in this veil increases the damage dealt by this veil by 2.

**Chakra Bind (Wrists): [D7, E12, He8, Hu8, K8/11, P8]** While you have a creature bound by this veil, an ethereal chain attaches itself to your hand. You may make drag or reposition combat maneuvers against the bound creature through this chain and gain a bonus to these combat maneuvers equal to the amount of essence invested in this veil. The bound creature being anchored to the floor does not prevent you from moving that creature with these combat maneuvers.
Cerebral Infiltrator

Tapping into psionic power can give rogues insight
into the behavior of others as well as the ability to
assault the sensory input of their opponents. Cerebral
infiltrators focus more on dealing with people and less
on dealing with traps and mechanical devices.

### **Skills**

A cerebral infiltrator adds Autohypnosis as a
class skill.

### **Enhanced Senses**

A cerebral infiltrator unlocks
his psionic talent and gains additional insight into
interactions with others. The cerebral infiltrator gains
the Wild Talent feat as a bonus feat and gains a bonus
on Sense Motive checks equal to half his class level
(minimum +1).

This ability replaces trap finding.

### **Cripple Senses**

A cerebral infiltrator of 3rd level
gains the ability when making a sneak attack to blind
and deafen the struck creature for a number of rounds
equal to the cerebral infiltrator’s Intelligence modifier
once per day. At 6th level and every six levels thereafter,
the cerebral infiltrator gains an additional daily use of
this ability.

This ability replaces trapsense.

**Recommended Talents:** Major psionics, minor psionics, psionic feat

**Recommended Advanced Talents:** Slippery mind, vanish
Bullying Infusion

**Element(s)** universal; **Type** substance; **Level** 1; **Burn** 1

**Associated Blasts** any

**Saving Throw** none

You know how to add a bit of fear to your blast. Whenever a creature is dealt damage by this blast, you can attempt an Intimidate check (to demoralize) against them. You can increase the burn of this infusion by 1 to increase the duration of the demoralization by 2 rounds.
Bowling Infusion

**Element(s)** aether, earth, machine, or sound; **Type** substance infusion; **Level** 2; **Burn** 2

**Associated Blasts** crystal, crystalline, earth, forge, fossilized, junk, magma, metal, meteor, mud, nano, radio, ravaging nature, rust, shatterstorm, sonic boom, telekinetic, tundra, vibration

**Saving Throw** none

You bowl your foes over with the sheer mass of your kinetic blast. Attempt a trip combat maneuver check against each target damaged by your infused blast, using your Constitution modifier instead of your Strength modifier to determine your Combat Maneuver Bonus.
Boneplate Vambraces

**Descriptors:** Fleshwarp

**Class:** Daevic, Guru, Kheshig, Promethean, Stormbound

**Slot:** Wrists

**Save:** None

*Plates of spiked bone sprout from your arms, augmenting your unarmed strikes and allowing you to leverage your might to deflect attacks.*

Shaping this veil grants you plates of bone that armor your arms. These plates act as light armor, granting you a natural armor bonus equal to 2 + your Strength modifier, a +0 Maximum Dex Bonus, and a 10% Arcane Spell Failure chance. You are always considered to be proficient with this veil, even if you lack proficiency with light armor.

These plates of bone also empower your unarmed strikes: you gain the benefits of the Improved Unarmed Strike, and your unarmed strikes deal 1d6 points of bludgeoning and piercing damage (1d4 small), or your base unarmed strike damage if it is higher.

Armor impedes the functions of this veil (including other veils that count as armor): you take the worse of the veil’s and your armor’s Armor Check Penalty, Maximum Dex Bonus, and Arcane Spell Failure Chance, and you only benefit from the higher of either the armor’s bonus to AC (or natural armor, for other veils similar to this one), or the veil’s natural armor bonus when determining your AC.

**Essence:** For each odd point of essence invested in this veil, the damage increase to your unarmed strikes granted by this veil increases by one step on the following track: 1d4 -> 1d6 -> 1d8 -> 1d10 -> 2d6 -> 2d8 -> 3d6 -> 3d8 -> 4d6. For each even point invested, the natural armor bonus granted by this veil increases by +1.

**Chakra Bind (Wrists):** Binding this veil to your Wrists chakra allows you to actively deflect incoming blows using an unarmed strike. When a creature within the reach of your unarmed strikes attacks you, you may make an unarmed strike against that creature as an immediate action. Compare the results of your attack roll to your enemies attack roll; if your attack roll beats theirs, you deflect the attack and take no damage. If this attack also beats the creature’s AC, you deal damage to that creature with your unarmed strike (whether or not you successfully deflected the attack).
Bind Flesh to Soul

**Discipline:** Athanatism; **Level:** Conduit 6, highlord 6, tactician 6

**Display:** Auditory and visual

**Manifesting Time:** 1 standard action

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

**Target:** One creature

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

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

**Power Points:** 11

You force a target to share in the pain felt by nearby
spirits. While the duration lasts, the target takes all
damage and heals all wounds that any incorporeal or
ethereal creature within 30 feet of them takes. The target
is also subject to magical and psionic effects of 3rd level
or lower that target or effect any incorporeal or ethereal
creature within 30 feet of them. If the effect offers a
saving throw, the target gains one as well.

**Augment**: You may augment this power in one of the
following ways.

* You may spend an additional 2 power points to have this power affect one additional target and have its DC increased by 1.
* For every additional 4 power points spent, the maximum level of effects that are shared between the target and nearby incorporeal or ethereal creatures is increased by 1. For example, if you augment this power twice in this way, the target will be subject to magical or psionic effects of 5th level or lower that target or effect any incorporeal of ethereal creatures within 30 feet instead of 3rd or lower.
Bonds of Freedom

**Descriptors:** Enhanced (spiked chain, unarmed), Paired (unarmed)

**Class:** All except Rajah

**Slot:** Hands, Wrists

**Saving Throw:** none

*“Until we are all free, we are none of us free.”*

This veil takes the shape of a broken manacle and chain wrapped around the arm of the veilweaver. This acts as a spiked chain that deals bludgeoning damage. This veil can only be upgraded as a spiked chain. Your unarmed attacks deal 1d6 points of damage (1d4 if Small), and do not provoke attacks of opportunity. All damage dealt by this veil ignores the hardness of objects used to restrain creatures, such as ropes, shackles, or cell doors.

Whenever you wield a two-handed weapon created by this veil, you may two-weapon fight with the two-handed weapon created by this veil, treating your unarmed attacks as offhand weapons.

This veil grants a +2 bonus to disarm, trip, and reposition attempts made with the chain, and you may make such attempts without provoking attacks of opportunity.

**Essence:** Each point of essence invested in this veil increases the bonus to disarm, trip, and reposition attempts by +1. For every two points of essence invested, the reach of the chain increases by 5 feet.

**Chakra Bind (Hands): [D4, E3, G2, He2, Hu2, K2/5, L4/6, N2, P2, R3, St4, Vi2]** Binding this veil to your Hands chakra grants you the ability to break the bonds of captivity. For each point of essence invested in this veil, you gain a +2 bonus on rolls made to escape a grapple or other effect that is restraining you (including, but not limited to, shackles, ropes, cells, the lock condition, and *hold person*), as well as to help free others from such effects.

**Chakra Bind (Wrist): [D7, E12, He8, Hu8, K8/11, L10/12, N8, P8, St8, Vi8]** Binding this veil to your Wrists chakra grants all of the benefits of the Hands chakra as well as allowing you to use either your Strength, Dexterity, or veilweaving modifier for damage. Additionally, a number of times per day equal to 1 + your veilweaving modifier, you may use *freedom of movement* as a spell-like ability with a caster level equal to your veilweaver level. This *freedom of movement* ability has a special target effect. It may target a number of creatures equal to your veilweaver level, no two of which can be more than 30 feet apart.
Bonebreaker Riposte

**Discipline:** Brutal Crocodile (Counter)

**Level:** 4

**Prerequisite:** One Brutal Crocodile Maneuver

**Initiation Action:** 1 immediate action

**Range:** Melee

**Target:** Attacking Creature

**Duration:** 1 round/level

When faced with an attacker, you have learned that your best hope is to incapacitate them, preventing them from further assaults. When a creature makes a melee attack roll against you, you may initiate this counter to make a Climb check against the creature’s attack roll. On a success, the creature’s attack is negated, and it cannot for any purpose use the limb it used to make the attack for the duration of this maneuver.
Breaching Infusion

**Element(s)** machine or poison; **Type** substance infusion; **Level** 2; **Burn** 2

**Associated Blasts** acid, acid rain, acidic bolt, antimatter, crystalline, forge, gigawatt, green flame, junk, nano, petrolic, pollutic, radiation, radio, rust, ultraviolet, virulent

Your blast contains nanites or acids that specifically target weapons and gear held by the enemy. You can attempt a sunder combat maneuver check against one item possessed by a foe damaged by your infused blast, using your Constitution modifier instead of your Strength modifier to determine your CMB.
Broken Blade Rhythm

Every blow from your fist builds on the last.

**Prerequisites:** Broken Blade Style, Broken Blade Crush, Acrobatics 11 ranks.

**Benefit:** Once per round, when you hit with a Broken
Blade strike, you can make a combat maneuver attempt
against a creature within your melee reach as a free
action. This combat maneuver attempt does not provoke
attacks of opportunity.
Black Dog’s Due

**Discipline**: Cursed Razor (Strike); Level: 7

**Prerequisites**: Three cursed razor maneuvers

**Initiation** **Action**: 1 standard action

**Range**: Melee attack

**Target**: One creature

**Duration**: Instant

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DESCRIPTION

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You strike a distracted foe, bringing swift death with the edge of your blade. Make a melee attack. If it hits, it deals weapon damage as normal plus an additional 8d6 points of damage, and the target must succeed at a Reflex save (DC 17 + your initiation modifier) or be knocked prone. If the target is flanked (either by you or by other creatures), this strike’s additional damage increases to 12d6.
Bushwhack (Mythic)

Your swift takedowns of opponents leave them disadvantaged.

Prerequisite: Bushwhack.

Benefit: If you succeed at your second grapple combat maneuver check to pin your opponent, your opponent is also staggered for a number of rounds equal to half your mythic tier. If you initiate a chokehold with your second combat maneuver (using the Chokehold feat), your grip leaves a lingering injury to your opponent. If the opponent escapes the chokehold or you release it, they cannot speak above a whisper for a number of rounds equal to half your mythic tier, and must make succeed at a concentration check (DC = 15 + your mythic tier + the spell level) to cast spells with verbal components, use a command word item, or use any magic requiring speech during those rounds.
Building Reverberation

**Element(s)** sound; **Type** utility (Sp); **Level** 3; **Burn** 0

**Prerequisite(s)** sonic reverberation

While holding a sonic blast charge from sonic reverberation you can stack another sonic blast as a separate standard action. You can stack up additional sonic blasts equal to 1/5 your kineticist level; this still counts as a single charge that deals the cumulative damage of all blasts you have stacked. In addition, you do not automatically discharge the sonic blast charge if you touch or are touched by something unless you choose to do so.
Cacophony

**Design** destruction (ruin) [sonic]; **Level** 8

**Casting Time** 1 standard action

**Range** 30 ft.

**Area** cone-shaped burst

**Duration** instantaneous

**Saving Throw** Fortitude partial or Reflex negates (object), see text; **Spell Resistance** yes (object)

You create a blast of harmful sonic energy that deafens and damages creatures in its path. Any creature within the area is deafened for 1d6 rounds and takes 1d6 points of sonic damage per caster level (max 20d6). A successful Fortitude save negates the deafness and reduces the damage by half. Against exposed brittle or crystalline objects or crystalline creatures, the damage die increases to 1d8 per level (max 20d8). A creature holding vulnerable objects can attempt a Reflex save to negate the damage to those objects.

*Cacophony* cannot penetrate an area of *silence*.

**Overload**: For each runic charge overloaded into this script, the range increases by 10 feet, to a maximum of a 60-foot cone. If you overload at least two runic charges, creatures are deafened for 2d6 rounds on a failed save and for 1d6 rounds on a successful save. If you overload four runic charges, creatures that fail their saving throws are deafened permanently, and brittle objects and crystalline creatures that fail their saving throw are instantly reduced to 0 hit points and destroyed, regardless of their starting hit points. This cannot destroy an artifact or similarly unique item.
Bristleback

**School:** Transmutation; **Level**: antipaladin 3, arcanist/sorcerer/wizard 3, cleric/oracle 4, inquisitor 3, magus 3, warpriest 4

**Components**: V, S

**Casting Time**: 1 standard action

**Range**: touch

**Target**: armor touched

**Duration**: 10 minutes/level

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

You call forth one of the most traditional defenses known
to history and manifest it on one suit of armor, causing it
to bristle with spikes. The armor gains armor spikes, which
have an enhancement bonus to attack and damage rolls
equal to +1 per 4 caster levels. See weapon descriptions in
chapter 6 of the *Pathfinder RPG Core Rulebook*.

If an orc, ogre, or any evil outsider casts this spell the
armor spikes also have the *flaming* special quality.
Chameleon (archetype)

### **Vanish in the Crowd (Ex)**

A chameleon’s movement is not impeded by crowds. Opposed Perception and Sense Motive checks take a –2 penalty when made against the chameleon’s Bluff, Disguise, Sleight of Hand, or Stealth checks if she’s within 20 feet of at least two non-hostile characters of her apparent creature type. This penalty increases to –4 if she’s within 20 feet of at least eight such creatures or is currently in a square occupied by a crowd. At 6th level, she can use soft cover to make Stealth checks.

This ability replaces inherent talent.

### **Crowd Combatant**

At 3rd level, a chameleon gains access to the following avoidance:

*Crowd Combatant (Ex)*: A chameleon gains a +1 dodge bonus to AC when she is adjacent to two or more enemies or when she is adjacent to four or more creatures who are within one size category of the chameleon’s size.

### **Blend In (Ex)**

At 4 level, a chameleon can use her Stealth bonus when making a Disguise skill check to avoid detection in an inhabited area. If this check is successful, the chameleon seems so unexceptionally normal that she blends in to the background of her surroundings. A chameleon cannot use this ability while she is drawing attention to herself. A chameleon also masters the art of acting as if she belongs in any situation. She can make a Disguise check in lieu of a Diplomacy check to influence the attitudes of NPCs. She doesn’t need to change her appearance to make this check—this ability works by sending suitable subliminal cues signifying affiliation and concurrence. If multiple creatures or groups with differing views of appropriate behavior are present, she cannot simultaneously affect them all. She must choose a target creature or group to influence—she can’t pretend to be a guest at a fancy party to impress nobles and at the same time pretend to be a bodyguard to mingle with the household guards.

This ability replaces the rogue talent gained at 4th level.
Blinding Flash

**Discipline:** Psychokinesis [Light]; **Level:** Gambler 0, psion/wilder 0, psychic warrior 0, sighted seeker 1, voyager 0

**Display:** Visual

**Manifesting Time:** 1 swift action

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

**Target:** One creature

**Duration:** 1 round

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

**Power Points:** Psionic focus or 1

You create a blinding flash of light to momentarily distract an opponent. The target of this power must make a Fortitude save or be dazzled for one round.

**Augment:** You may augment this power in one or both of the following ways:

* For every additional power point you spend, the power’s duration increases by one round.
* If you spend 4 additional power points, the target is blinded instead of dazzled.

In addition, for every 2 power points spent to achieve either of these effects, increase the save DC by 1.
Breaking the Charge

**Discipline:** Piercing Thunder (Counter)

**Level:** 7

**Prerequisites:** Two Piercing Thunder maneuvers

**Initiation Action:** 1 immediate action

**Range:** Melee attack

**Target:** One creature

**Duration:** Instantaneous

The disciple of the Piercing Thunder is wise to the ways of
combat, and when opponents rush by, his lance is always at
the ready. You can initiate this counter whenever a charging
opponent passes within 10 feet of you (including if you
yourself are being charged). Make a melee attack against
that creature with a weapon you are wielding, even if its
reach would not otherwise allow you to strike the foe. If it
hits, it deals weapon damage as normal plus an additional
5d6 points of damage, and the target must succeed at a
Reflex save (DC 17 + your initiation modifier) or be knocked
prone. Regardless of whether or not they succeed at the
save, the target’s movement ends, potentially keeping them
from making their charge attack. This maneuver may only
be made with a discipline weapon.
Broken Shackles

**Descriptors**: None

**Class**: Daevic, Eclipse, Guru, Helmsman, Huay, Kheshig, Lunar, Promethean

**Slot:** Wrists

**Saving Throw**: none

*Steel shackles manifest over the veilweaver’s wrists. Attached to them are broken chains. Their heavy weight helps one remember what is important.*

You gain a +2 insight bonus to saves against spells and effects that would physically restrain you. In addition, you gain a +2 insight bonus to your CMD against grapple checks, and a +2 insight bonus to CMB or Escape Artist when attempting to escape a grapple check.

**Essence**: Each point of essence invested in this veil increases the insight bonus to saves, CMD, CMB and Escape Artist checks made to escape a grapple check by 2.

**Chakra Bind (Wrists): [D7, E12, He8, Hu8, K8/11, L10/12, P8]** By burning 2 points of essence as an immediate action, you can gain the benefits of freedom of movement for 1 round.
Cavalier

## Archetypes

* Bannerless Knight
* Celestial Knight (Akashic, Zodiac)
* Cloud Runner (Paths of Magic)
* Forgesteed Rider (Forgeborn) (Psionic)
* Hagknight (Akashic)
* Hetairos (Path of War)
* Rancer (Gonzo)
* Unicorn Rider (Akashic)
* Vermin Rider (Dromite) (Psionic)

## Orders

Order of the Crone (Akashic)

Order of the Inviolate Will (Akashic)

## Favored Class Bonuses

* **Decataur:** Add +1/4 to the cavalier’s tactician daily uses.
* **Entoli:**Add +1/4 to the cavalier's banner bonus.
* **Grendle:** Add +1/4 to the cavalier’s challenge daily uses.
Bracers of Elemental Conversion

**Price** 12,000 gp

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

**Slot** wrists; **Weight** 2 lbs

These bracers appear to be tarnished silver until activated, each one glowing a different color once activated, their aurora mirroring the converted elements. If the wearer has both the burn and kinetic blast class feature, they can accept 1 point of burn to convert any one simple energy blast they possess into another energy type (acid, cold, electric, fire, negative, positive, or sonic) for 10 minutes, although the damage of the converted blast is reduced by 1 step (2 steps if they choose sonic). While converted, the wearer cannot apply non-universal substance infusions to their blast. The wearer can still use any composite blast they possess for which the converted simple blast is a prerequisite, although the damage from it will match their new energy type (for example, if the wearer possesses fire blast and converts it into cold energy, their magma blast will deal half cold, half bludgeoning). The wearer can suppress this effect for 1 round as a free action, although time that the bracers are suppressed still counts against the effect’s duration. Only one simple energy blast can have its energy type converted this way at a time.

**Construction Requirements**

**Cost** 6,000 gp

Craft Wondrous Item, kineticist 10th, any simple energy blast
Bring to Knee

**Discipline:** Leaden Hyena (Strike)

**Level:** 4

**Prerequisite:** One Leaden Hyena Maneuver

**Initiation Action:** 1 standard action

**Range:** Melee or Ranged

**Target:** One creature

**Duration:** See text

Striking a low blow against your opponent, you take them off their feet and dispose of their fighting ability temporarily. Make an attack roll against a creature. On a successful hit, the target is knocked prone and must make a Fortitude save (DC 14 + your initiation modifier). On a successful save they are staggered for 1 round. On a failure, all of the creature’s movement speeds are reduced to 0 for a number of rounds equal to your initiation modifier. becomes staggered for a number of rounds equal to your initiation modifier.
Call to Mind, Lanis’s

**Discipline:** Telepathy [Mind-Affecting]; **Level:** Cryptic 1, highlord 1, psion/wilder 1, sighted seeker 1, tactician 1, voyager 1

**Display:** Mental

**Manifesting Time:** 1 minute

**Range:** Personal

**Target:** You

**Duration:** Instantaneous

**Power Points:** 1

By meditating on a subject, you can recall natural memories and knowledge otherwise inaccessible to you.

On a failed Knowledge check, you can manifest this power to gain a new check with a +4 competence bonus. If successful, you instantly recall what was previously buried in your subconscious.

**Augment:** For every 2 additional power points you spend, the competence bonus increases by +1.
Careless Burrowing

You can make a best guess to use a burrowing power,
but with mixed results.

**Prerequisite:** Burrowing Power

**Benefit:** You can choose to use the Burrowing Power
feat even though you can’t see the target, instead
choosing to affect a target in the square behind the
barrier. However, the power has a 50% miss chance
when used carelessly.
Buoyant Force

**School:** transmutation; **Level:** sorcerer/wizard 1, summoner 1, witch 1

**Casting Time:** 1 standard action

**Components:** V, S, M (a bobber for positive buoyancy or a sinker for negative)

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

**Target:** one creature or object

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

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

You may add or subtract up to 10 buoyancy units per caster level to or from the target creature or object. Buoyancy may be further affected afterwards during the duration of the spell, either magically or naturally. Normal rules for encumbrance and buoyancy apply. In regards to creatures, this spell affects their natural or racial buoyancy.
Bracers of the Waking Nightmare

**Descriptors:** [Fear], [Mind-affecting]

**Class:** Huay, Lunar, Nexus, Promethean, Vizier

**Slot:** Wrists

**Saving Throw:** Will negates

*Shadowy bracers pool around your wrists. Nightmarish claws, mouths, and tendrils occasionally lash out from the darkness that envelopes their form.*

Shaping this veil grants you the power to inflict a creature’s mind with nightmarish visions. As a standard action, you can inflict waking nightmares on a single creature within 60 feet of you. Each round at the beginning of your turn, and when you first affect them, that creature makes a Will saving throw. If they succeed, they fight off the waking nightmares and end this effect. If they fail, their mind is inflicted with waking nightmares, distracting them and imposing a -2 penalty on AC, Perception, and Sense Motive until the beginning of your next turn, and forcing them to roll a d% and compare it to the following chart to determine the nightmare’s effect on them.

Table: Waking Nightmare Effects
 26 — 50
 51 — 75
 76 — 100
 101 — 125

**Essence:** For each point of essence invested in this veil, creatures who take mental trauma from your nightmare suffer an additional 1d6 points of damage. For every 2 points of essence invested, affected creatures add 5 to their d% roll when determining the effects of the nightmare.

**Chakra Bind (Wrists): [Hu8, L10/12, P8, Vi8]** Binding this veil to your Wrists chakra allows you to spread your nightmares between multiple creatures, and to concentrate and intensify the effects of your waking nightmare. When afflicting waking nightmares as a standard action, you can affect an additional creature per 2 points of essence invested in this veil.

In addition, when creatures affected by this veil roll their Will saving throw at the beginning of your turn, you can take a standard action to impose a -4 penalty on those saving throws. Creatures who fail their saves must roll two d% rolls, and use the result of your choice when determining the effects of the nightmare that turn.
Branch Pounce (Mythic)

Your leaping attacks knock opponents off their feet.

Prerequisite: Branch Pounce.

Benefit: When you charge a target by jumping down from above, you not only deal your falling damage to your opponent but can immediately make a trip attack against that opponent, gaining a bonus of +1 to your combat maneuver roll for every 10 feet of your fall. Further, you treat your fall as 10 feet shorter, plus an additional 10 feet for every mythic rank or tier you possess. Finally, if your attack misses, you can expend one use of mythic power to avoid falling prone and reduce the falling damage by 1d6 for every mythic rank or tier you possess.
Brutal Crocodile Tenacity

*Your focus on your quarry does not impede your combat ability.*

**Prerequisites**: Brutal Crocodile Style, Climb 7 ranks

**Benefits**: You do not suffer a penalty on attack rolls while grappling or pinning a creature, nor do you lose your dexterity bonus to AC. In addition, you may make attacks of opportunity while grappled.
Caring hands

**Discipline** psychometabolism; **Level** highlord (caretaker) 1

**Display** material, mental

**Manifesting Time** 1 standard action

**Range** collective (see text)

**Target** one member of your collective

**Duration** instantaneous

**Saving Throw** none; **Power Resistance** yes

**Power Points** 1

**DESCRIPTION**

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

When you use this power, you can remove a condition or damage affecting a member of your collective, based on how many powers points were spent on the power. Choose one option from the following table to treat:

 7

In order to treat a magical effect, you must succeed at a manifester level check (1d20 + your manifester level) against a DC of 11 + the effect’s caster level, and in order to treat a curse, disease, or poison, you must succeed at a manifester level check against the condition’s save DC.

**Augment:** This power can be augmented in one or more of the following ways.
• For every additional power point you spend, allies you affect with this power gain 2 temporary hit points. These temporary hit points last for 1 minute or until used.
• For every 2 power points you spend, you gain a +1 bonus on your manifester level checks to remove conditions that require a check.
• For every 2 power points you spend, you can affect an additional creature, curing them of the same conditions or amount of damage.
• For ever 4 power points you spend, you can remove another condition. You may only choose a given type of damage once per use of this power (for example, if you spent 3 power points, you could heal 8 hit points and remove the ally’s fatigue, but could not choose “hit points” twice to heal more hit points).
Chakra Power

You can take your body’s toughness and natural resilience and use it to fuel attacks whose power exceeds mere physical strength.

**Prerequisites:** Con 13, Str 13, Power Attack.

**Benefit:** You can invest essence into this feat. You gain an insight bonus to CMB to succeed on a Bull Rush, Overrun, or Sunder attack equal to the invested essence. You also gain an insight bonus equal to the invested essence on damage rolls made when using Power Attack.

You gain 1 point of essence.
Chain Gang

**School** conjuration (creation) [metal]; **Level** antipaladin 3, cabalist 3, cleric 3, inquisitor 3, nightblade 3, paladin 3, vanguard 3

**Casting Time** 1 standard action

**Components** V, S, F (manacles worth at least 15 gp)

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

**Targets** one creature/2 levels, no two of which can be more than 30 ft. apart

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

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

A spell created by prison wardens in the case of an attempted escape, chain gang chains multiple creatures together with metal shackles.

Each target must succeed on a Reflex save or be shackled to the nearest creature that also failed its Reflex save by metal chains. For the duration of *chain gang*, the creatures cannot move further apart from the creature it is shackled to than the distance they were from each other at the time they were shackled by the *chain gang* spell or 10 feet, whichever is greater. A creature that is sufficiently strong can break the chains; a chain has hardness 10 and 10 hit points, and can be broken in one attack by a DC 26 Strength check. A creature can also escape the chains with a DC 30 Escape Artist check. Once a chain is broken, the two creatures connected by that chain are no longer limited in movement in relation to each other, but are still restricted by any chains connecting them to other creatures. A creature could also attempt to drag other creatures with it by the chains while it moves, should it be strong enough to do so.

One chain is also formed between you and one creature of your choice that failed its saving throw; this chain does not restrict your movement and simply appears in your grasp, allowing you to pull or restrain the creatures by a “lead line”. You can fasten the chain to a structure or other creature (it has a manacle to clasp onto a creature’s arms or onto iron bars, to name a few uses), or you can simply pull on the chain should you want to lead the creatures about. Letting go of the lead line does not end the spell, and another creature (or you) can pick up the lead line to pull the affected creatures.
Battlesense

**Discipline:** Telepathy [Mind-Affecting]; **Level:** Highlord 3, tactician 3, telepath 3, vitalist 3

**Display:** Mental

**Manifesting Time:** 1 standard action

**Range:** 30 feet (see text)

**Target:** 1 willing creature/level

**Duration:** 1 round/level

**Power Points:** 5

You link the minds of your allies, dramatically improving
their coordination. When you manifest this power, a type of
heads-up display appears in each target’s mind, improving
their coordination and group awareness. Each affected
target can use the Aid Another action as an immediate
action. Creatures that move out of the 30 foot range after
the power is manifested are still affected by the power.

Additionally, all targets that are also willing members of
your collective (if any) gain one special ability of your choice
from this list. Your choice affects all members equally.

* +1 circumstance bonus to attack rolls
* +1 circumstance bonus to AC
* +2 circumstance bonus to weapon damage
* +5 circumstance bonus to speed

**Augment:** You may augment this power in one or both of
the following ways.

* If you spend 2 additional power points, you can choose a second special ability from the collective bonus list. You may choose the same benefit again; if you do, it stacks with itself (up to +5 for attack rolls or AC, +10 for weapon damage, or +25 for bonus to speed).
* If you spend 2 additional power points, you can use this power as if you had the collective class feature, treating creatures with which you have established a mental link, such as the *mindlink* power, as members. Creatures that would not consider you an ally if not for the link do not count as willing members.
Chains of Doubt

D**iscipline:** Sleeping Goddess (Strike) [mind-affecting]; **Level:** 3

**Prerequisites:** One Sleeping Goddess maneuver

**Initiation Action:** 1 standard action

**Range:** Melee or ranged attack and 60 ft. (see text)

**Target:** One or more creatures (see text)

**Duration:** Instantaneous (see text)

You deliver a psionically-charged blow directly to your enemy’s willpower and ability to press onwards, dragging them down with crushing doubt and despair. 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 13 + your initiation modifier) or become nauseated for one round.

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

* For every power point you spend, this strike deals an additional 1d6 points of damage. For every 2d6 you increase the damage by, the save DC of this strike increases by +1.
* If you expend your psionic focus while initiating this strike, one of the target’s allies within 60 feet of your choice also becomes nauseated for the same duration if the target fails its saving throw. The target’s ally does not receive a saving throw against this effect.
Burglar

### **Careful Disarm (Ex)**

At 4th level, whenever a burglar attempts to disarm a trap using Disable Device, she does not spring the trap unless she fails by 10 or more. When using Disable Device, the rogue can attempt to leave no trace of her tampering without taking the –5 penalty, but this attempt takes twice as long as normal.

This ability replaces the rogue talent gained at 4th level.

### **Silent Prowler (Ex)**

At 4th level, whenever a burglar makes a Stealth check, she also makes a second check. She uses the first check’s result against those creatures that could be able to observe her using sight and uses the higher of the two results against creatures she has total concealment or total cover from, or creatures who cannot see her.
Black Seraph Style

You laugh off the cowardly assaults of your foes.

**Prerequisites:** Intimidate 3 ranks, one Black Seraph stance known.

**Benefit:** Against the abilities of creatures that are
shaken, frightened, panicked, or cowering, you gain a +1
profane bonus to your AC and on saving throws. This
bonus increases by +1 at character level 5th and at every
five levels thereafter.
Catfall

**Discipline:** Psychoportation; **Level:** Gambler 1, highlord 1, marksman 1, psion/wilder 1, psychic warrior 1, voyager 1

**Display:** Auditory

**Manifesting Time:** 1 immediate action

**Range:** Personal

**Target:** You

**Duration:** Until landing or 1 round/ level

**Power Points:** 1

You recover instantly from a fall and can absorb some damage from falling. You land on your feet no matter how far you fall, and you take damage as if the fall were 50 feet shorter than it actually is. This power affects you and anything you carry or hold (up to your maximum load). You can manifest this power with an instant thought, quickly enough to gain the benefit of the power while you fall. You can manifest this power even when it isn’t your turn.

**Augment:** For every additional power point you spend, this power reduces your damage as if the fall were an additional 50 feet shorter.

## Mythic Catfall

You can share the effects of the power with one creature per manifester level. All targets must be within 30 feet of you.

**Augmented (4th):** If you expend two uses of mythic power, you can move up to your movement speed while falling to choose where you land.