recursal/Fanatic-Fandom huggingface dataset:
Cloud Cover

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

You can collect vapor to create a 20-square-foot cloud in the air that lasts for 1 minute per kineticist level you possess, obscuring vision as though it was a *fog cloud*. This cloud must be at least 30 feet above solid ground and can have a maximum altitude of 10 feet per kineticist level you possess. The light condition directly below the cloud is reduced by 1 step. You can summon an additional cloud at 5th level, and every 5 levels thereafter (up to 5 at 20th level). If you attempt to summon a cloud beyond this limit, the oldest cloud you had summoned dissipates.

## **STORM CLOUD**

**Element(s)** air; **Type** utility (Su); **Level** 3; **Burn** --

**Prerequisite(s)** cloud cover

You can use any square in your cloud as the point of origin for your air blast or electric blast. At 15th level this applies to any air-elemental composite blast. If you use flurry of blasts (or any infusion for which flurry of blasts is a prerequisite), flurry of devastation, or onslaught blast with this wild talent, increase the damage of each blast by 1 for every 2 kineticist levels you possess.
Collective Mind

You can tap into the great zef collective to gain knowledge.

**Prerequisites:** Zef

**Benefit:** You can use all Knowledge skills untrained. Three times per day, you can meditate to actively tap the collective for a +2 racial bonus on a Knowledge check. Tapping the collective can also give you a second attempt on a Knowledge skill roll you have previously failed on your own.
Circle of Razor Feathers

**Discipline**: Black Seraph (Strike) [evil]; Level: 4

**Prerequisite(s)**: One Black Seraph maneuver

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

**Range**: 30 ft

**Area**: 30-ft.-radius burst centered on you.

**Duration**: Instant

**Saving** **Throw**: Reflex partial

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DESCRIPTION

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When surrounded, a disciple of the Black Seraph may lay low many foes by the force of his hellish wrath. By crying out in horrible rage and raising his weapon straight up to the sky, the disciple’s foes are showered with dozens of needles of dark energy which inflict 8d6 points of profane damage. The pain- filled nature of this attack has the potential to sicken targets with wracking agonies for the character’s initiation modifier in rounds. This maneuver allows a Reflex saving throw (DC 14 + initiation modifier) for half damage and to reduce the sickened condition’s duration to one round.
Chess Pieces of the Astral Army

**Aura** strong metacreativity; **ML** 13th

**Slot** none; **Price** 650 gp (Pawn), 2,600 gp (Rook), 3,250 gp (Knight), 3,900 gp (Bishop), 4,550 (King or Queen); **Weight** -

**Description**

These ornate chess pieces stand about an inch tall and
can be carved out of nearly any material (though wood
and marble are popular). They are enchanted to create
servants for the user, after their own kind. Some help
with life, some with travel, and some with war. Th user
can throw a piece anywhere within 50 feet as a standard
action. Where it lands, its corresponding *astral construct*
springs to life, as the power (ML 13). It acts on the user’s
initiative starting the next turn, and can be mentally
directed as a free action. The characteristics of the
constructs are as follows:

* *Pawn*: 1st-Level Astral Construct with the Utility and Fly menu options.
* *Rook*: 4th-Level Astral Construct with the Reach and Heavy Deflection menu options.
* *Knight*: 5th-Level Astral Construct with the Smite, Power Attack, and Celerity menu options.
* *Bishop*: 6th-Level Astral Construct with the Improved Fly and Stunning Fist menu options.
* *Queen*: 7th-Level Astral Construct with the Pounce, Muscle, Improved Fly, Power Attack, and Celerity menu options
* *King*: 7th-Level Astral Construct with the Concussion and Dimension Slide menu options

Once used, the magic of the piece is expended
(although the physical chess piece remains). Complete
sets are very rare and extremely expensive, but unlike
the *chessboard of the astral army*, the knowledge of their
creation remains. Individual pieces are therefore much
more likely to be found.

**Construction**

**Requirements** Craft Wondrous Item, Advanced Constructs, Boost Construct, *astral construct*; **Cost** 325 gp (Pawn), 1,300 gp (Rook), 1,625 gp (Knight), 1,950 gp (Bishop), 2,275 gp (King or Queen)
Bulwark Power

You manifest a personal power so that it takes effect
at a later time.

**Benefit:** To use this feat, you must expend your psionic focus. You manifest a personal psionic power that instead of triggering immediately, instead triggers the
next time you are attacked (someone makes a successful
attack roll, or you fail a saving throw). Using this feat
increases the power point cost of the power by 2. The
power’s total cost cannot exceed your manifester level.
Conch of Summoning

**Aura** strong conjuration; **CL** 12

**Slot** none; **Price** 14,900 gp; **Buoyancy** -2 bu.

**DESCRIPTION**

These conch shells come in three sizes. Each shell may be blown once per week. A small conch of summoning summons 1d6 squid which serve the conch blower for 10 rounds. A medium conch of summoning summons 2d4 orca which serve the conch blower for 15 rounds, and a large conch of summoning summons a sea serpent which serves the conch blower for 6+1d6 rounds. A medium conch of summoning may be blown out of the water; the other two types must be blown underwater to be effective. The summoned creatures understand the commands of the conch blower.

**CONSTRUCTION**

**Requirements** Craft Wondrous Item, *summon sea monster VI*; **Cost** 7,450 gp
Clockwatcher

**Discipline:**Riven Hourglass (Counter)

**Level:**1

**Initiation Action:**1 immediate action

**Range:**Personal

**Target:**You

**Duration:**Instantaneous

By pulling your perception forward in time for the barest of moments, you are able to cheat fate and act when most would be caught unaware. Unlike other immediate actions, you can initiate this counter while flat-footed, and can use this maneuver at the beginning of a surprise round you otherwise would not be able to act in. You may act during the surprise round normally.
Cloak of Darkness

**Descriptors**: Darkness

**Class**: Eclipse, Lunar, Nexus, Promethean, Stormbound, Vizier

**Slot**: Shoulders

**Saving Throw**: None

*Congealed shadow settles about you like a fine*
*cloak, shrouding you in protective darkness.*

Shaping this dark veil shrouds you in a
protective cloak that grants a +1 shield bonus
to AC and a +2 insight bonus to Stealth checks.
In areas of dim light or darkness, the shield
bonus increases by +1 and the insight bonus to
Stealth checks increases by +2. These effects are
suppressed in areas of bright light.

**Essence:** For each point of essence invested in this veil,
the shield bonus to AC and insight bonus to
Stealth checks increase by +1.

**Chakra Bind (Shoulders): [E15, L10/12, N10, P10, St10, Vi10]:** Binding this veil to your Shoulders chakra allows
you to take 1 point of essence burn to unleash
quasi-real illusions of creatures, objects, or forces
from within the folds of your cloak as a standard
action, as though casting the *shadow conjuration*
spell with a caster level equal to your veilweaver
level.
Cornered Frenzy Strike

**Discipline:**Primal Fury (Strike)

**Level:**5

**Prerequisites:**Two Primal Fury maneuvers

**Initiation Action:**1 full round action

**Range:**Melee attack

**Target:**One creature

**Duration:** Instantaneous

As an animal cornered lashes out at all comers, so does the Primal Fury disciple when he finds himself surrounded. By using his intuition and striking where he feels a foe to be, he uses his instincts as a powerful weapon. As a full attack action, the initiator makes an attack roll at full base attack bonus against each target within his reach with each weapon he is currently wielding (including natural attacks; armor and shield spikes always count as wielded weapons), and each successful attack inflicts an additional 4d6 points of damage. After initiating this maneuver, the initiator’s focus on offense causes his AC to suffer a -2 penalty until his next turn.
Commander

For some tacticians, it is not enough to direct their
allies and coordinate battle tactics, they need to ensure
that the members of their collective are doing exactly
as told. These commanders can force individuals into
their collective and force members within the collective
to take actions by using telepathic force, rather than
diplomatic measures.

### **Forced Participant**

A 1st level commander gains
the Unwilling Participant feat as a bonus feat. At 5th
level and every 4 levels thereafter, the DC to resist being
unwillingly added to the collective is increased by 1.

This ability replaces coordinated strike.

### **Issue Order (Su)**

A commander of 4th level can, as
a swift action, direct one member of his collective to
take an action that requires either a standard or move
action. On that member’s next turn, they must perform
that command unless they make a successful Will
saving throw at the same DC as that of the commander’s
Unwilling Participant\* DC. This ability replaces the
strategy normally gained at 4th level, but functions
like a strategy, including using the same pool of 3 + the
tactican’s Charisma modifier limited uses per day.

### **Thrall (Su)**

Once a commander has reached 12th
level, he can treat one member of his collective as if a
thrall and that member will follow any instruction given
by the commander. Like a thrall, if this member of the
collective dies while under this effect, the commander
suffers one negative level for one day. This thrall effect
can be ended by the commander as a free action, but
otherwise is treated as a permanent effect. The targeted
collective member may make a Will save at the same
DC as the commander’s Unwilling Participant DC if the
commander gives any commands that would cause the
thrall to harm itself or obviously suicidal orders.

This
ability replaces the teamwork feat normally gained at
12th level.
Chasseur

The chasseur is a skilled rider who forms a special bond with their mount, whether that be a mule, horse, or griffon.

### Companion Mount (Ex)

At 1st level, the chasseur must choose an animal companion as his natural gift and must choose an animal companion that can serve as a mount.

The chasseur adds 1/2 his level (minimum 1) to Handle Animal and Ride checks involving his animal companion mount, and may push his mount as a free action rather19 than a move action.
The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat.
The mount does not gain the share spells special ability.

The legendary ranger’s bond with his mount is strong, with the pair learning to anticipate each other’s moods and moves.
Should the mount die, the legendary ranger may find another mount to serve him after 1 week of mourning.

This ability modifies natural gift.
Ranger talents that modify an animal companion modify the mount instead.

### Predation (Ex)

A mount benefits from the legendary ranger’s predation ability when attacking the legendary ranger’s quarry.
Whenever the legendary charges while riding his mount, the mount gains the benefit of the legendary ranger’s predation feature, even if the creature charged is not their quarry.

This modifies predation.

### Skilled Rider (Ex)

At 3rd level, the chasseur gains Mounted Combat as a bonus feat if he does not possess it already.

At 7th level, while the chasseur is mounted, the mount receives a +2 shield bonus to AC.

This replaces relentless stride.

### Master Skirmisher (Ex)

At 11th level, when your mount moves its speed or less, you can still take a full-round action.

This replaces evasion.

### CHASSEUR’S TALENTS

The chasseur adds the following to the list of talents he may choose his ranger talents from:

**Shared Spirit (Sp) (12th level)** As a full-round action, the chasseur can grant his companion mount temporary hit points equal to his class level.
These temporary hit points last for 24 hours, and while they last, and when his mount is within 30 feet of him, the chasseur can choose to reduce the damage from any attack (including special abilities) by up to half (rounded down) by taking the damage upon himself instead.
This damage cannot be reduced by damage resistance.
Chisel Spear

This weapon was derived from a tool that was used to carve holes in the sea ice to create breathing or fishing holes. As such, it is still very efficient at damaging hard or brittle material. Against ice and earth, or elemental creatures and constructs with the cold or earth subtypes, it does an additional point of damage. A chisel spear looks much like a normal spear with a flat, chisel-like head.
Conduit Feats

Conduit feats were introduced in the Pathfinder
Roleplaying Game manual for planar adventuring. They allow characters to make lasting
bonds granting them abilities related to those
planes called infusions. Each Realm introduced
in this supplement has associated infusions
listed at the end of their summary entry.

Characters who have at least one point of
essence and take a Conduit feat from a realm
with an Akashic Trait, like Minor Surging Essence, add the Akashic subtype to the Conduit
feats for those Realms. This may grant them
additional benefits such as increased hit points
from Akasha Infused Body or allow them to select Conduit feats for bonus feats for some class
or level based decisions.

 Improved Planar Infusion | Planar Infusion, character level 7th
 Planar Infusion | You must spend a significant amount of time on a plane other than your home plane or the Material Plane.
Control Body

**Discipline:** Psychokinesis; **Level:** Gambler 4, kineticist 4

**Display:** Material

**Manifesting Time:** 1 standard action

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

**Target:** One Medium or smaller creature with humanoid physiology

**Duration:** Concentration, up to 1 min./level

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

**Power Points:** 7

You psychokinetically control the actions of any
humanoid (including undead or outsiders with a humanoid
physiology) that is within range and to which you have line
of sight. *Control body* doesn’t require mental contact with
the subject, since you are actually forcing limb movements
independent of the target’s mind. You can force the subject
to stand up, sit down, walk, turn around, and so on, but
operating the vocal cords is too difficult. You can also hold
the subject immobile, rendering it helpless. You cannot
force the subject to manifest powers, cast spells, or use
any special ability that is not a function of just its body
movements. If you lose line of sight to the subject, the effect
of this power ends.

If you force the subject to engage in combat, its attack
bonus is equal to your base attack bonus + your Intelligence
bonus, and its bonus on damage rolls is equal to your
Intelligence bonus. A subject of this power cannot make
attacks of opportunity. The subject gains no benefit to
Armor Class from its Dexterity, but it does gain a bonus to
its AC equal to your Intelligence bonus.

Although the subject’s body is under your control, the
subject’s mind is not. Creatures capable of taking purely
mental actions (such as manifesting powers) can do so. The
subject may make an additional Fortitude save each round
you maintain concentration.

The subject is treated as being staggered and may only
perform a single move action or standard action under your
direction each round.

You cannot be the target of your own *control body* power.

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

* For every 2 additional power points you spend, this power can affect a target one size category larger.
* If you spend 4 additional power points, the controlled target is no longer treated as being staggered.

## Mythic Control Body

The controlled subject can make attacks of opportunity, but they count against your limit of attacks of opportunity for the round. Add your tier to the attack rolls and the bonus to Armor Class of the subject. You may cease concentrating on the power without ending the effect, but the subject regains use of its body while you are not concentrating. You may resume concentration of the power as a standard action.

**Augmented (5th):** If you expend two uses of mythic power, the controlled subject is not staggered by the effect.
Cockpit Jacker

You have learned not only to inhibit mechs, but to steal them as well

**Prerequisites**: Pilot Render, Disable Device 3 ranks

**Benefit**: When you use a dirty trick maneuver on a disrupted mech, you may choose to eject the existing pilot of the mech and enter it yourself. When you have entered the cockpit, you now pilot the mech, and can continue piloting it until someone steals it from you, it is destroyed, or you choose to leave it.
Consumption Strike

**Discipline**: Black Seraph (Strike) [evil]; Level: 7

**Prerequisite(s)**: Two Black Seraph maneuvers

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

**Range**: Melee attack

**Target**: One creature

**Duration**: Instant

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DESCRIPTION

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By channeling dark energies from the lower planes, the disciple of the Black Seraph may utilize this vampiric power through his attack, restoring health and strength to him at the cost of his foe’s vitality. This strike deals an additional 10d6 points of profane damage, and the disciple gains a number of temporary hit points equal to the damage dealt by this strike. These hit points persist for up to one minute or until they are lost.
Chimairan

Completely devoid of psionic power or ability,
chimairans are a cross between two of the other races of
the *Third Dawn Campaign Setting*.

The result of a cross between two of the races of Ksaren, few
chimairans have similar physical appearances, except for their
pale skin and eyes. Instead, the progeny of these couplings will
have traits of their parent races. However, chimairans are always
born sterile and have absolutely no psionic ability. Unlike the
naturally non-psionic kobolds, these half-breeds cannot even
learn to develop psionic talent; they are devoid of any trace of
psionic power. Because chimairans are sterile and varied in
appearance and background, they have no true communities.
Often, chimairans feel like outsiders from the world at large.
Typically, chimairans are loners; although those who do find
some semblance of community are typically fiercely loyal to it.

## **Racial Traits**

* **+2 Constitution, +2 Intelligence, -2 Charisma:** Chimairans are tough and intelligent, but too different to relate well to others.
* **Medium:** As Medium creatures, chimairans have no special bonuses or penalties due to their size.
* **Normal Speed:** Chimairans have a base land speed of 30 feet.
* **Psionic Resistance:** Chimairans gain a +1 racial saving throw bonus against psionic powers and effects.
* **Accelerated Rest:** A chimairan requires only 6 hours rest instead of 8 hours rest.
* **Low-Light Vision:** A chimairan can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
* **Non-Psionic:** A chimairan cannot take levels in psionic classes, feats or other character options that grant the psionic subtype, or use psi-like abilities.
* **Psionic Disruption:** Any foe who strikes a chimairan in melee combat must make a Will save (DC 10 + half chimairan character level + chimairan’s Charisma modifier) or lose their psionic focus, if any.
Coded Resurrection

**Discipline** athanatism; **Level** cryptic 5, dread 5, highlord 5, psion/wilder 5, tactician 5, vitalist 5

**Display** mental

**Manifesting Time** 1 standard action

**Range** touch

**Target** dead creature touched

**Duration** instantaneous

**Saving Throw** see text; **Power Resistance** Yes

**Power Points** 9

A creature’s not-quite-departed soul is returned to this world to be encoded upon a device. Such a device, such as a storage bay, compact AI core or robot which your artificial intelligence will inhabit, must be present at the time of this manifestation, as must be the body of creature from which you are obtaining the information. The creature becomes an AI, which possesses the same intelligence, wisdom, and charisma scores as the creature from which it is born, and possesses all of the base creature’s skills, supernatural abilities, saves, feats, and class features (including the ability to manifest powers). The AI’s CR is equal to the base creature’s effective class level. The AI gains no additional skills, feats, languages, or special abilities from the Artificial Intelligence creature type. If the AI is being stored in a robot, the robot is allowed a will save to prevent itself from being taken over by the new AI.

*Editor's Note:* When asked, the dev stated that this power has a timescale akin to *raise dead*, i.e. it can only work on creatures who have been dead for no longer than 1 day per manifester level.
Coded Incarnation

**Discipline** telepathy; **Level** psion/wilder 8, tactician 8, vitalist 8

**Display material**, auditory

**Manifesting Time** 24 hours

**Range** touch

**Target** one creature

**Duration** instantaneous

**Saving Throw** see text Power **Resistance** No

**Power Points** 15

A creature’s psyche, with all of the abilities and experiences that it contains, is transformed into an artificial intelligence and encoded into a storage device. Such a device, such as a compact AI core or robot which your artificial intelligence will inhabit, must be present at the time of this manifestation, as must be the creature from which you are copying the information. An unwilling robot is allowed a will save to avoid being taken over by the new AI.

The AI created by this power possesses the same intelligence, wisdom, and charisma scores as the creature from which it is made, and possesses all of the base creature’s skills, supernatural abilities, saves, feats, and class features (including the ability to manifest powers). The AI’s CR is equal to the base creature’s effective class level. The AI gains no additional skills, feats, languages, or special abilities from the Artificial Intelligence creature type. However, the AI is free-willed, and the manifester has no control over its actions. However, being a replication of the mind of another creature, the AI is normally inclined to act in the same way and possess the same alignment as the creature it was created from.

Like most AIs, those created by this power lack a physical composition, and cannot act without a host body that they can inhabit. This host must be either a computer system of some sort or a robot the AI is controlling.

Once the AI is completed, the original creature’s mind ceases to function. The creature cannot be raised or resurrected so long as the AI created by this power exists.

**Augment**: This power can be augmented in the following ways:

* If you spend 4 additional power points, you may use this power to copy an existing AI or create a copy of a creature’s mind, rather than transferring it. The original AI or creature remains in its body or other storage device, with a replica being created in the storage device the manifester chooses. Using the power in this way requires 15,000 gp worth of expensive mechanical and psionic components.
Coordinated Companion

You are able to coordinate with your animal companion extraordinarily well during combat.

**Prerequisites**: Hunter’s bond, nature bond, or similar class feature; you must have an animal companion.

**Benefit**: Your animal companion is considered to have any teamwork feat you possess. Your animal companion must remain within 30 feet of you and must be able to see you, hear you, or otherwise be aware of your position in order to benefit from this feat. Your animal companion can coordinate with only you in this way.
Colorburst Infusion

**Element(s)** light; **Type** substance infusion; **Level** 8; **Burn** 4

**Associated Blasts** aurora, bioluminescent, crystal, glorious, light, lightning, prismatic, rainbow, silverlight, solar, supernova

**Saving Throw** varies; **Spell Resistance** yes

Your blast’s colorful bursts of light can have an array of unusual effects on those hit. Treat creatures you hit with the infused blast as if they were also hit by the *prismatic spray* spell.
Charge of the Battle Panthera

**Discipline:**Primal Fury (Strike)

**Level:**6

**Prerequisites:**Two Primal Fury maneuvers

**Initiation Action:**1 full round action

**Range:**Melee attack

**Target:**One creature

**Duration:** Instantaneous

With a running start that ends in a blood-drenched finish, the disciple mimics the final moments of the hunting great cat as he delivers the death blow to his prey. The initiator makes a charge attack against a target, and if successful he inflicts an additional 12d6 points of damage and the target must make a Reflex save (DC 16 + initiation modifier) or be knocked prone.
Convergent Blade

**Parent Class:** Nexus

### **Proficiencies**

Convergent blades are proficient with simple weapons and light armor. In addition, if this is this character’s first level in any class, they may select a martial tradition of their choice.

*This modifies the nexus's normal proficiencies.*

### **Combat Training**

Convergent blades may combine combat spheres and talents to create powerful martial techniques. Convergent blades are considered Proficient combatants and use Charisma as their practitioner modifier.

### **Planar Blades (Su)**

At 1st level, the convergent blade learns to channel the destructive potential of the outer planes into energy which they can use as a weapon, or to wrap their weapons in destructive potential. The convergent blade can either wield this energy as a weapon, replacing any melee attacks they could normally make (including any off-hand attacks) with a melee touch attack, or they can deal additional damage using this ability whenever they succeed on an melee attack with a manufactured or natural weapon attack.

In either case, this ability deals 1d6 points of piercing damage, plus an additional 1d6 at 5th level, and every 4 levels thereafter. Whenever the convergent blade would deal damage using this ability, they can take a point of essence burn to increase that instance of damage to 1d6, plus 1d6 per odd class level instead.

*This replaces the nexus’s planar detonation class feature.*

### **Convergence**

Whenever one of the convergent blade’s convergences would affect their planar detonation, it affects their planar blades instead. If one of these abilities would have a non-damaging effect, the convergent blade can only affect a creature with that ability once per round, even if they attack them multiple times or if that creature succeeds on a saving throw (such as the underworld convergences ability to stagger a creature on a successful hit). This does not affect the other abilities of the convergence, such as the ability to change their damage type.

If an ability of a convergence would allow them to replace the ray attack of their planar detonation with another effect, this effect instead triggers after the attack they modify is resolved (whether it hits or misses) or in place of the attack when using their planar blades as a melee touch attack. The target of the attack must be within the area of the effect produced by the convergence to use it. Additionally, the convergent blade gains immunity to the damaging abilities of their planar blades modified by their convergences.

*This modifies the nexus’s convergence class feature.*

### **Convergent Focus (Su)**

At 6th level, the convergent blade may focus their mind and soul as a move action to restore harmony to the convergent planar energies within their mind, restoring their martial focus and 1 point of essence burn. Only essence that was burning as part of using their planar blades or convergences can be restored using this ability.
Chronal Aggression

**Discipline:**Riven Hourglass (Strike)

**Level:**2

**Initiation Action:**1 standard action

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

**Target:**One creature

**Duration:**Instantaneous (see text)

A Riven Hourglass disciple must end fights quickly, as the sands of time halt for no man. Heeding this logic, you attack at your foe’s reserves of enduring strength. You fire a ray against an opponent within close range (25 feet + 5 feet per 2 initiator levels). This ray requires a ranged touch attack to hit and deals 2d6 points of damage plus your initiation modifier, and the target must succeed at a Fortitude save (DC 12 + your initiation modifier) or become sickened for one minute. On a successful save, the target is instead sickened for one round.
Copycat’s Cunning

**Discipline:**Shattered Mirror (Boost)

**Level:**6

**Prerequisites:**Two Shattered Mirror maneuvers

**Initiation Action:**1 swift action

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

**Target:**Armor, shield, or weapon worn or wielded by an

opponent within range

**Duration:**See text

Your supernatural mimicry permits you to ape the tools used by your friends and foes. When you initiate this boost, choose another creature’s armor, shield, or weapon within close range (25 feet + 5 feet per 2 initiator levels. A single piece of equipment wielded or worn by you of the same type as the targeted item may use the enhancement bonus of that item for a number of rounds equal to your initiation modifier. In addition, for the same duration, that piece of equipment gains the properties and special abilities on the chosen item in addition to its own, unless those properties or special abilities could not be applied to your equipment (for example, if you targeted a +2 distant longbow with this boost while wielding a +1 greatsword, your greatsword’s enhancement bonus would increase to +2, but it would not gain the distant weapon special ability).
Concealing Amorpha

**Discipline:** Metacreativity (Creation); **Level:** Cryptic 2, dread 2, gambler 2, gifted blade 2, highlord 2, marksman 2, psion/wilder 2, psychic warrior 2, voyager 2

**Display:** Material; see text

**Manifesting Time:** 1 standard action

**Range:** 0 ft.

**Effect:** Quasi-real amorphous film centered on you

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

**Power Points:** 3

You weave a quasi-real membrane around yourself. You remain visible within the translucent, amorphous enclosure. This distortion grants you concealment (opponents have a 20% miss chance), thanks to the rippling membrane encasing your form. You can pick up or drop objects, easily reaching through the film. Anything you hold is enveloped by the amorpha. Likewise, you can engage in melee, make ranged attacks, and manifest powers without hindrance.

**Augment:** If you spend 4 additional power points, the membrane can spread and affect one creature adjacent to you. If the creature moves away from you, it loses the protection.

## **Concealing Amorpha, Greater**

**Discipline:** Metacreativity (Creation); **Level:** Cryptic 3, gifted blade 3, highlord 3, marksman 3, psychic warrior 3, shaper 3, voyager 3

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

**Power Points:** 5

As *concealing amorpha*, except the quasi-real membrane so distorts your image and actual position that you gain total concealment (opponents have a 50% miss chance), but for a shorter period of time.

## **Mythic Concealing Amorpha**

When a melee attack misses because of this power, there is a 50% chance that the weapon is coated in the membrane and deals only nonlethal damage unless the wielder spends a standard action cleaning off the membrane. Add your tier to Stealth checks while under the effect of *mythic concealing amorpha*.

**Augmented:** If you expend one use of mythic power, the amorpha absorbs damage from effects that deal damage of cold, fire, electricity, force, or sonic damage. When used in this way, you reduce all damage of those energy types by your tier for one round and you shorten the duration of the effect by an additional round.

## **Mythic Greater Concealing Amorpha**

When a melee attack misses because of this power, there is a 50% chance that the weapon is coated in the membrane and deals only nonlethal damage unless the wielder spends a standard action cleaning off the membrane.

**Augmented:** If you expend one use of mythic power, the duration of the effect is one minute per level.
Convert Intrusion

**Discipline:** Sleeping Goddess (Counter); **Level:** 6

**Prerequisites:** Two Sleeping Goddess maneuvers

**Initiation Action:** 1 immediate action

**Range:** Personal and 30 ft. (see text)

**Target:** You (see text)

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

With a practiced flourish of your weapon and a surge of spiritual might, you tear magic asunder and redirect its power to assist your allies. You can initiate this counter when in response to being targeted by or within the area of a power, psi-like ability, spell, or spell-like ability. Make an Autohypnosis check with a DC of 11 + the effect's caster or manifester level. If you succeed, the effect is negated, and all allies within 30 feet of you gain a competence bonus on saving throws equal to 1/2 your initiation modifier for one round.

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

* For every 2 power points you spend, the bonuses granted by this counter last an additional round.
* If you expend your psionic focus while initiating this counter, you can use it in response to an ally within 60 feet being targeted by or within the area of a power, psi-like ability, spell, or spell-like ability. If you do, make an Autohypnosis check as normal, then apply the effects of this counter to that ally rather than yourself. Your allies within 30 feet of that ally gain the bonus on saving throws from this counter.
Collectivist (Invoker)

*The collectivist believes in the strength of unity. They impart the wisdom of ancient spirits onto those that listen, working in harmony with allies to achieve greater feats than one could accomplish alone.*

#### **Spiritual Guidance (Su)**

The collectivist can invoke the knowledge of his lesser spirits to aid his allies. Whenever he uses the aid another action to assist one of his allies, he grants a +3 bonus, instead of a +2. At 5th, 11th, and 17th levels, this bonus increases by +1. Additionally, he can spend 1 primal energy to use aid another as a swift action, instead of a standard action. This replaces one of the two lesser spirits gained at 1st level. The only lesser spirit the collectivist gains is the one that matches the dominion and oath of his spirit companion, as described in the invoker class.

#### **Bonus Feats**

A collectivist’s feats must be selected from those listed as teamwork feats. He must meet the prerequisites of those feats as normal. This alters the invoker’s bonus feats.

#### **Collective Tactics (Ex)**

At 5th level, a collectivist gains the tactician ability, as the cavalier class feature of the same name. He may use this ability once per day at 5th level, plus one additional time for every five levels after 5th (to a maximum of four times at 20th level). If the tactician also has cavalier levels, these levels stack for determining the number of uses per day. He uses his invoker level as his cavalier level for the purpose of determining the duration of tactician.

At 14th level, the collectivist gains greater tactician, as the cavalier ability of the same name. At 20th level, the collectivist gains master tactician, as well.

This replaces dual invocation.

#### **Spiritual Aid (Su)**

At 8th level, the collectivist can use aid another to benefit allies from up to 30 feet away. He can also spend 1 primal energy to use aid another on two allies at once. This ability can be used with spiritual guidance (for a total of 2 primal energy).
Confuse Constructs

**School** transmutation; **Level** bard 4, occultist 4, saboteur 4, sorcerer/wizard 4, vanguard 3, witch 4

**Casting Time** 1 standard action

**Components** V, S, M (a few twisted metal wires)

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

**Targets** all constructs in a 10-ft.-radius burst

**Duration** 1 round/level or instantaneous; see text

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

This spell functions as *confusion*, except it only affects constructs. When you are rolling for a confused construct’s behavior, a result of 26–50 indicates the construct twitches uncontrollably.

If a construct in the area has the berserk ability (such as a clay golemB1), you can forgo confusing it to instead cause it to go berserk (this effect is instantaneous).
Cone of Ice

**School:** evocation [cold]; **Level:** sorcerer/wizard 5, witch 6

**Casting Time:** 1 standard action

**Components:** V, S, M (a small crystal or glass cone)

**Range:** 60 ft.

**Area:** cone-shaped burst

**Duration:** instantaneous

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

Cone of ice creates an area of extreme cold, originating at your hand and extending outward in a cone. It drains heat, dealing 1d4 points of cold damage per caster level (maximum 15d4). At a depth of 300 feet and above, this cold is accompanied by razor sharp ice shards that deal an additional point of slashing damage per caster level as they quickly float towards the surface (and melt). Those above the shards within 100 feet are also subject to the slashing damage. Below 300 feet, the pressure is too great for ice to form, and the spell instead causes 1d6 points of cold damage per cast level (maximum 15d6). The spell does not function above water, and its effects stop at the surface of the water.
Conviction Breaker

**Discipline:** Leaden Hyena (Strike)

**Level:** 6

**Prerequisites:** Two Leaden Hyena Maneuvers

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

**Range:** Melee or Ranged

**Target:** One creature

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

Tearing through your opponent with untamed voracity and sadism, you hammer out a rhythm that continually weakens their resolve. Make a full attack against the target, with each successful strike forcing them to make a Will save (DC 16 + your initiation modifier) or be shaken for 1 round. These penalties stack on top of each other, evolving to frightened and panicked as normal. If a target is already panicked, any failed Will save extends the duration of panicked by 1 round.
Chitinplate

**Descriptors:** [Fleshwarp]

**Class:** Daevic, Eclipse, Huay, Promethean

**Slot:** Shoulders

**Saving Throw:** none

*Plates of chitin begin to grow from your muscles before bursting forth and shredding your skin in a bloody mess.*

Shaping this veil causes your flesh to grow thick interlocking chitin that resembles a full suit of plate armor. This chitinplate functions as a suit of heavy armor, granting you a +8 natural armor bonus to your AC, a Maximum Dexterity Bonus of +0, an Armor Check Penalty of -5, and an Arcane Spell Failure Chance of 35%. Unlike normal heavy armor, chitinplate does not affect your movement speed. This bonus to natural armor stacks with other sources. You are always considered to be proficient with this veil, even if you lack proficiency with heavy armor.

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

**Essence:** For each point of essence invested in this veil, its natural armor bonus to AC increases by +1.

**Chakra Bind (Shoulders):** **[D10, E15, Hu10, P10]** Binding this veil to your Slot chakra allows you to tense your muscles and perfectly interlock the plates of chitin, further protecting you from harm in exchange for limiting your movement.

As a swift action, you can reduce all of your movement speeds to 0 to increase your natural armor bonus by +4, grant yourself damage reduction DR 1/equal to the essence invested in this veil, and to cause you to be unable to take non-free actions until the beginning of your next turn. You can end this effect early as an immediate action.
Concussive Power

You cause creatures to be disoriented when you affect
them with a power that has the sonic descriptor.

**Benefit:** To use this feat, you must expend your psionic
focus. With sonic damage comes a concussive wave of
energy that rattles creatures affected by the power.

A concussive power causes creatures that take damage
from a power that has the sonic descriptor to take a –2
penalty on attack rolls, saving throws, skill checks, and
ability checks for a number of rounds equal to the
power level of the power. A concussive power only
affects powers with the sonic descriptor. Using this feat
increases the power point cost of the power by 2. The
power’s total cost cannot exceed your manifester level.

Powers that do not deal sonic damage cannot be used
with this feat.
Cleanse Body

**Discipline:** Psychometabolism (Healing); **Level:** Psion/wilder 2, vitalist 2

**Display:** Mental and visual

**Manifesting Time:** 3 rounds

**Range:** Touch

**Target:** Living creature touched

**Duration:** Instantaneous

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

**Power Points:** 3

You dispel any psionic effects reducing one of the
subject’s ability scores or cure 1d4 points of temporary
ability damage to one of the subject’s ability scores. You
also eliminate any fatigue suffered by the character, and
improves an exhausted condition to fatigued. You do not
restore permanent ability drain.

## Mythic Cleanse Body

The amount of temporary ability damage cured is doubled and any fatigue or exhaustion is removed.

**Augmented:** If you expend one use of mythic power, *mythic cleanse body* also removes the sickened and exhausted conditions.
Climactic Butchery

**Discipline:** Leaden Hyena (Strike)

**Level:** 1

**Initiation Action:** 1 standard action

**Range:** Melee or Ranged

**Target:** One creature

You drive your weapon deep into the foe, ensuring that it won’t be getting up any time soon. Make an attack which deals 2d4 additional damage. If the target is reduced to 0 or fewer hit points by this attack, they automatically fail any attempts to stabilize until they are above 1 hp again.
Chirurgeon's Crook

**Aura** moderate creation and invocation; **CL** 8th

**Slot** none; **Price** 32,900 gp; **Weight** 5 lbs.

This simple wooden crook grants its wielder a +5 competence bonus to Heal checks. It allows use of the following scripts:

* *Recover* (1 charge)
* *Cleansing* (2 charges)
* *Natural medicine* (2 charges)
* *Panacea* (2 charges)

**Construction Requirements** Craft Staff, *cleansing*, *natural medicine*, *panacea*, *recover*; **Price** 16,450 gp
Compelling Voice, Naija’s

**Discipline:** Telepathy (Compulsion) [Mind-Affecting,
Language-Dependent]; **Leve**l: Telepath 2

**Display:** Auditory

**Manifesting Time:** 1 standard action

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

**Target:** One creature

**Duration:** 1 hour/level or until completed

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

**Power Points:** 3

You tune your voice to the empathic vibrations of
your target, making the next words you speak seem very
convincing (limited to a sentence or two). The suggestion
must be worded in such a manner as to make the activity
sound reasonable. Asking the creature to do some obviously
harmful act automatically negates the effect of the power.

The suggested course of activity can continue for the
entire duration. If the suggested activity can be completed
in a shorter time, the power ends when the subject finishes
what it was asked to do. You can instead specify conditions
that will trigger a special activity during the duration. If the
condition is not met before the power duration expires, the
activity is not performed.

A very reasonable suggestion causes the save to be made
with a penalty (such as –1 or –2).

**Augment:** For every 2 additional power points you spend,
this power can affect an additional target and the power’s
save DC increases by 1. Any additional target cannot be
more than 15 feet from another target of the power.

## Mythic Naija’s Compelling Voice

*Mythic compelling voice* loses the language-dependent descriptor, and can target one or more living creatures in a 10-foot-radius burst.
Burrowing Power

Your powers sometimes bypass barriers.

**Prerequisites:** Spellcraft 8 ranks.

**Benefit:** To use this feat, you must expend your
psionic focus. You can attempt to manifest your powers
against targets that are sheltered behind a wall or force
effect. Your power briefly skips through the Astral Plane
to bypass the barrier.

If a power requires line of sight (which includes most
powers that affect a target or targets instead of an area),
you cannot manifest it as a burrowing power unless you
can somehow see the target, such as with *clairvoyant*
*sense*. Using this feat increases the power point cost of
the power by 4. The power’s total cost cannot exceed
your manifester level.
Cloud

**Element(s)** air, poison, sound, or water; **Type** form infusion; **Level** 7; **Burn** 4

**Prerequisite(s)** extended range

**Associated Blasts** acid rain, blizzard, flensing, noxious, pollutic, sandstorm, sonic boom, steam, thunderstorm, vibration

**Saving Throw** none

You release your power in a diffuse cloud. You can center this 20-foot-radius spread anywhere within 120 feet of you. All creatures and objects within the cloud when you create it automatically take 1/4 the normal amount of damage from your blast with no saving throw. Any time a creature enters the cloud, it takes half the normal amount of damage from your blast, as do creatures that end their turns in the cloud. Your cloud obscures vision as *obscuring mist*. It lasts for a number of rounds equal to your Constitution modifier or until you use the cloud infusion again.
Construct Crafter

**Element(s)** earth or machine; **Type** utility (Su); **Level** 3; **Burn** --

**Prerequisite(s)** junk blast or metal blast

Sometimes your creative prowess even amazes yourself. You gain Craft Construct as a bonus feat, ignoring its prerequisites, although you can only create constructs primarily composed of metal; treat your kineticist level as your effective caster level. You are also treated as having any spells required to create a construct with this feat.
Control Emotions

**Design** revelation (thought) [emotion, mind-affecting]; **Level** 5

**Casting Time** 1 standard action

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

**Targets** up to four creatures, no two of which can be more than 30 ft. apart

**Duration** 1 min./level

**Saving Throw** Will negates, see text; **Spell Resistance** yes, see text

You manipulate the emotional state of several creatures. For each target, you can choose to either fill it with hope or with despair. If you choose hope, the target gains a +2 morale bonus on attack rolls, weapon damage rolls, skill checks, ability checks, and saving throws. If you choose despair, the target instead takes a -2 penalty to those same rolls.

You can apply a different emotional state to each target. Applying hope to a creature is considered a harmless effect for the purpose of the script’s saving throw and Spell Resistance.

**Overload**: For every runic charge overloaded into this script, you can target an additional four creatures.
Composite Power

You can fuse elements together.

**Benefit:** To use this feat, you must expend your psionic
focus. You can mix a second element into any power
that deals cold, electricity, fire, or sonic damage. Choose
one other energy type from that list; half of the power’s
damage is that element rather than its normal type. If
the power has additional effects based on the type
of damage it deals, then both the effect of the original
element and the effect of the second element are applied
to the targets. Using this feat increases the power point
cost of the power by 2. The power’s total cost cannot
exceed your manifester level.