recursal/Fanatic-Fandom huggingface dataset:
Blackout Blitz

**Discipline:** Mangled Gear (Strike)

**Level:** 5

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

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

**Range:** melee or ranged attacks, see text

**Target:** objects within range, see text

**Duration:** Instant

You rush across the battlefield with tools in hand, tearing apart anything in your way. Make a number of sunder attempts equal to the number of attacks you could make in a full attack, using a Disable Device check in place of an attack roll for each sunder attempt. These sunder attempts do not provoke attacks of opportunity. After each attempt you make, you may move 5 feet without provoking attacks of opportunity.
Backfist

**Discipline:** Spark of Battle (Strike)

**Level:** 1

**Initiation Action:** 1 standard action

**Range:** Melee

**Target:** One creature

**Duration:** Instant

Sacrificing accuracy for speed and ferocity, the initiator follows up their weapon attack with a fierce backhand. Make two attacks, one with a wielded weapon and one with an unarmed strike or natural attack; unarmed strikes made with this maneuver deal lethal damage and do not provoke an attack of opportunity. Both attacks are made at the initiator’s full attack bonus -2.

**Special:** If the initiator has the Spark of Inspiration feat, they may spend an additional stamina point when activating this maneuver to take a 5 foot step between the attacks granted by this maneuver, even if they have already moved or taken a 5 foot step this round.
Bioelectricity

You can channel your bioelectrical current into a powerful jolt.

**Prerequisite:** Ixarc race.

**Benefit:** As a supernatural ability, you may launch an electrical attack against a single opponent as a touch attack, or in conjunction with a natural or unarmed attack. On a successful hit, the character inflicts 1d6 electricity damage (in addition to melee damage, if applicable). This attack may be launched once per day per level, and may be used only once per round.
Basic Pyrokinesis

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

You can use your inner flame to reproduce the effects of a *flare*, *light*, or *spark* cantrip, except that the light you create with *light* produces heat like a normal flame; using any of the three abilities ends any previous light effect from this wild talent.
Blaster's Bearing

**Price** 940 gp

**Aura** moderate evocation; **CL** 8th

**Slot** none; **Weight** --

To the untrained eye this small, rough steel ball appears to be a normal +1 sling bullet, but tiny holes dotting its surface lead to a conductive crystal core that can hold elemental force indefinitely. A kineticist can infuse a blaster’s bearing with a simple energy kinetic blast and any one substance infusion up to 3rd they possess which is associated with that blast as an action that takes 1 minute. When fired with a ranged weapon, the bullet bursts and unleashes the infused blast, dealing an additional 1d6 damage per 3 damage dice of the blast infused into the bullet (minimum 1d6), using the blast’s damage type. This is reduced to d4s if the damage is force, sonic, or untyped. The DC of the substance infusion is treated as though the infusing kineticist had used it, and can only affect the target. *Blaster’s bearings* are highly volatile when infused; while they will not react with other sling bullets, if two of them are infused with blasts and directly touch one another, both will violently react, destroying both bullets in a burst of energy and dealing 2d6 nonlethal damage to any creatures in the square where they touched.

A blaster’s bearing can be loaded into a phaleros or tied into a halfling rope-shot; it triggers on the first hit made by such weapons.

**Construction Requirements**

**Cost** 470 gp

Craft Magic Arms and Armor, kinetic fist or infuse weapon, kinetic blast and supercharge class features
Blood Spoor

**School** divination; **Level** elven archer 3, druid/spirit shaman 4, mystic archer 3, ranger 4

**Casting Time** 1 standard action

**Components** V, S, M (drop of quarry’s blood)

**Range** personal

**Target** you

**Duration** 10 min./level

By touching a drop of your quarry’s fresh blood (spilled within the past hour), you can follow its trail unerringly across land or through water, no matter how fast you are moving. If your quarry takes flight, you can follow the trail from the ground or through the air if you have means to fly.

If your quarry moves magically (such as through a *dimension door* or *teleport* spell), you sense its trail as a straight line from where the magical movement started to where it ended, though the line may lead through impassable barriers. This spell even reveals a druid’s path, regardless of the trackless step ability.

Successful spells, item effects, or other effects that prevent scrying also prevent this spell’s effects. In addition, if your quarry moves to another plane, its trail suddenly ends.
Beastlord Spell (Metamagic)

*Your magic allows you to affect all sorts of wild beasts.*

**Prerequisite**: Animal Focus

**Benefit**: Only spells with the animal descriptor can be turned into a beastlord spell. Spells that permanently alter a creature’s statistics, such as *awaken*, cannot be modified by this feat.

If the spell could normally only affect creatures of the animal type (such as *hold animal*), the spell now also can target creatures of the magical beast or vermin type. Mind-affecting animal spells can target vermin as if they weren’t mindless. Spells that would let you interact with an animal indirectly (such as *speak with animals*) allow that same interaction with vermin or magical beasts, subject to GM discretion. A beastlord spell uses up a spell slot one level higher than the spell’s actual level.
Apocalyptic Spell (Mythic)

Your magic fills your foes’ hearts with fear for the end of the world.

**Prerequisite**: Apocalyptic Spell.

**Benefit**: Add one-half your mythic tier to the penalties on Climb, Fly, and Swim checks attempted in the spell’s area, and your mythic tier to the difficult terrain and skill penalties’ duration. If you expend one use of mythic power, the terrain created by the spell contains a hostile monster fit to the terrain type that attacks any creature present in its space (roll on the casual encounter table for that terrain type).
Aura of Shared Misery

**Discipline**: Cursed Razor (Stance)[curse]; Level: 3

**Prerequisites**: One cursed razor maneuver

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

**Range**: Personal

**Target**: Self

**Duration**: Stance

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DESCRIPTION

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This baleful aura spreads the despair you inflict and drains at the life of your victims. While you maintain this stance, whenever a creature within 20 feet of you becomes cursed as a result of another effect, you may select a different creature within 20 feet. That creature becomes cursed for a number of rounds equal to your initiation modifier. In addition, cursed creatures within 20 feet of you take additional points of damage equal to 1/4 your initiator level (minimum 1) per damage die whenever they take damage from an attack or effect.
Black Seraph’s Glare

**Discipline**: Black Seraph (Stance); **Level**: 1

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

**Range**: Personal

**Target**: You

**Duration**: Stance

**DESCRIPTION**

Disciples of the Black Seraph know that half the battle is won through the mind, and by attacking his opponent’s mind with fear, he can goad him to make mistakes and shatter his resolve and confidence. While in this stance, the disciple may make Intimidate checks to demoralize foes as a free action, but only against those that he has damaged that turn. He gains a +4 profane bonus (see Intimidate skill description for details) to these Intimidate checks.
Autocombustion

Elemental saturations of fire tend to occur near, or even inside, of active volcanoes or wildfires, and embody the purifying essence of flame.

Less obvious saturations can occur where the divide between the Plane of Fire and the Material Plane is thin or even an open gateway; for example, a forest with trees permanently ablaze may have its roots set into a blazing cavern rife with fire energy which feeds the trees. Creatures lose the benefits of fire resistance and immunity and are constantly afflicted with the fatigued condition while within the caves. Potions carried into the caves boil away, becoming useless. In addition, such creatures sustain 2d6 fire damage for each full minute spent inside, and upon taking this damage must succeed a DC 10 Fort save, with each subsequent minute spent in the caves increasing the DC by an amount equal to 1/2 the fire damage taken that turn. Failing this save twice causes a creature to become exhausted, and failing three more times while exhausted causes them to fall unconscious (even if they would otherwise be unaffected by sleep effects). Those who fall unconscious in the depths without anyone to drag them out to safety are usually doomed to death. Those who succeed in finding the center of the caves have their fire resistance and immunity restored and gain an additional 10 fire resistance; pyrokineticists also can learn the autocombustion utility wild talent.

## **Autocombustion**

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

Until the next time you recover from burn, you can apply the fire creature templateAB to or remove it from yourself as a full-round action that does not provoke attacks of opportunity. Applying this template to yourself does not turn you or your natural attacks incorporeal, does not affect your hit dice, saves, or ability scores in any way, and does not grant you the fire leap special quality if you would gain it this way; you can accept 1 additional point of burn when applying the template to ignore these restrictions for 1 minute. The template is removed the next time you recover from burn.
Basic Hydrokinesis

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

You can create water as the cantrip *create water*, purify water as if using *purify food and drink*, and dry wet creatures and objects as if using *prestidigitation*. While you cannot lift water into the air using this ability, you can create mild currents in a body of water by concentrating. These currents are strong enough to run a water mill as if the mill were being turned manually by a creature with a Strength score equal to your Constitution score.
Blade of the Mirror Knight

**Descriptors**: Enhanced (rapier)

**Class**: Eclipse, Guru, Helmsman, Kheshig, Lunar

**Slot**: Hands

**Saving Throw:** none

*This polished rapier reflects a distorted image of the world, showing things that are clearly not there.*

Whenever you are attacked, you can attempt to deflect and turn back the attack onto the attacker. Once per round when a creature attacks you, as a free action that you can use even when it is not your turn, you may make an attack roll with this rapier at your highest base attack bonus - 5. If your attack roll meets or exceeds the incoming attack, you may either negate the attack, or redirect the attack to any target the attack could have hit (to include the attacker itself ), using the attacker’s original roll and damage. If the attack was ranged, you use the weapon’s range increment and your own position for this attack. This attack gains a bonus to damage equal to this veil’s weapon damage. You must be aware of the attack in order to deflect it. Spells that use attacks (such as touch attacks) can be deflected this way, and apply their effects to their redirected target instead of yourself.

**Essence**: Each point of essence invested in this veil increases the damage done by attacks you deflect by 1 and reduces the penalties to deflect attacks by 1 (minimum 0).

**Chakra Bind (Hands): [E3, G2, He2, K2/5, L4/6]** Whenever you deflect an attack using this veil, you may make a free combat maneuver against the creature you turned the attack against, if they are within your reach. If they are not within your reach (such as deflecting a ranged attack), you may only make a trip, disarm, dirty trick, reposition, or sunder combat maneuver. Combat maneuvers used this way do not provoke an attack of opportunity. You gain an insight bonus to combat maneuvers made this way equal to the amount of essence invested in this veil.
Biomech Speaker

Not all druids are the technology-despising luddites that many view them as. In fact, quite a few see the advances of science as powerful tools in protecting the balance of nature. Combining the advanced mechanics of biomechs with incredible magics of the natural world, biomech speakers stand as powerful and versatile enemies to all who would disrupt the balance of the globe.

### **Class Skills**

A biomech speaker adds Knowledge (engineering) to their class skill list.

### **Biomech**

At 1st level, a biomech speaker gains a mech as described in Mech Rules and Body Types. In addition, they gain Biomech Pilot as a bonus feat, even if they do not meet the prerequisites.

This ability replaces nature bond and wild empathy.

### **Adapt Mech**

Starting at 4th level, a biomech speaker gains the ability to alter the configuration of her biomech on the fly. Once per day, as a standard action, the biomech speaker may exchange one mech enhancement her biomech possesses for another mech enhancement that she meets the prerequisites for. At 6th level and every 2 druid levels thereafter, the biomech speaker may use this ability an additional time per day. At 8th level, the biomech speaker can use this ability as a move action. At 12th level, the biomech speaker can use this ability as a swift action. At 20th level, the biomech speaker can use this ability an unlimited number of times per day.

This ability replaces wild shape.

### **Biotech Countermeasures**

Starting at 4th level, a biomech speaker gains a +4 bonus against the extraordinary, spell-like, supernatural, and psi-like abilities of biomechs, robots, and creatures created through biotech engineering (subject to GM discretion).

This ability replaces resist nature’s lure.
Bioelectric Blast

**Element(s)** air and viscera; **Type** composite blast (Sp); **Level** --; **Burn** 2; **Aura** transmutation [electricity]

**Prerequisite(s)** bone blast, electric blast

**Blast Type** physical; **Damage** half slashing, half electric

You charge your bones with bioelectricity as they slice into a foe.
Body Adjustment

**Discipline:** Psychometabolism (Healing); **Level:** Cryptic 2, gifted blade 2, highlord 2, marksman 2, psion/wilder 3, psychic warrior 2, vitalist 2, voyager 2

**Display:** Auditory and material

**Manifesting Time:** 1 round

**Range:** Personal

**Target:** You

**Duration:** Instantaneous

**Power Points:** Cryptic 3, gifted blade 3, marksman 3, highlord 3, psion/wilder 5, psychic warrior 3, vitalist 3, voyager 3

You take control of your body’s healing process, curing yourself of 1d12 points of damage. As usual, when regular damage is healed, an equal amount of nonlethal damage is also healed.

**Augment:** For every 2 additional power points you spend, this power heals an additional 1d12 points of damage.

## Mythic Body Adjustment

The damage healed by this power is doubled. In addition, for every 2d12 damage healed, this power also cures up to 2 points of ability damage.

**Augmented (3rd):** If you expend two uses of mythic power, you can manifest *mythic body adjustment* as an immediate action when you would be reduced to 0 or fewer hit points.
Blood of the Elements

**Category:** Race

**Prerequisites:** Must be a native outsider (such as ifrit, undine, ethumion, etc)

**Benefits:** Your veils that deal or heal damage deal or heal +1 more per point of essence invested in them, so long as their descriptor matches your elemental ancestry (fire for ifrits, darkness for judow, healing for ethumions, etc)
Blade of the Silver Sea

**Discipline:** Mithral Current (Strike)

**Level:** 7

**Prerequisites:** Two Mithral Current maneuvers

**Initiation Action:** 1 standard action

**Range:** Melee attack

**Target:** One creature

**Duration:** Instantaneous (see text)

Your blade ripples and shimmers with a bright silver light
as it strikes home and rends the flesh of your enemy. Make
a melee attack. If it hits, it deals weapon damage as normal
plus an additional 8d6 points of damage. If you drew your
weapon as part of this strike, your attack is treated as silver
for the purposes of vulnerability, automatically overcomes
damage reduction, and suppresses any fast healing or
regeneration the target has for a number of rounds equal
to your initiation modifier. This strike cannot suppress
regeneration that is not overcome by any type of damage,
such as that possessed by a tarrasque. This maneuver is a
supernatural ability.
Blip

You can disappear and reappear somewhere else.

**Prerequisite:** Ashray.

**Benefit:** You can use a limited version of *dimension door* once per day as a spell-like ability (caster level equal to your class level). You are limited to use this only on yourself, the range is only 10 feet per character level, and if you arrive in a place that is already occupied by a solid body, you take 1d6 points of damage and the spell simply fails (you are not redirected as per the spell).
Basic Neurokinesis

**Element(s)** mind; **Type** utility (Sp); **Level** --; **Burn** 0

You have learned the basics of neurokinesis, gaining telepathyB1 (as the universal monster ability) with a range of 5 feet as well as the ability to grant yourself a +2 bonus on any Intelligence-based skill check as a move action. You are also always aware of if a creature has failed a save against one of your mind wild talents.
Bloodvine Embrace

**Descriptors**: Brand, Poison

**Class**: Huay, Nexus, Promethean, Radiant, Stormbound, Vizier, Volur

**Slot**: Hands

**Saving Throw**: Fort negates

*Blood red vines entwine the branded one’s wrists and hands, slicing into their veins and draining their life.*

When you brand a creature using this veil, blood red vines begin to entwine their wrists and hands (or other limbs containing major arteries) and begin to drain their life essence. These vines also entangle your own wrists and hands while you have a creature branded using this veil. Unlike other veils with the [brand] descriptor, a creature can sunder the veil while it’s applied to a creature and they can sunder the veil in your space while it is branding another creature.

When you first apply this veil, and at the beginning of each of your turns, the branded creature takes 1d6 points of damage. This damage is from a poison effect, and deals no damage to creatures immune to poison, but otherwise ignores any damage reduction, hardness, or resistance the branded creature might possess. If the branded creature has a number of Hit Dice equal to at least half your veilweaver level (rounded down) you are healed for a number of hit points equal to the damage dealt.

**Essence**: For each point of essence invested in this veil, the branded creature takes an additional 1 point of damage. When 3 points of essence are invested in this veil, and every 3 points invested thereafter, the veil deals an additional 1d6 points of damage.

**Chakra Bind (Hands): [Hu2, N2, P2, R3, St4, Vi2]** Binding this veil to your Hands chakra further allows you to channel the life energy stolen from the branded foe into the veil, rather than your own body, allowing it to sprout fruit that can be used to heal your allies. Any time you would be healed by this veil, you can instead choose to have the veil sprout a blood berry. This blood berry can be picked from the veil as a standard action and eaten (or fed to another creature within your reach) to immediately restore a number of hit points equal to the amount of healing that created it. You may only have a number of berries grown on the veil equal to your veilweaving modifier at a time (minimum 1). If a newly created berry would cause you to go beyond this number, you can replace a berry sprouting from the veil. Once picked, berries lose their potency at the beginning of your next turn. If they are unpicked, they wither away after 24 hours. Your adjacent allies can pick berries from the veil as well if you are willing, or any creature can pick the berries if you are unconscious or otherwise restrained.

While the veil has grown berries, it appears visibly as blood red vines around your wrists and can be sundered as if it were a normal veil, even if it isn’t currently branding a creature.
Boiling Gaze

**School:** evocation [steam]; **Level:** kahuna 2, sorcerer/wizard 2, witch 2

**Casting Time:** 1 standard action

**Components:** V, S, M/DF (eye of a mundane salamander)

**Range:** personal

**Target:** you

**Duration:** 1 round/level

**Saving Throw:** Fortitude negates (see text); **Spell Resistance:** yes

Your eyes burn like molten magma, allowing you to boil targets with a glance. As a standard action as long as this spell’s effects persist, you may direct your boiling gaze against a single creature or object within 30 feet of your location. Targeted creatures must succeed at a Fortitude save or take 1d6 points of steam damage. Unattended objects do not get a save. Subjects that miss their initial save continues to boil for an additional 1d3 rounds for 1d6 damage each round, avoiding this damage with a successful Fortitude save. Note that this spell does not grant an actual gaze attack—foes and allies are not in danger of boiling simply by meeting your gaze.
PT64 Short 3: I Don't Give A Fuck (Original)

## Description

Woody kills the cameraman because he does not give a fuck about the show.

Last Short of PT64 Volume 1

## Trivia

* This was the first PlushTarded 64 Short Uploaded on the Channel
* This short is the Last Short in PlushTarded 64 Volume 1
* This video was The first instance of the Cameraman Death. the concept of this is a way to end the video as the Camera would be destroyed in the context of the video, thus the video would end.
Blazing Mirror Strike

**Discipline:**Shattered Mirror (Strike)

**Level:**4

**Prerequisites:**One Shattered Mirror maneuver

**Initiation Action:**1 standard action

**Range:**Melee attack

**Target:**One creature

**Duration:**Instantaneous (see text)

In a flash of bright death, your weapon transforms into light, passing through your foe’s armor and scorching their eyes. Make a melee touch attack with a weapon you are wielding. If it hits, it deals weapon damage as normal, and the target must succeed at a Fortitude save (DC 14 + your initiation modifier) or become blinded for a number of rounds equal to your initiator level.
Blood Knowledge

*You have the ability to extract knowledge from the blood you consume.*

**Prerequisite:** Vampire

**Benefits:** By drinking at least a pint of an intelligent creature’s blood, or similar vital fluid, you can extract its memories. At any point within 24 hours of imbibing the creature’s blood you can attempt a Diplomacy or Intimidation check to extract information from the traces of that creature’s soul in your blood. The base DC of this check is 20 + creature’s Charisma modifier. This check is modified as follows: simple information (-5), unimportant secrets (+5), valuable secrets (+10 or more based on GM discretion). The information gained is limited by the creature’s knowledge at the time the blood was taken and what they believed to be true. The DC also increases by +5 each time you attempt this check against a given creature’s blood. After 24 yours the traces of the creature's soul vanish entirely. This ability is supernatural a necromancy effect with the evil and death descriptors.

**Special:** If you possess the vampire template you can select this feat as vampiric power. Additionally, dhampir with the Blood Drinker feat are treated as vampires for the purposes of this feat’s prerequisites.
Boiling Disarm

**School** transmutation [steam]; **Level** cleric/oracle 1, godaikishi 1, kahuna 1, sorcerer/wizard 1

**Casting Time** 1 standard action

**Components** V, S

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

**Target** Held metal item of one creature or -15 bu. of unattended metal

**Duration** Instantaneous

**Saving Throw** Reflex negates (object, see text); **Spell Resistance** Yes (object)

This spell causes a metal object to instantly become red hot. A creature holding the item may attempt a Reflex save to drop it and take no damage (even if it is not their turn), otherwise the hot metal deals 1d4 points of steam damage per caster level (maximum 5d4). Circumstances that prevent the creature from dropping the item (such as a locked gauntlet) mean the creature gets no saving throw. The heat does not harm the item, and it does not get hot enough or last long enough to create copious amounts of steam. The item cools to its previous temperature almost instantly.
Bodyfeeder

All feeder weapons have a special ability
that functions only upon scoring a successful critical hit. A
bodyfeeder weapon grants its wielder temporary hit points
equal to the total damage dealt by a successful critical hit.
These temporary hit points last for 10 minutes. Thus, if
the wielder of a bodyfeeder weapon successfully scores
a critical hit while the wielder still enjoys temporary hit
points from a previous critical hit, the wielder gains only
the better of the two values: either his current number of
temporary hit points, or the new influx of temporary hit
points, whichever is higher.

Strong psychometabolism; ML 12th; Craft Magic Arms
and Armor, *claws of the vampire*; Price +3 bonus.
Black Bomb

**School** evocation [shadowmorph]; **Level** cabalist 4, nightblade 4, occultist 4, shaper 4, sorcerer/wizard 4

**Casting Time** 1 standard action

**Components** V, S

**Range** personal

**Target** you, see text

**Duration** 10 min./level or until discharged (D)

**Saving Throw** Reflex half, see text; **Spell Resistance** yes, see text

Your shadow detaches from you and condenses into a puddle of pitch-black energy, its unstable form waiting to burst at the slightest disruption.

When you cast *black bomb*, your shadow turns into a circular pattern on the ground within your space. This transforms your shadow into a trap occupying the space you were in when you cast the spell. The trap does not arm until the end of your turn, but if you do not move before then you will detonate it yourself.

The *black bomb* is considered a magic trap; the DC of Perception checks to see the trap or Disable Device checks to disarm it are equal to *black bomb’s* save DC + 10. The DC to locate the trap increases by an additional +5 in dim light and by +10 in darkness or supernatural darkness. A creature that identifies the spell as you cast it also immediately knows the trap’s location (as if they succeeded on a Perception check to spot it).

When triggered, the bomb detonates in a 20-foot-radius burst, dealing 1d8 damage per two caster levels (max 10d8) to all creatures in the blast and staggering them for 1d4 rounds. A successful Reflex save halves the damage and negates the staggering effect. Once the *black bomb* triggers or is disarmed, the spell is discharged.
Bloodburst Blade

**Descriptors**: Enhanced (katana)

**Class**: Daevic, Eclipse, Helmsman, Kheshig, Soulforge, Stormbound

**Slot**: Hands

**Save**: None

*The chipped and serrated edge of this katana draws the*
blood from your foes in explosive bursts, coating the
battlefield in crimson gore.

Shaping this veil allows you to conjure a katana with a blade
soaked in blood that causes the blood within a foe it strikes to
build up before exploding in a violent burst. Whenever you
damage a creature using this katana, they gain 1 blood point.
A successful critical hit doubles the number of blood points
they gain. A creature loses 1 blood point at the end of any
round in which they did not gain any blood points. Creatures
immune to bleed damage cannot gain blood points.

Whenever you would cause a creature to accumulate a total
of 2 blood points using this veil, the creature’s blood explodes
violently outwards, removing the blood points and dealing
damage to that creature equal to your veilweaving modifier
(minimum 1) multiplied by the number of blood points that
creature had accumulated. This damage bypasses all forms of
damage reduction or hardness, ignores temporary hit points,
and cannot be negated or reduced.

**Essence**: Investing essence in this veil causes an explosion of
blood caused by the veil to deal additional damage equal to
twice the essence invested in this veil times the number of blood
points the creature had accumulated. For example; if you have
four points of essence invested in this veil, and you detonate two
blood points, the blood explosion would deal an additional 16
points of damage (twice of 4 essence times 2 blood points).

**Chakra Bind (Hands): [Daevic 4, Eclipse 3, Helmsman 2, Kheshig 2/5, Soulforge 2, Stormbound 4]** Binding this veil to your Hands chakra
allows you to further build up blood points within your foes
towards an even more violent explosion. For every 2 points of
essence invested in this veil, the maximum number of blood
points you can apply to a creature using this veil increases by 1.
You may choose to detonate the blood whenever you would
increase a creature to 2 or more blood points using this veil. If
you increase a creature to this maximum, it still detonates
automatically.

Additionally, whenever you cause a creature’s blood to explode
they are briefly weakened, causing them to be fatigued until the
end of your next turn. If that creature had 5 or more blood
points, they are exhausted instead. If they had 8 or more blood
points, they are staggered as well.
Binding of the Flesh

**Discipline:** Athanatism [healing]; **Level:** Conduit 4

**Display:** Auditory and material

**Manifesting Time:** 1 standard action

**Range:** Touch

**Target:** Dead creature touched

**Duration:** 1 hour/level

**Saving Throw:** None; **Power Resistance:** Yes (harmless)

**Power Points:** 7

You bind pieces of the spirit world to the body of the
fallen, granting it a new (if temporary) lease on life. The
subject cannot be a construct, an elemental, an outsider,
or undead, must have its soul free and willing to return,
must have been dead no more than 1 round/level, must
not have been killed by a death effect or turned into an
undead creature, and its body must be whole. Any normal
poison or diseases affecting the target are cured when
it returns to life, but missing limbs, magical diseases,
and curses remain unchanged. Your target returns to
life with half of their full normal hit points, with any
powers points or spells it had previously expended still
expended. The target dies immediately when this power
ends. When they do so, their bodies rot away to nothing
in an instant, leaving their gear and possessions behind.
They may not be the target of any power that expressly
requires remains, such as *raise dead*, *binding of the flesh*,
etc.

**Augment:** By spending an additional 4 power
points, the duration of this power becomes 1 day/level.
Blinkstep Sandals

**Descriptors:** Enhanced (implement: Warp)

**Class:** Sphereshaper

**Slot:** Feet

**Saving Throw:** See text

The shimmering energy that wraps your feet pulls at you, your steps skipping you through space.

You gain the Warp sphere and the Quick Teleport talent. Unless you have the Warp sphere from another non-veil source, you may only use teleport on yourself.

You may use the Quick Teleport talent without spending a spell point, but when you do you may only teleport yourself, and you may only teleport to a location within 15 feet that you can both see and have line of effect to.

**Essence:** For each point of essence invested in this veil, you treat your caster level as 1 higher when determining the range at which you can teleport, and you increase the range of this veil’s ability to use Quick Teleport within spending spell points by 5 feet.

**Chakra Bind (Feet):** Shaping this veil allows you to further manipulate your teleports, modifying their effects to disrupt your foes and allowing you to recall yourself back to your original destination. You gain the Warp sphere Recall talent as a bonus talent and Skillful Disappearance as a bonus feat.

Additionally, for each point of essence invested in this veil, the duration of any recall point you create increases by 1 additional round.

You also gain the following abilities:

* When you use Recall alongside the Quick Teleport ability, as long as you are teleporting to a space within Close range of you and only teleporting yourself (and any objects you are holding are wearing) you may use Recall without increasing the casting time or spending a spell point. If you do so, instead of using Recall at the end of the round, you may do so at the end of any turn.
* You are always treated as if you have the skill rank requirements for all of Skillful Disappearances’ abilities, and when you make a skill check with one of those abilities you may choose to roll 1d20 + 3 + your veilweaving level + your veilweaving modifier + the number of points of essence invested in this veil in place of the normal skill check. You do not gain any benefits to skill checks of the associated skill if you choose to do so.
Blood Funnels

**Price** 16,000 GP

**Slot** see text **CL** 5th **Weight** —

**Aura** moderate necromancy

These cruel bands of twisted metal are designed to be attached to melee weapons. Attaching a blood funnel to a natural weapon requires the wearer to twist the band over her natural weapon and through the nearest bit of her own flesh, dealing 1 point of damage; this damage does not heal as long as the blood funnel is attached. When used on a manufactured weapon, the blood funnel is attached to the guard or hilt and deals 1 point of damage each time the weapon is drawn or wielded; this damage cannot be healed while the weapon is still wielded or in hand.

Once attached, a blood funnel allows the wearer to drain his enemy’s blood and strengthen his own; whenever a character with a Blood veil shaped deals bleed damage to an opponent whose hit dice are equal to or greater than her own with the weapon her blood funnel is attached to, she treats the total amount of essence invested in her Blood veil as 1 higher for the next 3 rounds, even if that would raise the veil above its normal capacity. If the wearer scores a critical hit with that attack, she instead treats the Blood veil as having 3 additional points of essence invested.

Multiple instances of the benefit from blood funnels do not stack, but instead overlap, with the most beneficial instance given priority (for example, a wearer who scored a critical hit with a bleeding attack in round 1 and a regular hit with a bleeding attack in round 2 would continue to use the larger benefit until that instance expired).

**Construction Requirements**

Craft Wondrous Item, creator must possess an essence pool; **Cost** 8,000 GP
Blood Sovereignty

*Your killing blows reap a sanguine harvest*

**Prerequisites**: Blood Scion, Cruomancer 5th

**Benefit**: Whenever you drop a foe beneath 0 hit points that has an active Dark Claim, Siphon, or bleed damage inflicted by you, you gain 1 blood point. The same is true whenever you drop a foe to 0 hit points with a maneuver from Black Seraph , Leaden Hyena, or Unquiet Grave. You can’t gain more than one blood point per creature in this way, even if they if more than one of these effects apply.
Avenge the Pain

**School** necromancy; **Level** elven archer 3, druid/spirit shaman 4,  mystic archer 3, ranger 4

**Casting Time** 1 swift action

**Components** V, S

**Range** unlimited

**Target** one creature

**Duration** instantaneous

**Saving Throw** none; **SR** yes

You pluck an arrow that has damaged you and shoot it back at your attacker. You needn’t be able to see your attacker—you don’t even need to know its location.

After casting this spell, shoot the arrow into the air; the winds of vengeance propel it back toward its point of origin. The arrow always strikes its target, regardless of distance or intervening obstacles. The spell fails only if the target is warded against scrying or is located on another plane.

The avenged wound must be fresh—less than 1 hour old. The spell allows the caster to easily extract the arrow in a usable condition. When it strikes its target, it deals its normal damage in addition to the damage you originally suffered from it.
Blackout

**Aura** weak necromancy; **CL** 5th

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

*Blackout* weapons are used by assassins and scoundrels to strike down foes while remaining concealed. Attacks with a *blackout* weapon can deal sneak attack damage (if the wielder has it) to a creature with concealment or total concealment. Additionally, the first time each round a blackout weapon strikes a creature, it must make a DC 14 Will save or lose the benefits of its low-light vision, darkvision, and see in darkness abilities for 1d4 rounds, if they have them. The duration does not stack. A creature that succeeds on its save is immune to this effect from a particular blackout weapon for 1 minute.

**Construction Requirements** Craft Magic Arms and Armor, *sensory deprivation*; **Price** +2 bonus
Blood Frenzy

The deaths of your enemies impel you to ever-greater acts of
violence.

**Prerequisites:** Base attack bonus +6, and chaotic, dwarf,
evil, fire, goblinoid, orc, or reptilian subtype *and/or* dragon,
monstrous humanoid, or undead type.

**Benefits:** You gain a cumulative +1 racial bonus to attack
and damage rolls whenever a hostile creature (with 2 or
more Hit Dice) within 60 ft. of you is reduced to 0 or less
hit points, which lasts for up to 1 minute or until the end
of the encounter, whichever is shorter. You must be able to
perceive the creature being reduced to 0 or less hit points to
gain the bonus from it.
Black Cat's Trail

**Discipline:** Sagitta Stellaris (Strike) [Curse] [Rain] [Trail]

**Level:** 2

**Initiation Action:** 1 standard action, or [Rain]

**Range:** ranged attack, [Trail] 90 ft.

**Target:** one creature

**Duration:** instantaneous

Your attack traces a path of tragedy and misfortune that curses those who cross it, who can then either fulfill the curse on their own terms or suffer the consequences. Make a 90-foot trail ranged attack. If it hits, it deals weapon damage as normal plus an additional 1d6 points of damage, and the creature hit is affected as if they entered the trail. Enemies entering the trail are marked with a sigil, becoming cursed as long as they are marked. Whenever a marked enemy makes an attack roll, saving throw, or concentration check, they may choose to activate the sigil to suffer a -4 penalty to their roll, and remove the sigil. Activating this sigil deos not require an action. If a sigil-marked creature’s turn ends and they still carry the sigil, they must make a Will save (DC 12 + your initiation modifier), activating the sigil with the -4 penalty to this save; if they fail, they are dazed until the end of their next turn. A creature automatically passes this save if they did not take a standard or full-round action on their turn.
Basic Phytokinesis

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

You can prune and otherwise tend plants within 30 feet without using gardening tools. You can search wooded areas and other plant-heavy areas from a distance as if using the *sift* cantrip. By concentrating, you can detect plants within 120 feet as if using detect animals or plants.
Bard

## Archetypes

* Griot (Akashic)
* Harmonic Savant (Mineralite)
* Resonant Song (Akashic)
* Rubato (Path of War)
* Stormsinger (Akashic)
* Storyteller (Gonzo)
* Storytwister (Zodiac)
* Thoughtsinger (Psionic)
* Voice of the Grave (Paths of Magic)

## Class Options

* Bard Spells
* Legendary Bard

## Favored Class Bonuses

* **Atstreidi:**Choose one bardic performance; treat the bard as +1/6 level higher when determining the effects of that performance.
* **Entoli (thoughtsinger):**Add +1/2 to the maximum number of creatures in the thoughtsinger’s collective.
* **Ethumion:**Add 1 to the ethumion’s total number of bardic performance rounds per day.
* **Gamla:** Increase bonus to Knowledge skills from bardic knowledge by +1/4.
* **Grendle:** +1/6 to the bonuses granted when the bard uses inspire courage.
* **Houri:** Add +1/6 bonus to the bard’s inspire courage.
* **Maenad:** Add 1 to the maenad’s total number of bardic performancerounds per day.
* **Mineralite:** Add 1/4 to saving throws against sonic effects and to the DC of any sonic effects they create.
* **Sobek:** Increase the competence bonus granted by your inspire courage performance by +1/5.
* **Suqur:** Gain +1 bonus to Perception checks to detect scrying sensors.
* **Thrallspawn:** Reduce arcane spell failure chance for casting bard spells when wearing medium armor by +1%. Once the total reaches 10%, the bard also receives medium armor proficiency, if he does not already possess it.
* **Xeph**: Add 1 to the xeph’s total number of bardic performance rounds per day.
Beastshape Beads

**Descriptors:** Enhanced (melee weapon, see text)

**Class:** Daevic, Nexus, Promethean, Soulforge, Stormbound

**Slot:** Hands, Neck

**Saving Throw:** None

*Prayer beads of some long forgotten deity of the wilds, carved from teeth and bone, adorned with feathers and fur.*

This veil is enhanced as a melee weapon. Only weapon enhancements that can be applied to all melee weapons can be applied to this veil.

Shaping this veil causes you two grow two claws that can be used as natural weapons appropriate to your size (1d4 Medium, 1d3 Small). They gain any enhancement bonuses and weapon special properties that this veil is enhanced with, and do not count as multiple weapons when determining their total enhancement bonus. This does not stack with any other sources of enhancement bonuses or abilities or items that would grant them weapon special properties. If you possess multiple sources of those bonuses or abilities, you must choose which the claws benefit from at the beginning of each of your turns. You may dismiss or call upon the natural attacks granted by this veil as a free action, even if it's not your turn.

If you hit a single creature with both of your claw attacks in a single turn, you may make an additional claw attack against them as a free action. This additional claw attack has its weapon damage dice doubled on a successful hit. These additional dice are multiplied by any effect that would multiply weapon damage dice (such as a critical hit).

**Essence:** For each odd point of essence invested in this veil, natural attacks granted by this veil gain a +2 insight bonus to their damage rolls. When 2, 4, 8 and 10 points of essence are invested in the veil, the natural attacks granted by the veil have their critical threat range increased by 1. This does not stack with other abilities that increase your critical threat range. When 6 points of essence are invested, the natural attacks granted by this veil have their critical damage modifier increased by 1.

**Chakra Bind (Hands):** Binding this veil to your Hands slot allows you to make a quick sequence of blows using your claws. As standard action, you can make an attack with both of your claws granted by this veil.

**Chakra Bind (Neck):** Binding this veil to your Neck chakra grants you all of the benefits of the Hands bind, and further infuses you with the powers of a wild beast. You gain a bite natural attack appropriate to your size, and it benefits from any enhancement bonuses and weapon special properties granted by this veil. When you make a charge attack, you can replace your normal attack granted by the charge with an attack made with each of your claws and your bite. All of these attacks must be made against the target of the charge.
Battlement

**School** conjuration (creation) [earth, metal]; **Level** elementer 8, sorcerer/wizard 8, vanguard 6

**Casting Time** 1 standard action

**Components** V, S, M (a hammer plus gold powder worth 100 gp)

**Range** 0 ft.

**Effect** 10-ft.-high wall, up to 5 ft. long/level (S)

**Duration** instantaneous

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

This spell creates a *battlement* of metal and stone that you and your allies can fight from.

The wall can be up to 5 feet long per caster level and can be in any shape you desire, but must form into a closed loop with either itself or nearby walls or structures. The wall is 5 feet thick. Each 5-foot section of the wall has 180 hit points and hardness 10. A section of the wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 60.

The top of the wall has a battlement suitable for walking on. It has regularly-spaced arrow slits and openings for archers to fire through. The inside of the wall has your choice of either a single set of stairs leading to the wall’s top (the stairs take up a 5 foot by 10 foot space adjacent to one wall) or up to one ladder per four caster levels built into the wall directly. You can, at your choice, also include an iron door in one part of the wall (60 hit points, hardness 10, DC 28 to break). The door is barred upon being created, if you desire.

Like any other wall made of metal, the metal in the wall is subject to rust, perforation, and other natural phenomena. Metal created by this spell is not suitable for use in the creation of other objects and is worthless.
Blight Keeper (Warden)

*Growth and decay are part of the same cycle of life. The blight keeper is a master of death and rot, using deadly afflictions to destroy hostile forces that encroach upon nature’s domain.*

#### **Touch of Decay (Su)**

At 2nd level, the warden has the ability to rot away creatures and plants with a touch. As a touch attack, the blight keeper deals 1d6 points of damage per two levels he has to a touched creature. As this comes from nature’s cycle of decay, it works on any sort of creature, including undead and constructs. When used against a natural plant (not a plant creature), this touch acts as a blight spell.

If a creature or plant is within his ward, he can use touch of decay from a range of close (25 ft. + 5 ft./2 levels). Using touch of decay from a distance still uses a melee touch attack to determine if it hits.

This replaces remedy. A blight keeper cannot learn any secrets that require spending uses of remedy.

#### **Facets (Su)**

A blight keeper cannot use the river of life or spark of creation facets.

#### **Plague Bringer (Ex)**

At 3rd level, the blight keeper is no longer affected by diseases. He can still contract diseases and spread them to others, but he is otherwise immune to their effects. This replaces immunity.

#### **Blighted Touch (Su)**

Starting at 5th level, whenever the blight keeper gains a secret, he can instead learn a single cruelty, as the antipaladin ability of the same name. He can apply one cruelty he knows to his touch of decay, using his blight keeper level as his antipaladin level to determine its effects and to qualify for learning them. The save DC against a cruelty is equal to 10 + 1/2 the blight keeper’s level + his Wisdom modifier. This alters secrets.
Angelic Protection

**Element(s)** aether, water, or wood; **Type** utility (Sp); **Level** 2; **Burn** –

**Prerequisite(s)** kinetic healer wild talent, aasimar or Planar Infusion (Elysium, Heaven, Nirvana)

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

Through your connection to the celestial planes, you have learned to draw angelic essence into your healing. When you use kinetic healer, the target of the healing gains the benefits of *protection from evil* for 1 round.
Blood Spurt (Mythic)

You can spray blood in truly impressive bursts.

Prerequisite: Blood Spurt.

Benefit: You may choose to have your blood spray affect all creatures in a 15-foot cone, rather than affecting a single creature. The cone must begin in a square adjacent to your space, and if the blood spray was triggered by a creature other than yourself dealing bleed damage to you with a melee attack, that creature must be included in the cone’s area. If you expend one use of mythic power, you can cause the blood spray to affect all creatures in a 30-foot cone, instead. Additionally, your blood spray is also triggered by ranged attacks that deal bleed damage to you, and in such cases you can choose to have the spray affect any creature adjacent to you. Finally, when inflicting damage to yourself to cause blood spray, you can choose to inflict 1d6 points of non-bleed damage to yourself, instead of inflicting 1 point of bleed damage.