recursal/Fanatic-Fandom huggingface dataset:
Bestow Power

**Discipline:** Telepathy [Mind-Affecting]; **Level:** Psion/wilder 2

**Display:** Mental

**Manifesting Time:** 1 standard action

**Range:** 20 ft.

**Target:** One psionic creature

**Duration:** Instantaneous

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

**Power Points:** 3

You link your mind with another psionic creature’s mind,
creating a brief conduit through which mental energy can
be shared. When you manifest this power, the subject gains
up to 2 power points. You can transfer only as many power
points to a subject as it has manifester levels.

Because of the intimate nature of this power, it cannot be
fabricated into a psionic item—only power points generated
by a psionic creature in the moment can be shared using
*bestow power*.

**Special:** The power point cost of this power cannot be
reduced below the number of power points transferred. All
points transferred must be deducted from the manifester’s
pool of power points; sources such as wild surge cannot pay
for this effect. This power is not subject to the effects of
*affinity field*.

**Augment:** For every 3 additional power points you spend, the subject gains 2 additional power points.
Aspected Energy

*Your energy and essence resonate, twisting together.*

**Prerequisites:** Ability to select an active element or active energy type, ability to shape at least 1 veil with an elemental descriptor

**Benefits:** While maintaining an active element or active energy type, you may burn a point of essence to change the descriptor of one of your veils to that element or energy type for 1 round. If the veil grants elemental resistance or deals elemental damage, its resistance or damage changes to match the descriptor.
Bagman

Pushers, magical confidence men, and otherwise charismatic supernatural thieves- bagmen are capable of forcing things on people they didn’t want. "They are masters at subtly manipulating the will of their marks, leaving them to be caught red-handed while they get away scot-free. However, it goes farther than that; while a phantom thief steals immaterial concepts, bagmen are often willing to shuck off impossible things unto their marks.

### Gift Giving (Su)

At 1st level, the phantom thief may spend a point of panache and touch a creature as a standard action to transfer a single affliction or effect that the bagman is currently under the effect of.. Only the following conditions may be transferred: diseased, poisoned, cursed, sickened, shaken, exhausted, entangled, prone, dazzled, bleeding, and spell effects of 2nd level or lower. A Will save (DC 10 + 1/2 his bagman level + his Charisma modifier) negates this effect.

This ability replaces thieves acumen.

### Generous Heart (Su)

Unlike a phantom thief, a bagman only regains panache in the following way:

Giving an object to a creature: When a bagman successfully gives a creature with at least 1/2 his HD an item, or a status effect via his gift giving class feature, he regains a panache point. If the creature is hostile or attempted to make a Will save to negate the effect he gains an additional panache point. If the creature fails the save but is immune to the effect, the bagman still regains panache (the creature is simply unaffected by it). The bagman may only regain panache once from a given creature in a 24 hour period in this manner.

This ability modifies panache.

### Improved Gift Giving (Su)

At 6th level, the range at which the bagman can use his gift giving class feature improves to 30 feet, and he may use the ability as a swift action. In addition to the conditions listed in gift giving and improved gift giving he may also transfer the following conditions or effects: blinded, deafened, fatigued, confused, frightened, ability score damage, nauseated, or spell effects of 4th level or lower.

This ability replaces improved thieves acumen.

### Greater Gift Giving (Su)

At 10th level, the bagman can use his gift giving class feature on any creature he can see and he may use the ability as an immediate action. In addition to the conditions listed in gift of giving, he may also transfer the following conditions or effects: cowering, panicked, negative levels, ability score drain, and any active spell effect.

This ability replaces his 10th level phantom thief trick.
Archon Bulwark (Combat)

*Your mastery of the tower shield makes it impossible to catch you off guard.*

**Prerequisite**: Archon Defense, Archon Technique, Improved Shield Bash, Tower Shield Proficiency, base attack bonus +6

**Benefit**: If you successfully hit at least one shield bash attack with your tower shield when making a full-attack action, you can use a swift action to grant yourself total cover on one edge of your space. If you spend a move action to place your tower shield (with the Archon Defense feat), you can choose two contiguous sides of your space to defend, rather than just one. Changing which side you are defending using the Archon Defense feat changes both sides with the same action.
Bands of the Asura

**Descriptors**: Enhanced (Handwraps)

**Class**: Sphereshaper

**Slot**: Shoulders, Belt

**Saving Throw**: None

*Brilliant colored akashic ribbons spool outwards from your back and neck, spiraling down your body to wrap your limbs in their power.*

You gain the Open Hand sphere. Unless you already have the Open Hand sphere from a non-veil source, you cannot use the sweep ability.

Shaping this veil wraps your limbs in intertwining bands of akashic power. This functions as a set of handwraps, save that it applies to all of your unarmed strikes, rather than only unarmed strikes you make using your hands.

As a special attack action, you can make a flurry of unarmed strikes by taking a -2 penalty to your attack rolls until the beginning of your next turn. Doing so allows you to make an additional attack with an unarmed strike at your full base attack bonus as a free action, but all attacks you make as part of the special attack action must be made using your unarmed strikes. This ability cannot be used alongside the dual attack ability of the Dual Wielding sphere, the flurry strike ability of the street fighter monk, or any other similar ability that grants extra attacks as part of an attack action.

**Essence**: For each odd point of essence invested in this veil, you are treated as if you had four additional talents in the Open Hand sphere when determining the damage dice of your unarmed strikes. For each even point of essence invested, the penalty to attack rolls imposed by using this veil’s flurry of unarmed strikes is reduced by 1.

**Chakra Bind (Shoulders)**: Binding this veil to your Shoulders chakra causes bands of chakra to bloom from your shoulders, forming two additional arms formed entirely of akasha. These arms cannot wield weapons or shields, cannot be granted natural attacks, and do not grant you any additional attacks. You can use these arms to carry or hold items, and they cause you to treat your Strength as 4 higher when determining your carrying capacity.

When using the flurry of unarmed strikes ability of this veil, you can choose to take an additional -2 penalty to your attack rolls per arm to make an additional unarmed strike as a free action with each arm (both arms would be a total penalty of -6).

**Chakra Bind (Belt)**: Binding this veil to your Belt chakra grants you all of the benefits of the Shoulders chakra, and causing an additional two arms to form from your lower back. These two additional arms follow the rules of the Shoulders bind, and cause you treat your Strength as an additional 4 higher when determining your carrying capacity.

You can also make additional strikes using these arms when using a flurry of unarmed strikes at the normal penalty for doing so (-10 total penalty when using all four additional arms).
Astrology

*You have come to understand that the workings of the universe and even the capricious machinations of the gods can all be divined from the motions of the heavens*.

**Prerequisite:** Knowledge (geography) 3 ranks and Sense Motive 3 ranks, or the ability to manifest at least 1 constellation and Sense Motive 3 ranks.

**Benefit:** You can perform the prognostication occult skill unlock even if you can’t use psychic magic, though you must employ this occult skill unlock via horoscopy. With a DC 10 + creature's hit die prognostication task you can determine the astrological conditions at the time of a creature's birth. This can allow you to ascertain information about a creature that is based on those astrological conditions such as a creature's date of birth or the benefits they would receive from the Auspicious Birth feat. This task follows the normal rules for the prognostication occult skill unlock.

If you can cast psychic spells or have the Psychic Sensitivity feat, you can use prognostication one additional time per day.

Spending 1 minute consulting a star chart or cosmogram that is accurate for the world or plane you are currently on, prior to attempting a Sense Motive check, grants you a +2 insight bonus on the check.

**Special:** A zodiac, or a path of the mage vizier, can expend uses of their stargazing or personal astrarium ability to use prognostication an additional time per day.
Band of Disruption

**Descriptors**: none

**Class**: Vizier

**Slot**: Ring

**Saving** **Throw**: *see text*

*The queen of the elves was gifted a ring to protect her realms from the magics of her foes.*

Shaping this veil grants you a +2 insight bonus on Spellcraft checks and Knowledge (arcana) checks to identify the effects of spells and veils, and grants you the ability to counter them. When a creature casts a spell or uses an ability of a veil that costs actions within 60 feet of you, you can attempt to counter that effect as an immediate action a number of times per day equal to your half your veilweaving modifier (minimum 1). At any time as a free action you may bind a single point of essence invested in this veil to gain an additional use of this ability.

You must have line of sight to the spellcaster or veilweaver and succeed at a dispel check (1d20 + your veilweaver level), comparing that to the spell or veil effect to be countered (DC = 11 + the spell’s caster level or veilweaver level).

On a success, a targeted spell is countered, completing negating its effects. A targeted veil has its effect countered, negating its effects, and the veil and any essence invested in it is suppressed for 1d4 rounds.

**Essence**: Each point of essence invested in this veil increases its bonus to Spellcraft and Knowledge (arcana) checks by 1. For every 2 points of essence invested in this veil, you gain a +1 bonus to your veilweaver check made to counter effects.

**Chakra Bind (Ring): [Vi9]** Binding this veil to your Ring chakra allows you to turn the effects you counter back on their creator. When you successfully counter a spell or veil effect using this veil, you may turn it back on its caster or veilweaver instead of countering the effect. When you do so, you use your veilweaving level + your veilweaving modifier in place of any attack rolls, and this veil’s saving throw DC in place of the saving throw DC of the countered effect. If the effect targeted an area, you may choose a new target location within the spells range, using your space as its starting point. If this effect targeted one creature, it targets the caster or veilweaver. If this effect targeted multiple creatures, you may choose new targets for the effect, one of which must be the caster or veilweaver.

For each point of essence invested in this veil, you gain a +1 insight bonus to your attack rolls made with countered spells or veil effects. For every two points of essence invested, you increase the DC of countered spells or veil effects by +1.
Austorian Zharaz

This is essentially a narrow, forked, single-headed battle-axe with a small spike opposite the blade. The axe head is nearly always made of azulbryn alloy. In the groove between the top and bottom blades of the axe, there is a small hole. This hole is meant to hold a spur made of raw azulbryn (it requires a move action to arm a zharaz with a spur, and the action may provoke an attack of opportunity). On a successful hit, the spur breaks off into the wound and shatters, effectively poisoning the victim. A Heal check DC 16 is required to remove the shards. This operation may be attempted once per day and causes an additional 1d6 hit points of damage. The DC and surgery damage increase by 1 point for every additional wound made with a spurred zharaz. If the operation is not successful, the victim will be subject to the effects of the azulbryn geopoison. Magical healing and spells that remove poison will not remove the spurs, nor will they cease their deadly effects.
Bands of Bonding

**Descriptors:** Enhanced (implement: Mana)

**Class:** Sphereshaper

**Slot:** Wrists, Belt

**Saving Throw:** None

Glowing bands of crystallized mana form around you, duplicating themselves to form bonds between yourself and your trusted allies.

You gain the Mana Sphere and a single (manabond) talent of your choice. Unless you possess the Mana sphere from another non-veil source, you cannot use expunge, or manipulation or amp talents or abilities.

You gain the ability to form permanent manabonds with your allies by binding your power to this veil. By binding one point of essence to this veil, you may touch a willing ally and form a bond with them. This bond takes the form of a band of magical power that forms around one of their wrists. This band is treated as if it were this veil for the purposes of being sundered, but uses that ally’s CMD in place of your own for being sundered. As a free action you or the bonded creature can choose to end this bond and unbind this point of essence. This bond also ends if this veil is suppressed, burning any bound essence. The bond also ends if its associated point of bound essence is burned, or unbound through any other effect.

Choose a single (manabond) effect you have access to: each ally you have bonded with using this veil is considered to be a recipient of that manabond as long as they remain within Close range of you, and you are considered to be that manabond’s host. This ability requires you to spend a swift action to concentrate on it each round at the beginning of your turn to activate this effect (otherwise the bonds remain dormant during any round you did not concentrate on this effect). You can choose to reinvest your essence as part of taking this swift action, if you wish to. By spending 1 minute in meditation you can change the selected (manabond) effect, or change any chosen parameters of your chosen(manabond) effect.

**Essence:** For each point of essence invested in this veil, your caster level with the Mana sphere is treated as 1 higher when determining the range of your manabonds and the effects of this veil.

**Chakra Bind (Wrists):** Binding this veil to your Wrists chakra extends the range at which you can maintain your mana bonds and expands their effects. You gain the Mana sphere Ranged Mana talent and a single (manabond) talent of your choice as bonus talents.

Additionally, you can now change the (manabond) effect you have chosen (or its parameters) with this veil’s base effect as part of concentrating on it

**Chakra Bind (Belt):** Binding this veil to your Belt chakra grants you all of the benefits of the Wrists bind and greatly increases the range of your bonds, and allows you to bond yourself with your allies at vast distances. You gain a single (manabond) talent of your choice and the Mana sphere Infinite Bond and Ranged Mana talents as bonus talents (granting the Ranged Mana talent a second time).

In addition, you may now concentrate on this veil’s effects as a free action at the beginning of each of your turns. You cannot reinvest your essence when concentrating on this effect as a free action.
Aporter

As a standard action, a suit of aporter armor or
an aporter shield transports the wearer and her equipment
to any spot within 800 feet that she can visualize or specify,
as the fold space power. The armor or shield can transport
the wearer in this fashion twice per day.

Moderate psychoportation; ML 10th; Craft Magic Arms
and Armor, fold space; Price +40,320 gp.
Blood Secrets

## **3rd level Blood Secrets**

### **Sanguine Vitality**

For each blood point spent on this ability, the legendary bloodrager gains a number of temporary hit points equal to their class level. These temporary hit points stack with the ones gained from bloodrage, but only last until the beginning of the legendary bloodrager’s next turn.

### **Haemosossification**

For each blood point spent on this ability, the legendary bloodrager gains DR 1/-, up to a maximum of half their legendary bloodrager level. This DR lasts until the beginning of the legendary bloodrager’s next turn.

### **Excitement**

By spending one blood point, the legendary bloodrager gains a +20 ft enhancement bonus to their base movement speed until the end of their turn.

### **Hemostasis**

For every 1 blood point spent on this ability, the legendary bloodrager gains a +2 circumstance bonus to their AC or save against the next non-harmless spell that would affect them. If the legendary bloodrager is not subjected to a hostile spell effect by the beginning of their next turn, they regain half the blood points they spent on this ability.

## **9th level Blood Secrets**

### **Ragecasting**

As part of entering a bloodrage the legendary bloodrager may cast a legendary bloodrager spell as a free action by spending a number of blood points equal to the spell’s level. (They do not gain blood points from arcane excitation as they normally would.) The spell must have only the legendary bloodrager as a target.

### **Martial Knowledge**

At the start of the day, the legendary bloodrager picks three combat feats they do not have but meet the prerequisites for. By spending 2 blood points the legendary bloodrager gains the benefit of one of these feats for one minute.

### **Counterspelling Strike**

The legendary bloodrager can spend 3 blood points whenever they make a successful attack against a creature or object to treat the results of that attack roll as a caster level check against 1 spell as though using the targeted dispel option of dispel magic; if this attempt fails, the legendary bloodrager cannot use this blood secret against that creature or object for 24 hours. At 12th level and every 4 levels afterwards, they can dispel an additional spell with this ability as though using greater dispel magic.

## **15th level Blood Secrets**

### **Sanguine Arcanum**

As a move action, the legendary bloodrager can expend blood points equal to 2 times a spell slot’s level, to regain one spell slot of that level. A legendary bloodrager can only perform Sanguine Arcanum once per day.

### **Instinctive Replication**

When the legendary bloodrager is the target of a spell, or included in the area of a spell, the legendary bloodrager can spend 5 blood points, to absorb a copy of that spell. The legendary bloodrager can cast that spell once, using his constitution as the modifier and his legendary bloodrager level as his caster level, as if it was a legendary bloodrager spell. If a spell has spell level variant effects, and is above 4th level, the effect functions as if it is a 4th level spell.
Banish Light

**School** abjuration [darkness]; **Level** antipaladin 4, cabalist 6, cleric 7, nightblade 5, occultist 6, shaman 7, shaper 4

**Casting Time** 1 standard action

**Components** V, S

**Range** 30 ft.

**Area** 30 ft.-radius emanation, centered on you

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

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

A field of pure darkness emanates from you and follows you, removing all light within the area. The lighting within the spell’s area becomes supernatural darkness, as a *deeper darkness* spell, regardless of existing lighting conditions. All non-magical light sources in the area are snuffed out. Supernatural abilities that create light or fire and spells with the light or fire descriptor are suppressed within the area of the spell, as an *antimagic field*. Positive energy effects in the area deal only half their normal damage to undead creatures and heal half their normal hit points to living creatures.

*Banish light* can be used to counter or dispel a spell with the fire or light descriptor of any level, even those with a higher level than *banish light*.
Augured Answer

**Discipline:** Clairsentience; **Level:** Psion/wilder 4, sighted seeker 4, voyager 4

**Display:** Mental and visual

**Manifesting Time:** 10 minutes

**Range:** Personal

**Target:** You

**Duration:** Instantaneous

**Power Points:** 7

You can predict a useful piece of advice in reply to a question concerning a specific goal, event, or activity that is to occur within 1 week. The advice augured can be as simple as a short phrase, or it might take the form of a cryptic rhyme or omen. If your party doesn’t act on the information, the conditions may change so that the information is no longer useful. The base chance for a correct answer is 70% + 1% per manifester level, to a maximum of 90%. If the die roll fails, you know the attempt failed, unless specific effects yielding false information are at work.

Multiple attempts about the same topic by the same manifester use the same dice result as the first attempt and yield the same answer each time.

## Augured Answer (Mythic)

Add twice your mythic tier to the percentage chance of receiving a correct answer. In addition, if an answer indicates that an action will likely lead to an outcome that is both harmful and beneficial, you gain a sense for the relative degree of danger or benefit likely to occur.
Atomic Flash

**SCHOOL** evocation [light]; **LEVEL** atomic adept 6

**CASTING TIME** 1 standard action

**COMPONENTS** S

**RANGE** 1 mile (light) 30 ft (rads) centered on you

**DURATION** 1 round per 2 caster levels

**SAVING THROW** Fortitude partial; **SPELL RESISTANCE** no

As per *daylight* though with a 1 mile radius. This lasts for 1 round per 2 caster levels. Creatures within 30 feet of the spell’s caster takes 500 rads per 5 caster levels.
Archon Technique (Combat, Technique)

*You protect yourself from harm, your shield an extension of your body.*

**Prerequisite**: Improved Shield Bash, Tower Shield Proficiency

**Benefit**: The penalties to attack rolls for using a tower shield are reduced by 1, and you receive a +4 bonus to your CMD against attempts to sunder or disarm your tower shield. In addition, you can use a tower shield to make a shield bash as if it were a heavy shield, though it deals 1d6 damage for a Medium-sized creature on a hit.

**Normal**: You can’t shield bash with a tower shield.
Auditory Hallucination

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

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

You alter the sounds others are capable of perceiving. You can select 1 creature within 60 feet, altering what they hear. You can choose to make them effectively deaf, hear words that aren’t being spoken, or other auditory stimuli, as well as negating sound-based senses such as echolocation.

Each round on your turn you must take a move action to continue this effect, or the target regains control of their senses. By accepting 1 point of burn, you can increase the duration of this ability to persist for 1 round per kineticist level without requiring additional actions.

If you possess visual hallucination, you can activate both that wild talent and this one with the same standard action. You can maintain concentration on both with the same action, and if you accept burn to increase the duration of either of these wild talents, it also applies to the other.
Banelight Vortices

**Descriptors**: Light

**Class**: Helmsman, Radiant, Stormbound, Vizier

**Slot**: Hands

**Saving Throw**: None

*Face the whirlwind. Face the light. Life is dark, but*
*death is bright.*

This brilliant veil allows you to launch a whirling
vortex of light as a standard action. You may
make a ranged touch attack against a creature
within 60 ft.; on a successful hit this vortex deals
1d8 points of damage to most targets, but deals
1d6 points of damage to constructs and inanimate
objects, 2d6 points of damage to undead, and
2d8 points of damage to creatures specifically
vulnerable to sunlight or bright light. This damage
bypasses all damage reduction and energy
resistance.

**Essence:** For each point of essence invested in this veil
the damage to most targets increases by 1d8,
the damage to constructs and objects increases
by 1d6, the damage to undead increases by 2d6,
and the damage dealt to creatures specifically
vulnerable to sunlight or bright light increases by
2d8.

**Chakra Bind (Hands): [He2, R3, S4, V2]** While this veil is bound to your Hands chakra,
you gain the ability to launch more vortices as
part of the same standard action. When you have
at least 1 point of essence invested, you may
target up to two creatures with vortex attacks,
making a separate attack roll for each target. For
every 2 additional points of essence invested,
you may target up to 1 additional creature with a
vortex attack each time you use this ability.
SSL Channel Intro Ver 1 (2016)

## Description

Welcome to the SuperSonicLeon YouTube Channel. On this channel, we make plush videos using video game characters and other various characters/plushies. We hope that you like the content we upload on this channel and what we also have ready for the future! Don't forget to Leave a Like, Subscribe and Comment!

## Trivia

* This video was the first Channel Created for the SuperSonicLeon Federation
* The video was created way back before the launch of the Channel, however, the video ended up being uploaded after The First episode of the Original version of Sonic And Mario Adventure.
Anti-Bag of Rats

**Descriptors:** Brand

**Class:** All but Rajah

**Slot:** Hands

**Saving Throw:** none

*At your command, rats swarm over a foe who strikes a killing blow, stealing their glory.*

The branded creature takes untyped damage equal to your veilweaving modifier whenever they would benefit from such an ability which would grant additional benefits after defeating or killing another creature (usually by bringing them to 0 or fewer hit points, or knocking them unconscious). This includes such abilities as a swashbuckler regaining panache, the bonuses gained from the *deadly juggernaut* spell, or a harbinger recovering maneuvers from their Claimed target being struck down.

In addition to the normal methods of branding, you may brand a creature with this veil as an immediate action whenever that creature uses an ability that would grant additional benefits after defeating or killing another creature. Successfully branding a creature this way places the brand on them before the ability in question would trigger, and deals damage to the creature normally.

**Essence:** For each point of essence invested in this veil, the damage inflicted by this veil increases by +1.

**Chakra Bind (Hands):** Binding this veil to your Hands chakra widens the punishment your foes receive. Branded creatures also take damage whenever they confirm a critical hit. Additionally, whenever the branded creature reduces a creature below zero hit points, any damage beyond that which would reduce the downed creature’s hit points to -1 are negated, leaving the creature alive and stable.
Araenae Forelimb Blade

**Cost** 10gp; **Weight** 4 lbs.

**Damage** 1d6 (Medium); **Critical** 19-20x3; **Range** —;

**Type** P and S; **Special** Araenae

**Category** Light; **Proficiency** Martial

**Weapon Groups** Blades, Light

A long slightly curved blade has a wide hollow handle, allowing an araenae to place one of their forelimbs inside to wield it. An araenae can wield a forelimb blade with only a single one of their limbs, and wielding a forelimb blade in this way does not hamper their movement. A forelimb blade counts as a short sword for the purposes of feats and abilities.

Due to its special construction, the wielder of a forearm blade has a +4 bonus to their CMD against disarm attempts made to disarm it.

For a non-araenae, a forelimb blade is considered an exotic weapon.
Aspect of Red Sun

**Descriptors:** Fire

**Class:** Daevic

**Slot:** Blood

**Saving Throw:** Reflex; see text

*A crimson blaze surrounds you as you burn with the cronemother’s wrath and the harshness of the midday sun.*

A prominence of blistering solar fire lashes about your body granting you a tentacle attack that deals 1d4 points of damage and it sheds light as a torch. The damage dealt by this attack is fire instead of bludgeoning. This is a secondary natural attack.

In addition, you can take a point of essence burn to cast *mount* as a spell-like ability, using your veilweaver level as the caster level. Essence burn taken in this way lasts as long as the mount remains summoned. The mount can only be ridden by you.

**Essence:** For each point of essence invested in this veil, it deals an additional 1d4 points of fire damage.

**Chakra Bind (Blood) [D12]** By binding to your Blood chakra you gain the ability to call forth the sun’s own cruelty. Creatures struck by the tentacle attack granted by this veil must make a Reflex save or catch fire. For each point of essence invested in this veil, increase the DC to extinguish any fire it creates by +2.

Additionally, when casting the mount spell-like ability granted by this veil you can choose to take an additional point of essence burn instead to cast *flame steed* instead. Essence burn taken in this way lasts as long as the flame steed is summoned. The flame steed’s speed increases by +10 feet for each point of essence invested in this veil. You cannot designate another creature as the flame steed’s rider.
Apopsi

**Discipline:** Telepathy [Mind-Affecting]; **Level:** Psion/wilder 9

**Display:** Auditory, material, and visual

**Manifesting Time:** 1 round

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

**Target:** One living psionic creature

**Duration:** Instantaneous; see text

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

**Power Points:** 17

By using this power, you delete 1d4 powers or spells
permanently from the subject’s mind. You specify the level
of each power or spell, and the DM randomly determines
which of the subject’s powers or spells is actually deleted.
After 24 hours, the target may make an additional Fortitude
save to negate the effect. *Psychic chirurgery* or *reality*
*revision* can be used to restore the lost powers or spells, but
it must be performed within 1 week of losing the powers or
spells. The deleted powers or spells no longer count against
the subject’s powers or spells known the next time they gain
a level. If a character gains a level after losing powers or
spells in this fashion, he or she may choose new powers or
spells to replace those lost, but they must be the same level
as the power or spell lost.

## Apopsi (Mythic)

If the target knows the mythic powers or spells, the power or spell to be deleted is chosen randomly from their mythic powers or spells, and they lose the mythic and non-mythic version of the power or spell. If the target does not know mythic powers or spells, the number of powers or spells deleted is increased to 1d6.

**Augmented:** If you expend one use of mythic power, the power can affect any non-mindless creature
Bell the Cat

**Discipline:** Roaring Mouse (Strike) [trick]; **Level:** 6

**Prerequisites:** 2 Roaring Mouse maneuvers

**Initiation Action:** 1 standard action

**Range:** Melee attack

**Target:** One creature

**Duration:** Instantaneous (see text)

Who will bell the cat? You, that’s who. Make an attack. If it hits, it deals damage as normal plus an additional 5d6 damage. Additionally, you may make an Escape Artist check against the target’s CMD. If successful, they are tricked for a number of rounds equal to your initiation modifier and this strike gains an extra effect of your choice.

* The foe is blinded for a number of rounds equal to your initiation modifier.

* The foe is deafened for a number of rounds equal to your initiation modifier.

*Exploit:* The blinded or deafened condition is permanent, and must be healed with magic that would cure such ailments or a Heal check with a DC equal to 15 + your initiator level. This Heal check takes 10 minutes to complete.
Archon Diversion (Mythic)

Attacking you during your period of vigilance opens foes up to allies’ strikes.

**Prerequisite**: Archon Diversion.

**Benefit**: You can divert two attacks per round while using Archon Style. You can expend a use of mythic power to add half your mythic tier to the number of attacks you can divert in a particular round. However, your allies can only make one attack of opportunity per round each against opponents as a result of using Archon Diversion or Archon Justice.
Animus Efficiency

*You have learned to harness your animus more judiciously*

**Prerequisite:** Animus pool or similar ability (such as Tempo)

**Benefit:** Choose one of your abilities (such as a specific animus use or a specific glyph) that requires you to expend points of animus in order to activate it. The amount of animus expenditure required to activate this ability is reduced by 1, to a minimum of 1.

**Special:** You can select this feat multiple times, each time applying it to a different ability.
Bloodfoes

**School:** Transmutation; **Level**: Alchemist/investigator 1, arcanist/sorcerer/wizard 2, cleric/oracle 2, druid 2, hunter 2, inquisitor 2, magus 2, summoner 2, warpriest 2

**Components**: V, S

**Casting Time**: 1 standard action

**Range**: touch

**Target:** creature touched

**Duration**: 1 minute/level

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

This spell grants a +2 bonus to damage dealt against
goblinoids and kobolds, as well as a +2 bonus on saves and
AC against giants.

The subject also gains a +1 morale bonus to AC, damage
rolls, and saves against creatures that have dealt damage to
it within the last minute.
Body-Bound Mind

The energy of akasha courses through your mind, increasing your mental capacity.

**Prerequisites:** Con 13 or veilweaver level 1, a power point reserve.

**Benefit:** You can bind essence into this feat. You gain bonus power points equal to twice the bound essence. If you have the ability to bind a veil to your Head slot (even if you don’t have one currently bound), you gain an additional 2 bonus power points as long as at least 1 point of essence is bound in this feat.

You gain 1 point of essence.
Bloody Riposte

**Discipline:**Primal Fury (Counter)

**Level:**2

**Initiation Action:**1 immediate action

**Range:**Personal

**Target:**You

**Duration:** Instantaneous

Stoking the furnace of rage within him upon receiving injury, the disciple uses the momentary lapse in his attacker’s defenses when struck in combat to make a vicious riposte. Upon being struck in combat by an enemy, the initiator may make an immediate counter attack at his full base attack bonus that inflicts an additional 2d6 points of damage.
Aquatic Adaption (Mythic)

You’ve developed a strange but useful quirk for your race—you can breathe underwater.

**Prerequisite**: Aquatic Adaption.

**Benefit**: You suffer no penalties for using melee weapons (including natural weapons) while in or under water. You can expend one use of mythic power to cast water breathing as a spell-like ability, treating your character level as your caster level.
Body of Air

**Element(s)** air; **Type** utility (Sp); **Level** 4; **Burn** 0

You transform yourself into gas, as per *gaseous form*. You can’t use kinetic blasts while in this form. By accepting 1 additional point of burn, your fly speed becomes equal to your base speed as long as you are in this form.

## **Acid Fog**

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

**Saving Throw** no; **Spell Resistance** no

You can disperse your form into a cloud of acid. This functions as the body of air utility wild talent, except any creature that enters your square or a square adjacent to yours takes acid damage equal to your kineticist level.

## **Winds of Freedom**

**Element(s)** air; **Type** utility (Sp); **Level** 6; **Burn** --

**Prerequisite(s)** body of air

You are impossible to tether, free as the wind. While you are under the effects of body of air, you are treated as though under the effects of a *freedom of movement* spell.
Aqua Bubble

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

**Prerequisite(s)** aquatic adaptation

You know how to take the sea with you. You can create a bubble of water around yourself which lasts for 1 minute per kineticist level you possess. While in this bubble, you can use your swim speed while on land, and all creatures inside of your aqua bubble (including you, if you cannot breath water) must hold their breath or begin to drown. You can accept 1 point of burn to increase the area of this bubble by 5 ft.
Beastlord (Invoker)

*Invokers drawn to the dominion of beasts often form a deep bond with an animal, rather than a spirit. These beastlords channel the aspects of wild creatures to empower themselves and their companion.*

#### **Beastlord Companion (Ex)**

The beastlord does not bond with a spirit companion. Instead, he gains an animal companion, as a druid of his invoker level. A beastlord counts his total invoker level as both druid levels and ranger levels for the purpose of qualifying for feats, traits, and options that modify or improve an animal companion. This replaces spirit companion.

#### **Beastlord’s Covenant**

Despite not having a spirit companion, the beastlord still chooses a dominion and oath (as they normally would when gaining a spirit companion) to determine which lesser spirits he starts with and which lesser spirits he can invoke. His dominion must always be beasts, though he may take any oath of his choice.

#### **Wild Empathy (Ex)**

At 1st level, the beastlord gains wild empathy, as the druid ability of the same name. He uses his invoker level as his effective druid level for the purpose of this ability.

#### **Animal Focus (Su)**

At 4th level, the beastlord gains animal focus, as the hunter ability of the same name. He uses his invoker level - 3 for determining the effects of his animal foci and how often he can use his animal foci each day. At 10th level, the beastlord gains the second animal focus ability, as the hunter ability of the same name. This replaces mystic bond.

##### **Bonus Tricks (Ex)**

At 6th level and every 6 levels thereafter, a beastlord’s animal companion learns a bonus trick (in addition to the bonus tricks gained from the beastlord’s effective druid level). This replaces spiritual emissary.

#### **Wild Shape (Su)**

At 7th level, a beastlord gains the ability to turn himself into an animal once per day, functioning as *beast shape II* and lasting for a number of hours equal to his Charisma modifier (minimum 1) or until he changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. The form chosen must be that of an animal with which the beastlord is familiar.

A beastlord loses his ability to speak while in animal form because he is limited to the sounds that a normal, untrained animal can make, but he can communicate normally with other animals of the same general grouping as his new form.

At 13th level, the beastlord can use this ability a second time each day, and it functions as *beast shape III*.

At 19th level, he can use it three times per day, and it instead functions as *beast shape IV*.

A beastlord can take feats and other abilities that require wild shape; for the purpose of qualifying for prerequisites, his effective druid level is equal to his invoker level. This replaces avatar.

#### **Answer the Call (Sp)**

This ability functions for the beastlord’s animal companion (or the animal companion of another), instead of a spirit companion. This alters answer the call.

#### **Mental Bond (Su)**

This ability functions with the beastlord’s animal companion, instead of his spirit companion. This alters mental bond.
Bladeward Armor

**Aura** moderate abjuration and transmutation; **CL** 7th

**Slot** armor; **Price** 28,200 gp; **Weight** 30 lbs.

*Bladeward armor* protects its wearer from deadly weapon attacks. It functions as a *+1 resilient adamantine breastplate*. Being that it’s made of adamantine, it provides the wearer DR 2/–. As an immediate action when struck by a weapon attack, the wearer can redirect the damage of the attack to the armor. The armor takes the full damage of the attack instead of the wearer, and the armor’s hardness is reduced by half against that attack. This ability must be used after the result of the attack roll is revealed (including if it is a critical hit) but before the damage is revealed. While this ability can be used any number of times each day, it can only be used when the *bladeward armor* is at full hit points.

**Construction Requirements** Craft Magic Arms and Armor, *mending*, *shield other*, *tempering*; **Price** 19,200 gp
Blanketing Assault

**Discipline:** Psychokinesis; **Level:** Marksman 2

**Display:** Auditory, Mental

**Manifesting Time:** 1 swift action

**Range:** special; see text

**Target:** One creature

**Area:** 10 ft. radius burst centered on target

**Duration:** 1 round

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

**Power Points:** 3

After manifesting this power, the next time you use your cover fire class ability, it affects all creatures within a 10 ft. radius burst from the target creature. If you do not have the cover fire class feature, this power does nothing.
Beacon Infusion

**Element(s)** light or wood; **Type** substance infusion; **Level** 2; **Burn** 2

**Associated Blasts** aurora, bioluminescent, crystal, flashbang, glorious, haunted, light, lightning, positive, prismatic, rainbow, silverlight, solar, ultraviolet, verdant

**Saving Throw** none

You are capable of illuminating the most vulnerable parts of your foes with your blast. Whenever an infused blast hits a foe and deals damage, the next attack made against that foe before the end of your next round gains a +4 bonus to damage. You can increase the burn cost by 1 to instead apply this bonus to the next two attacks against that foe.
Barroom Brawler (Mythic)

You are flexible and unpredictable in battle.

Prerequisite: Barroom Brawler.

Benefit: Your character level counts both as your fighter or monk level for the purpose of the temporary feat you gain using this ability. At 8th level, you can gain two combat feats at a time. At 10th level, you can gain three combat feats at a time with this ability.
Armor of Steel and Silk

**Descriptors**: Enhanced (breastplate)

**Class**: Daevic, Kheshig

**Slot**: Shoulders, Body

**Saving Throw**: none

*This breastplate is adorned with a sash of silk.*

Shaping this veil forms a breastplate over your body. This armor grants you a +6 armor bonus to AC, has a maximum Dexterity bonus of +3, an armor check penalty of -4, and confers a 25% arcane spell failure chance. Wearing this breastplate does not reduce your movement speed.

As a swift action, you may have this veil enter one of the following forms:

* *Armor of Steel*: Steel plates hover an inch around you, shifting to deflect incoming blows. You gain a +2 insight bonus against melee attacks.
* *Armor of Silk*: Sashes of silk swirl around you, intercepting incoming attacks. You gain a +2 insight bonus to AC against ranged attacks.

This veil may only be in one form at a time. This veil entering a new form abandons this veil’s old form. Forms last as long as you have this veil shaped, and you may have your veil leave a form as a free action. When changing forms, you may reinvest your essence as if you had spent a swift action to do so.

**Essence**: Each odd point of essence invested in this veil increases the insight bonus granted by this veil by +1. Each even point of essence increases the armor bonus granted by this veil by +1.

**Chakra Bind (Shoulders): [D10, K8/11]** As an immediate action, you may change this veil’s form.

**Chakra Bind (Body): [D12/20, K18]** You gain the benefits of this veil’s shoulder bind. While in Armor of Steel form, by burning a point of essence, you may negate a melee attack made against you. While in Armor of Silk form, by burning a point of essence, you may negate a ranged attack made against you. Burning an essence this way does not take an action.
Asteroid Salvo

**Discipline:** Sagitta Stellaris (Boost)

**Level:** 4

**Prerequisites:** One Sagitta Stellaris maneuver

**Initiation Action:** 1 swift action

**Range:** 100 ft.

**Target:** see text

**Duration:** instantaneous

With a flourish, you produce and fire a barrage of swerving energy missiles that seek out enemies and detonate violently. You make four ranged touch attacks against targets within 100 feet - you can pick the same target multiple times. On hit, each attack deals force damage equal to half your initiation modifier (minimum 1) and pushes the target 5 feet in any direction. Targets pushed do not fall until you allow them to, or when the turn ends. These missiles cannot critically hit or gain additional damage from any other source, and do not count as attacks for triggering beneficial abilities that occur when you make or hit with an attack (such as the missiles from celestial hurricane stance). For each time this turn a target has been hit by another one of your attacks (not including from this maneuver), you may have one of these fired missiles automatically hit them without an attack roll, and instead deal damage equal to your full initiation modifier (minimum 2). [Rain] strikes made as a full-round action count as three attacks for this purpose. You fire an additional missile at 11th initiator level and every 4 initiator levels after.
Blade of Breaking

**Discipline:**Scarlet Throne (Strike)

**Level:**1

**Initiation Action:**1 standard action

**Range:**Melee attack

**Target:**One creature

**Duration:** Instantaneous

A Scarlet Throne disciple knows that sometimes to defeat the beast, you must remove its claws. By clashing blades with a foe to set their weapon vibrating, the disciple then delivers a final smashing blow in an attempt to shatter it or knock it from their grasp. The disciple may make a disarm or sunder attempt with a +4 competence bonus against his foe’s weapon without provoking attacks of opportunity.
Aura of Ash

**Element(s)** void; **Type** utility (Sp); **Level** 6; **Burn** 0

**Prerequisite(s)** atrophy field

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

While your atrophy field is active, any foe that dies within 60 feet of you decays instantly, leaving only a skeleton. You can accept 1 point of burn as an immediate action to raise a dead foe as a zombie under your control instead of decaying them or reduce them to ash instantly as though targeted by a *disintegrate* spell. You can control up to 2 hit dice of undead for each kineticist level you possess.
Blinding The Bull

**Discipline:**Solar Wind (Boost)

**Level:**5

**Prerequisites:**Two Solar Wind maneuvers

**Initiation Action:**1 swift action

**Range:**Personal

**Target:**One creature

**Duration:** Instantaneous

When a Solar Wind disciple finds the perfect shot, he makes sure that the attack is as destructive as a tornado on the plains. The initiator may use this boost to automatically confirm a critical threat he has made on a ranged attack.
Bestial Projected Form

You are able to alter your projected form into that of
an animal-like creature.

**Prerequisites:** Con 15, Projected Form Adept

**Benefit:** You are able to make more substantial
changes to your projected form, as if using *beast shape i* at-will instead of *alter self*, *disguise self* and *vocal alteration*. You retain those spell-like abilities as well.

**Special:** Druids with this feat may only apply their
special benefits of wild shaping to their limited forms
per day, but are able to still use the basic spell with this
feat at-will.

Additionally, no matter what final form you take,
your gemstone is always located in the same basic
location on your body (though additional mundane
or magical means can still hide it). Additionally, the
unnatural nature of your skin tone, hair, and other
traits always ‘shows through’ so that you take a -5
penalty on all Disguise checks.