recursal/Fanatic-Fandom huggingface dataset:
Atrophic Brutalization

**Discipline:** Brutal Crocodile (Strike)

**Level:** 6

**Prerequisites:** Two Brutal Crocodile Maneuvers

**Initiation Action:** 1 standard action

**Range:** Melee

**Target:** One Creature

**Duration:** Initiated grapple

Crippling your foe’s muscles, you seize hold of your opponent and begin to compact them within your coils. Make an attack against a creature using a discipline weapon. On a successful hit, you initiate a grapple with the target while dealing 1d4 points of strength damage and 8d6 points of damage. You deal 8d6 points of damage each round that you successfully maintain the grapple (this stacks with any damage you may deal with constrict).
Aquatic Contagion

**School:** necromancy [evil]; **Level:** cleric 3, sorcerer/wizard 4

**Casting Time:** 1 standard action

**Components:** V, S

**Range:** touch

**Target:** living creature touched

**Duration:** instantaneous

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

The subject contracts one of the following diseases: blinding sickness, cackle fever, filth fever, ick\*, mindfire, sea rot\*, slimy doom, tape worm\*, or white spot\*.

The disease takes effect immediately (the onset period does not apply). Use the disease’s listed frequency and save DC to determine further effects. For more information on the diseases marked with an asterisk, see Chapter 1. For all other disease effects, refer to the Pathfinder Roleplaying Core Rulebook.

## **AQUATIC CONTAGION, GREATER**

**School** necromancy [disease, evil]; **Level** angakkuq 5, cleric 5, sorcerer/wizard 6, witch 5

**Casting Time** 1 standard action

**Components** V, S

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

**Target** one living creature

**Duration** instantaneous

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

This spell functions as *aquatic contagion*, except the victim cannot overcome the disease without magic—making the required number of saves does not cure it. The DC to remove the disease with magic is equal to the save DC + 5.
Aphora's Belt of Fire

**Descriptors**: Fire

**Class**: Guru, Helmsman, Huay, Radiant, Spellweaver, Stormbound, Vizier, Volur

**Slot**: Belt

**Saving Throw**: Reflex

*While Aphos studied darker paths, his twin Aphora*
*reveled in the light and chaos of Fire’s purity.*

While this veil shaped you gain a 5 ft. aura
that causes any creature possessing an attack
that can inflict poison or disease on a creature
(such as an ettercap or mummy) to take 1d6
points of fire damage whenever they enter a
square adjacent to you or when you end your turn
adjacent to them (Reflex half). In addition, the
duration of any poison or disease effect you suffer
is reduced by 1 round. Poisons and disease whose
effects are measured in longer durations such as
hours or days (such as mummy rot) are instead
reduced by an amount equal to 1 instance of their
normal frequency. Effects that normally do not
expire after a set duration are treated as having a
duration equal to their frequency multiplied by 20.

**Essence:** For each point of essence invested in this veil
the fire damage dealt to poisonous or disease-bearing creatures is increased by 1d6 and the
duration of poisons and diseases you suffer
is reduced by 1 additional round or unit of
frequency.

**Chakra Bind (Belt): [G17, He12, Hu16, R15, St14, Vi16, Vo17]** While this veil is bound to your Belt chakra you
gain the ability to summon up a chariot of flame
as a standard action. The chariot remains until
you dismiss it as a free action and occupies the
same amount of space as a Huge creature. It can
carry you and up to 4 other Medium creatures
(or 8 Small creatures, or 2 Large creatures) and
possesses a fly speed of 60 ft. + 10 ft. per point
of essence invested with perfect maneuverability.
Any creature carried by the chariot gains fire
resistance equal to 10 + 10 per point of essence
invested as long as they are within the chariot.
The chariot moves as you command it but
requires your move action to do so. Any creature
or object who moves through a square adjacent to
the chariot or ends their turn adjacent to it takes
1d6 points of fire damage + 1d6 per point of
essence invested. The chariot can be used to light
flammable objects, such as ship’s sails, on fire by
passing adjacent to them.
Autonomous

You have a knack for psionic self-sufficiency.

**Benefit:** You get a +2 bonus on all Autohypnosis
checks and Knowledge (psionics) checks. If you have 10
ranks in either of these skills, your bonus on that skill
increases to +4.

## Autonomous (Mythic)

Your self-sufficiency is exemplary.

**Prerequisite:** Autonomous.

**Benefit:** The bonus on Autohypnosis and Knowledge (psionics) skill checks from Autonomous increases by 2. In addition, you can expend one use of mythic power to treat an Autohypnosis or Knowledge (psionics) check as if you had rolled a natural 20. You must decide to use this ability before making the roll.
Aurora Lenses

**Descriptors:** See text

**Class:** Lunar, Radiant, Vizier

**Slot:** Headband

**Saving Throw:** None

Rainbow patterns dance and
sing across your vision before
clarifying into a vision of the
world tinged with the light of
your chosen energy.

When shaping this veil, choose one energy type from
the following list: acid, cold, fire, electricity, sonic. The
veil gains that descriptor. Shaping this veil grants you
a +2 insight bonus to Spellcraft checks and allows you
to attempt to counter a spell, spell-like ability, psionic
power, or similar effect of the chosen energy type
as an immediate action by taking 2 points of essence
burn. You must have line of sight to the spellcaster and
succeed at a dispel check (1d20 + your veilweaver level),
comparing that to the spell to be countered (DC = 11
+ the spell’s caster level, veilweaver level, or manifester
level, as appropriate).

**Essence:** For each point of essence invested in this veil, the
insight bonus to Spellcraft checks increases by
+1. For every 3 points of essence invested, you
gain a +1 bonus to dispel checks made with this
veil.

**Chakra Bind (Headband): [L10/12, R9, Vi12]** Binding this veil to your Headband chakra reduces
the cost to attempt to counter an energy spell or
effect to 1 essence burn, and allows you to select
an additional energy type for every 3 points of
essence invested.
Artificial Spartan

Your mechanical facets enable you to substitute keen learning where mortals rely upon emotion

**Prerequisite**: Android or forgeborn, Daevic level 1st

**Benefits**: You may use Intelligence in place of Charisma for all of your daevic class abilities. In addition, you may invest essence into your nanite surge racial trait to gain an additional use per day for each point invested or invest essence into your Fearless, Strange Mind, Natural Armor, Crystal Skin, Memory Matrix, or Constructed racial traits (individually) to increase any of their bonuses by 1 for each point invested.

You gain one point of essence.
Arcane Decay

**SCHOOL** transmutation; **LEVEL** atomic adept 3

**CASTING TIME** 1 standard action

**COMPONENTS** S

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

**TARGET** or Area one spellcaster, creature, object, or spell-effect

**DURATION** instantaneous

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

This spell functions as *dispel magic* save that it converts magical energy into radiation. When used to dispel an active spell effect on a creature that creature gains 10 rads per caster level of the dispelled spell. When used to counterspell a spell the original caster gains 10 rads per caster level of the dispelled spell, when used to suppress a magic item it emits 10 rads for each of its caster levels while suppressed. If used to dispel an active spell effect then the spell effect becomes an irradiated zone with a radius of 5 feet per spell level, or the spell’s area, whichever is greater.

## Greater Arcane Decay

**SCHOOL** transmutation; **LEVEL** atomic adept 6

**TARGET OR AREA** one spellcaster, creature, or object; or a 20-ft.-radius burst

This spell functions as *arcane decay* save that it functions as greater dispel magic. When dispelling multiple spell affects only the spell with the highest caster level applies rads to the caster.
Augmented Pattern

*Creatures you create are stronger than most.*

**Prerequisite**: Design Focus (creation) or Design Focus (invocation)

**Benefit**: Each creature you create with any creation (animation) script or invocation (natural) script gains a +4 enhancement bonus to Strength and Constitution for the duration of the script that created it.
Aqueous Form

**School:** transmutation; **Level:** alchemist 3, sorcerer/wizard 3

**Casting Time:** 1 standard action

**Components:** S, M/DF (a copper spoon)

**Range:** touch

**Target:** willing corporeal creature touched

**Duration:** 2 min./level (D)

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

The subject and all its gear dissolve into the surrounding water and becomes translucent and insubstantial. Its material armor (including natural armor) becomes worthless, though its size, Dexterity, deflection bonuses, and armor bonuses from force effects still apply. The subject gains damage reduction 10/magic and becomes immune to poison and critical hits. It can't attack or cast spells with verbal, somatic, material, or focus components while in aqueous form. The subject also loses supernatural abilities while in aqueous form. If it has a touch spell ready to use, that spell is discharged harmlessly when the aqueous form spell takes effect.

An aqueous creature can swim at a maximum speed of 10 feet. It can pass through small holes or narrow openings, even mere cracks, with all it was wearing or holding in its hands, as long as the spell persists. The creature is subject to the effects of currents, and it cannot leave the water. It also can't manipulate objects or activate items, even those carried along with its aqueous form. Continuously active items remain active, though in some cases their effects may be moot.
Armament

**Design** creation (generation) [metal]; **Level** 2

**Casting Time** 1 standard action

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

**Effect** one weapon or shield

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

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

You generate a weapon or shield to your specifications, which appears in an open space within range. The weapon or shield must be appropriately sized for you. The piece of equipment is normal in every way, with no special material or magical properties, and is not masterwork (though it can be targeted by effects that enhance weapons or shields, such as *sharpness* or *magic vestment*). You may, at your choice, have the weapon or shield appear in the hands of a willing creature within range of the script (including yourself). Once the duration expires, the weapons and shields crumble away into a fine but worthless powder.

**Overload**: For every runic charge overloaded into this script, you generate an additional weapon or shield. If you overload at least two creation runic charges into this script, the created equipment becomes masterwork. If you overload a revelation rune, you can grant proficiency with any weapon or shield created with *armament* to any creatures that use it (including yourself).
Animus Healing

You can channel your animus into healing energies.

**Prerequisites:** Animus pool or equivalent ability
(such as a rubato bard’s tempo class feature or the Tap Animus feat).

**Benefit:** Once per encounter, you can spend one point
of animus as a move action to heal 2d6 hit points. At 4th
level and every four levels thereafter, you can spend
one additional point of animus when you use this ability,
healing 2d6 hit points for each point spent.
Aura Flare (Mythic)

You can flare your aura more often, and your divine might has no forgiveness for neutrality.

**Prerequisite**: Aura Flare.

**Benefit**: You can use Aura Flare more than once per day, but the second time each day that you do so, you must expend one use of mythic power, and each subsequent use requires that you expend one additional use of mythic power beyond that (two uses of mythic power the third time you activate the ability, three uses of mythic power the fourth time, and so on). Additionally, when you flare your aura, you affect all non-evil creatures (if you channel negative energy) or all non-good creatures (if you channel positive energy). Creatures that are neither good nor evil receive a +4 bonus on their saving throw to resist the effect, and the effect’s duration is halved (rounded down, minimum 1 round). Finally, if you have a strong aura, affected creatures that fail their Fortitude save are exhausted, rather than fatigued (the duration remains 1d4 rounds).
Aura (Psion Discipline)

**Replacement Ability:** The following discipline abilities replace the alter the waves and seeing the connections abilities of the clairsentience discipline.

### **Aura Sight (Su)**

Starting at 8th level, so long as you maintain psionic focus, you can tell the alignment of any creature you can see. If you expend psionic focus as a swift action, you can tell the strength of the alignment aura of all creatures you can see.

### **Smiting Ideals (Su)**

Starting at 14th level, once per day, you may expend psionic focus as a swift action to use the Smite Evil ability as a Paladin of half your class level, except it targets any one creature who has a different alignment than you, and all references to Charisma instead use Intelligence. At 16th level, and again at 18th level and 20th level, you may do so once more each day.
Banshee (Maenad)

Where most maenads learn to internalize their raging
emotions, there are those that master it another way,
expressing it through a terrible wail that brings people
to their knees and breaks the sturdiest wood. Banshees
are dangerous individuals, capable of melding their
racial abilities with the emotional tide of the wilder.

* **Augment:** By spending 2 additional power points, the target of the power must make a Fortitude save or be dazed for 1 round. If the power does not normally allow a save, calculate the save DC based upon the level of the power.

This ability replaces elude attack.

### **Banshee’s Wail**

At 4th level, the banshee gains a +1
bonus on attack rolls made with sonic powers and a +1
bonus to the save DC of powers that she manifests with
the sonic descriptor. These bonuses also apply to the
banshee’s surge blast. The bonus increases +2 at 12th
level and +3 at 20th level.

This ability replaces surging
euphoria.
Asura Motion (Combat)

*You strike in multiple directions at once.*

**Prerequisite**: Asura Technique, Combat Reflexes, base attack bonus +6

**Benefit**: Each melee weapon attack you make within 1 round against a different target than the last deals an additional 2d6 damage per previous target hit. For example, if there are three different creatures that you strike, the first hit deals no additional damage, the second target takes 2d6 extra damage, and the third target takes 4d6 extra damage. This damage bonus cannot increase beyond 4d6 damage and is not multiplied on a critical hit. The additional damage is only added once per target on the first attack you hit them with that turn.
Aphasia

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

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

The target creature’s mind muddles written language. For the next 24 hours, the affected creature cannot read written language (this prevents spellcasters which rely on a spellbook or formula book, from being able to prepare spells). By accepting an additional point of burn, you can make this effect permanent. This effect can be ended if the affected creature gains any ranks in Linguistics, and creatures under the effects of *read magic* (or similar effects) can make an Intelligence check against this wild talent’s DC to ignore the effects of this ability for 1 minute; otherwise it can be removed by *remove curse* or similar effects.
Arm of the Augmented Blade

**Slot** arm; **Weight** 9 lb.

**Implantation** 2

Mind Blades are classic weapons of psionicists, but some have considered alternate venues to augment their fighting capabilities with formed weapons.

These versatile mechanical limbs were created and augmented by devoted soulknives and psychic warriors to cement their psychic weaponry as superior to any other fabrication.

## **Basic Augmentation**

*Transformed Weapon*: The hand gains the ability to transform into a weapon every time that the augmented creature forms a mind blade or manifests *call weaponry*. This functions as the class feature or power as normal, save that the weapon automatically takes the place of your hand, as if affected by the power *graft weapon*.

## Advanced Augmentations

*Deadly Weapon*: The critical threat range of any weapon the arm becomes is increased by 1. This effect is applied after the *keen* weapon property or the Improved Critical feat but does not stack with any other effect which increases a weapon’s critical hit range by a static value.

*Enduring Manifestation*: In places where psionic effects do not normally function (such as within a *null psionics field*), the augmented creature can attempt to sustain the transformed limb by making a DC 20 Will save. On a successful save, the effect is maintained for a number of rounds equal to the augmented creature’s class level before they need to check again, although the weapon is treated for all purposes as a non-magical, masterwork weapon while in a place where psionic effects do not normally function. If the transformed limb is a mind blade, the DC to maintain it is reduced to 15.

*Lethal Strike*: The critical damage multiplier of any weapon the arm becomes is increased by 1 (from x2 to x3, for example), to a max multiplier of x6

*Piercing Weapon*: Whenever the arm is transformed into a mind blade or a called weapon, it is treated as being made of adamantine, silver, or cold iron, chosen by the augmented creature when they gain this ability. The effective material may be changed through a reprogramming that requires 8 hours of uninterrupted concentration.

## **Ultimate Augmentation**

*Perfect Blade*: Any weapon the hand becomes automatically confirms any critical threats that it threatens.
Arrow of the Animal Spirit

*Librarian Note:* This spell has received moderate changes across all three sources it was published in. The version below is from the latest source *New Paths Compendium: Expanded Edition*. The original variant had regular arrow damage and a +5 competency bonus to CMB. The *New Paths Compendium* variant changed the damage to 6d6, the competency bonus to +10, and added the frightened clause. The expanded version of *New Paths Compendium* added the Mythic and Augmented clauses.

**School** transmutation; **Level** elven archer 4, cleric/oracle 5, druid/spirit shaman 5, ranger 5

**Casting Time** 1 standard action

**Components** V, S

**Range** touch

**Target** one touched arrow or bolt

**Duration** 1 round

**Saving Throw** none; **SR** no

You bind powerful animal spirits to an arrow, which you must loose during your next turn for the spell to take effect. If the arrow strikes, ghostly wolves, bears, aurochs, or wildcats appear around its shaft and attack the target. The arrow’s successful hit deals 6d6 hp damage; in addition, you may make a combat maneuver check for the ghostly animals and add a +10 competency bonus to your CMB. This maneuver may be a bull rush, grapple (1 round), trip, or feint.

Regardless of whether you make a successful combat maneuver check, the terrible, ghostly spirits cause a struck target to be frightened for a number of rounds equal to your caster level.

**Mythic**: You can target a number of arrows or bolts equal to your mythic tier. You must loose these arrows or bolts in the next minute for the ghostly animals to attack.

**Augmented (4th)**: You can expend two uses of mythic power to increase the competence bonus to CMB for a bull rush, grapple, or feint you make with these arrows by a number equal to your mythic tier.
Armor of Nature

**Element(s)** earth, water, or wood; **Type** utility (Sp); **Level** 2; **Burn** 0

You can create armor out of wood, ice, stone, or metal to form around yourself. This armor lasts for 24 hours and has an armor bonus of +4, a maximum Dexterity bonus of +4, 20% arcane spell failure, and 0 armor check penalty, being treated as light armor for the purposes of your speed and other considerations. You can accept 1 point of burn to increase this armor bonus by +1 for every 3 kineticist levels you possess. If you possess the paper control and metal-wood wild talents, you can also make this armor from paper.
Augmented Elements

You have the spark of psionic power, allowing you to
broaden your elemental abilities.

**Prerequisites:** Kineticist level 1st.

**Benefit:** You learn a simple blast from any element
(including your primary element, if there is another
blast for you to choose). Unless you later gain access
to this blast through another method, you increase its
burn cost by 1 whenever you use it. In addition, you
gain the psionic subtype, allowing you to take psionic
feats, metapsionic feats, and psionic item creation feats.
If you do not have your primary element’s basic utility
talent (for example, if you have traded it away with an
archetype), you also gain that wild talent.
Bangles of the Jealous Seductress

**Descriptors:** mind-affecting

**Class:** Daevic, Eclipse, Vizier

**Slot:** Wrists

**Saving Throw:** Will negates

Shimmering circlets of Akasha chime and jingle with each movement of your arms like the bracelets of an eldritch courtesan.

This mysterious veil draws the gaze of all creatures within an aura with a range of 5 feet, entrancing them with subtle sounds and glimmers of intriguing light. Any creature within this radius that fails its Will saving throw becomes fascinated for as long as it remains within the area of effect.

A creature that successfully saves against this ability cannot be affected again for 24 hours. The wearer can activate or deactivate this ability as a standard action.

**Essence:** For each point of essence invested in this ability, increase the radius of effect by 5 feet.

**Chakra Bind (Wrists): [D7, E12, Vi8]** Binding this veil to your Wrist chakra fills them with jealous power, causing it to lash out with a miniature chakram of pure akasha against any who escape its hold. Whenever a creature who failed their initial saving throw vs. this ability is freed from the fascinated effect the wearer may make a ranged touch attack against them as a free action, dealing 1d8 points of slashing damage +1 per point of essence invested. If the creature is freed from the effects of the veil unwillingly, such as if the wearer moves out of range or deactivates the aura or if the affected creature is forcibly moved out of the area of effect, this effect does not trigger.
Astral Traveler

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

**Display:** None

**Manifesting Time:** 1 hour

**Range:** Touch

**Target:** Creature touched

**Duration:** See text

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

**Power Points:** 1

This power allows you or a creature you touch to participate in an astral caravan created through use of the *astral caravan* power. While participating in a journey allowed by the *astral caravan* power, you must hold the hand of both your fellow passenger ahead of you (or the caravan leader) and your fellow passenger behind you (unless you happen to be the last in the hand-linked line). If you or any one of your fellow passengers breaks the hand-to-hand link for 2 consecutive rounds, the impetus through the Astral Plane provided by *astral caravan* fails. See the *astral caravan* power for more information.

All those who are part of the caravan who are capable of performing purely mental actions, such as manifesting a power, may do so while maintaining hand-to-hand contact with their fellow travelers. When astral travelers begin their journey, each one is connected to the Material Plane by an insubstantial silvery cord. Very few weapons exist that can damage a silvery cord.

The last creature in the line of those making up the caravan is sometimes referred to as the rear guard, because he or she has one hand free and can use it to wield a weapon without relinquishing his or her grip on the next traveler in line. The weightless, subjective environment of the Astral Plane allows the caravan to flex and bend as necessary to bring the rear guard’s weapon to bear.
Armlets of the Shaitan

**Descriptors:** Earth

**Class:** Huay, Nexus, Stormbound, Vizier

**Slot:** Wrist, Shoulders

**Saving Throw:** None

*Essence flows through your arms up to your shoulders, your limbs becoming the polished stone of a shaitan.*

Shaping this veil causes your arms to take the form of stone and flowing sand, increasing your natural reach with your arms by 5 feet. This ability does not stack with other veils or spells that increase your natural reach, such as the long arm spell, but does stack with an increase in reach through size category increases, or feats such as Lunge.

Additionally, you gain a +1 insight bonus on melee attack rolls, melee damage rolls, and a +2 insight bonus on opposed Strength-based checks if both you and your foe are touching the ground. You take a –4 penalty on attack and damage rolls against airborne or waterborne opponents.

**Essence:** For each point of essence invested in this veil the insight bonus to opposed Strength-based checks increases by 1. Every 2 points of essence invested in this veil increases the natural reach of your arms by an additional 5 feet and the bonus to attack and damage rolls increases by 1.

**Chakra Bind (Wrist): [Hu8, N8, St8, Vi8]** Binding this veil to your Wrists chakra allows your arms to surge outwards in a whirlwind of sand and blades as a full-round action, allowing you to make one melee attack roll against each enemy within your reach. You must make a separate attack roll against each enemy.

**Chakra Bind (Shoulders): [Hu10, N10, St10, Vi10]** Binding this veil to your Shoulder chakra allows you to pass through earth and stone as if it were water. You gain a burrow speed of 10 feet, plus 5 feet per essence invested in this veil. You gain the earth glide universal monster ability, allowing you to pass through stone, dirt, or almost any other sort of earth except worked stone and metal as easily as a fish swims through water. If you are protected against fire damage, you can even glide through lava. Your burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of your presence.
Bannerman

**Parent Class:** Warlord

Some warlords find their place in the theater
of war when they find the method of combat that
best expresses their nature and daring in combat.
A bannerman finds his place with a sword in one
hand and his company’s banner in the other, barking
inspirational orders to his allies while slaying his foes
between breaths.

This replaces the bonus
feat gained at 1st level.

*Diplomat’s Presence:* At 2nd level, the bannerman
adds a +4 competence bonus to Bluff, Diplomacy,
Intimidate and Sense Motive rolls while in this
presence.

*Fearsome Presence:* At 13th level, the bannerman’s
reputation in battle precedes him and an aura of his
many victories inspires dread in his foes. Enemies
of the bannerman within 30-ft. of his position are
filled with dread as if under a *fear* spell (use the
bannerman’s Charisma modifier for the Will save
DC and his initiator level as his caster level). Foes
that succeed the saving throw are unaffected by the
bannerman’s fearsome presence for 24 hours.

*Commander’s Presence:* At 17th level, the
bannerman is a true commander amongst warlords,
allowing him to lend a readied maneuver to an ally
within 30-ft. as a swift action. When he lends this
maneuver, the maneuver is expended until the
recipient initiates this maneuver (using the recipient’s
initiator level and Charisma modifier to determine
the saving throw DC; if the recipient’s initiator level is
too low to initiate the maneuver, then the bannerman
cannot lend the maneuver). He can only lend one
maneuver at a time when using this presence, and
if the bannerman stops using this presence, then the
effect ends immediately (but the maneuver remains
expended until recovered).

This replaces the warlord’s
battle prowess class feature.

While trying to leave it to the player and GM to determine if a banner is acceptable for the character in the method of how it is carried, we wanted to be more easy and unrestricted with it. A bannerman’s banner is intended to be able to be placed on any manner of item so long as it is displayed. Some official ideas for how a bannerman may carry a banner: as heraldry on a shield, on a small pole mounted to either his mount’s saddle or to the back of his armor, a tabard that they wear prominently, or a standard that hangs from a polearm or spear. So long as that standard is carried upon his person where people can see it, he can inspire these allies.

### **Share Boost (Ex)**

At 6th level, the bannerman’s
ability to inspire his troops allows him to share some
of his martial prowess with an ally on occasion. Once
per day he is able to initiate a boost as an immediate
action to utilize a boost for an ally who is initiating
a maneuver or making an attack that qualifies for
the use of that boost. The boost shared uses the
bannerman’s initiator level and saving throw DC (if
applicable). He can use this ability one additional
time per day at 12th level and again at 18th level.

This
replaces the dual boost class feature.
Atomic Agitation

**Discipline:** Psychokinesis [Steam]; **Level:** Kineticist 6, psychic warrior 6

**Display:** Mental and visual

**Manifesting Time:** 1 standard action

**Range:** 60 ft.

**Area:** Vertical cylinder (20-ft. radius, 60 ft. long, with you at the bottom center)

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

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

**Power Points:** 11

You vibrate the water molecules around you, creating a column of superheated water. A burst of boiling hot water blasts upward from your body, inflicting 4d6 steam damage +1 point per level to all other creatures in the area and disorienting them. A successful Fortitude save halves the steam damage and negates the disorientation. Swimming creatures are forced towards the surface by the powerful up-flow unless they make a DC 15 Acrobatics skill check, in which case they remain at their original depth. Any creature that takes damage from this effect becomes fatigued (or exhausted, if already fatigued, such as from a previous round of exposure to this power). You are unaffected by the power, and the column of superheated water moves with you, as you move.
Antiundeath Shell

**Element(s)** wood; **Type** utility (Sp); **Level** 6; **Burn** 1

**Prerequisite(s)** positive blast

As a full-round action, you can create a mobile, hemispherical field that prevents the entrance of undead creatures. This functions as the *antilife shell* spell, except that it hedges out undead creatures, but no other types of creature.
Attunement Burst

**Element(s)** sound; **Type** form infusion; **Level** 9; **Burn** 4

**Prerequisite(s)** attuning infusion, extended range

**Associated Blasts** flashbang, shatterstorm, sonic, sonic boom, vibration

**Saving Throw** Fortitude half

You cause sonic energy to explode from anything that resonates with the tones you exude. Select a number of creatures up to your Constitution modifier within 120 feet of you that have been affected by your attuning blast. Each such creature becomes the center of a 15-foot-radius sphere that damages all creatures within it for half your kinetic blast’s damage and can attempt a Fortitude save to reduce that amount to 1/4 damage. If a creature is within the area of multiple spheres, the damage from each sphere stacks, and each creature takes a -1 penalty to their Fortitude save to reduce this damage for each sphere they are included in beyond the first.
Arcing Slicers

**Descriptors:** Electricity, Enhanced (deer horn knife)

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

**Slot:** Wrists

**Saving Throw:** Reflex half

*Electricity given form, tethered to the soul of its shaper.*

Shaping this veil allows you to conjure up to two deer horn knives infused with the powers of an electric current which pulls you towards creatures the knives strike. These knives deal an additional 1d4 points of electricity damage on a successful hit. Throwing a knife produced by this veil causes the knife to reappear in your hand after the attack is resolved. Whenever you successfully hit a creature or object using one of these knives, you may travel along the current of electricity linking the knife to your target, allowing you to teleport to a space adjacent to it. You may only teleport a maximum of 20 feet using this effect each round. If the distance from your target is larger than your maximum teleportation distance remaining, you cannot teleport to the struck target.

**Essence:** For each point of essence invested in this veil, the maximum distance you can teleport each turn increases by 10 feet and the knives deal an additional 1d4 points of electricity damage.

**Chakra Bind (Wrists):** Binding this veil to your Wrists chakra causes creatures you hit with these knives to be charged with a mote of electricity until the beginning of your next turn. Creatures with a mote of electricity are connected by a current to other creatures with a mote of electricity within 30 feet of them. Whenever a creature with a mote of electricity willingly moves (including through teleportation), the mote discharges, forming a line of electricity to each other mote within 30 feet. These lines originate from the square the creature left using its movement.

Enemies that are caught in this line (including the enemies with the other motes) take 1d6 electricity damage + 1d6 electricity damage per point of essence invested in this veil (Reflex halves). A single creature can only be damaged once per activation of this ability, even if they would be in the area of multiple lines.
Armiger's Pauldron

**Aura** faint abjuration; **CL** 4th

**Slot** shoulders; **Price** 3,000 gp (+1), 8,000 gp (+2), 15,000 gp (+3), 24,000 gp (+4), 35,000 gp (+5); **Weight** 2 lbs.

This sturdy iron pauldron is strapped over one shoulder and serves to enhance the bond between a vanguard and his construct companion. The *armiger’s pauldron* acts as a *cloak of resistance*. In addition, if the wearer has a construct companion, the range of his companion’s link is doubled. Three times per day as an immediate action when his companion would make a saving throw, the wearer of the *armiger’s pauldron* can let the companion use his saving throw bonus in place of its own.

**Construction Requirements** Craft Wondrous Item, *shield companion*ACG, creator’s caster level must be at least three times the pauldron’s bonus; **Price** 1,500 gp (+1), 4,000 gp (+2), 7,500 gp (+3), 12,000 gp (+4), 17,500 gp (+5)
Azata Sprint (Mythic)

You pass on the battlefield like an invisible wind.

**Prerequisite**: Azata Sprint.

**Benefit**: While using Azata Style, your base speed increases by an additional 10 feet, + another 10 feet at 4th, 7th, and 10th tier. You ignore the movement penalties applied by any difficult terrain you move through in the round.
Aquatic Combatant (Mythic)

When in combat, you move like you were born to water.

**Prerequisite**: Aquatic Combatant.

**Benefit**: In any round in which you make a melee attack, you are considered to have a swim speed equal to your base speed. You may make the melee attack before or after a move. This feat may be used in conjunction with feats that affect your ability to move in combat, such as Spring Attack.
Bandit

### **Ambuscade**

A bandit must choose ambusher as her first instinct. This ability modifies her 2nd-level instinct.

### **Fearsome Strike (Ex)**

At 8th level, a bandit can terrify an opponent with a powerful hit. When a bandit confirms a critical hit and deals sneak attack damage to an opponent, she can make the opponent frightened for a number of rounds equal to her Charisma modifier (minimum 1).

This ability replaces the talent gained at 8th level.
Armaments of the Empire

**Discipline:** Radiant Dawn (Stance); **Level:** 3

**Prerequisites:** One Radiant Dawn maneuver

**Initiation Action:** 1 swift action

**Range:** Personal

**Target:** You

**Duration:** Stance

**DESCRIPTION**

A thin layer of akasha ﬂows forth from you and covers your and your allies’ weapons. While you maintain this stance, you empower a number of weapons (including natural weapons) within close range (25 feet + 5 feet per 2 initiator levels) up to your initiation modifier. Each empowered weapon gains the benefit of a weapon special ability with a market price of “+1 bonus”. This ability must be chosen from the list of weapon special abilities you could normally place on a mind blade (see the enhanced mind blade class feature in Chapter 3 of Ultimate Psionics or in the Reference Materials section at the end of this book). At initiator 10th and every five levels thereafter, the market price of the weapon special ability you can grant a weapon increases (to “+2 bonus”, then “+3 bonus”, and so on). A weapon can only gain a single ability through this stance, though you need not grant the same ability to each aﬀected weapon. A weapon retains its new ability for as long as it remains within close range. You choose which weapons are empowered when you enter this stance, and you can change which weapons within range are empowered as a swift action or as part of reallocating essence.

**Essence:** For each point of essence invested into this stance, creatures wielding weapons you have empowered gain a cumulative +1 bonus to their CMD.
Aura Alteration

**Discipline:** Telepathy [Mind-Affecting]; **Level:** Cryptic 6, psion/wilder 6, vitalist 6

**Display:** Material

**Manifesting Time:** 1 standard action

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

**Target:** One willing creature

**Duration:** 10 min./level or instantaneous; see text

**Power Points:** 11

You can use this power in one of two ways: to disguise the subject’s aura (alignment) and level, or to remove a compulsion or charm effect from the subject.

*Disguise:* If you use this power to disguise the subject’s alignment and level, the power has a duration of 10 minutes per level. You can change the subject’s alignment by only one step. You can adjust the subject’s apparent level up or down by a number equal to 1/2 your own level (rounded down) or less.

*Remove Compulsion:* If you use this power to attempt to cleanse the subject’s aura of a baleful or controlling effect, the duration is instantaneous. This power can remove the compulsion of a curse or a *geas/quest* effect. It can also negate any charm and compulsion powers or spells of 6th level or lower, such as *crisis of breath* or *death urge.* When *aura alteration* is manifested for this purpose, the subject gains another saving throw to remove the compulsion afflicting it against the original save DC, but with a +2 bonus.

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

* For every additional power point you spend, the duration of the disguise aura increases by 10 minutes.
* If you spend 2 additional power points, the subject’s alignment shifts an additional step; if you spend 4 additional power points, the subject’s alignment changes to its opposite.
* For every 3 additional power points you spend, the bonus against the original save is increased by 1.

## Aura Alteration (Mythic)

If disguising an aura, there is no restriction to the alignment you can set for the subject, and you can adjust the apparent level by one-half your own level plus one-half your mythic tier (total rounded down) or less. If removing a compulsion, any non-mythic compulsion is automatically removed and you add your tier to the bonus gained on the saving throw for any mythic compulsions
Athanatic Eruption

**Element** wood; **Type** composite blast (Sp); **Level** —; **Burn** 2

**Prerequisites** athanatic blast, primary element (wood), expanded element (wood)

**Blast Type** energy; **Damage** positive energy

Your target suffers from an overwhelming surge of positive
energy. This blast counts as *wood blast* for the purposes of
applying infusions, and its damage activates the effects of
such infusions regardless of the type they normally require.

Positive energy damage, also used in *Psionics Augmented: Seventh Path*, deals damage by disrupting the target’s body with an influx of pure life. Although most positive energy heals living targets, positive energy damage can be likened to a “power surge,” simultaneously bringing new life to a creature while overloading its ability to function, with the end result of harm. Thus, unlike normal positive energy, it deals damage to all targets equally, regardless of whether or not they are alive. It otherwise functions as normal for energy damage.
Bangles of Roving Light

**Descriptors:** Light

**Slot:** Wrists

**Saving Throw:** None

*Chains dotted with glowing motes of light wrap themselves around your wrists, faintly chiming and glittering as you move.*

Shaping this veil creates two glowing motes of light that hover around you and move at your whim. As a free action once per turn, you can move these motes up to 100 feet. The motes are not affected by gravity, and can be suspended in the air. You do not need line of effect or line of sight to a location to move a light to it, but the light must be able to navigate to that location (treat it as a diminutive creature when determining the sizes of gaps it can fit through). These motes must stay within Medium range (100 ft. + 10 ft. per veilweaver level) of you, otherwise they are destroyed. The motes are also destroyed if this veil is sundered, dispelled, or unshaped, or if they enter an area of magical darkness. You can also choose to destroy any of your motes as free action on your turn. Once per turn as a free action, you can recreate any motes that have been destroyed. They appear in squares adjacent to you.

Each of these glowing motes of light produces bright light in a 10-foot radius, and then dim light for another 10 feet beyond that. You can change the color produced by the lights each time they are created.

**Essence:** Each point of essence invested in this veil increases the maximum number of motes of light you can create by one. These motes of light appear immediately after investing essence in the veil. When you remove essence from this veil, a number of motes of your choice equal to the essence invested in the veil are immediately destroyed.
Arcanix Spellsieve

**Discipline:** Psychokinesis or clairsentience; **Level:** Highlord 2, psion/wilder 2, tactician 2, vitalist 2

**Display:** Visual

**Manifesting Time:** 1 standard action

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

**Target:** One creature

**Duration:** 1 min/level

**Saving Throw:** None (harmless); **Power Resistance:** No

**Power Points:** 3

You interweave your mind and power with that of another creature, allowing you to either empower their spells or to draw power from the spells they cast. Whenever the target casts a spell, you can augment that spell as an immediate action. For every 2 power points you spend augmenting it, increase the effective caster level of that spell by 1. For every 3 power points you spend augmenting it, increase its effective spell level by 1. Both of these uses stack with each other, but you cannot spend more than your manifester level on a single augment. (For example, if you spend 6 power points to augment a spell, the caster level increases by 3 and the spell level by 2).

The other use of this power allows you to siphon some of the power of a spell into your own power reserves. As an immediate action when the target casts a spell, you regain 1 power point for every 2 spell levels of the spell they cast. This use of the power immediately ends the effect.

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

* If you spend 2 additional power points, the duration increases to 10 minutes / level.
* For every 2 power points you spend, you can choose another target for this power.
* If you spend 2 additional power points, you can augment the spells of your target as a free action.
Araenae Forelimb Scythe

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

**Damage** 1d8 (Medium); **Critical** 19-20x3; **Range** —; **Type** S;

**Special** Araenae, Trip

**Category** One-Handed; **Proficiency** Martial

**Weapon Groups** Blades, Heavy

This wide hooked blade attaches to an araenae’s forelimbs, allowing them to make sweeping strikes to trip and slice their foes. An araenae can wield a forelimb scythe with only a single one of their limbs, and wielding a forelimb scythe in this way does not hamper their movement. A forelimb scythe counts as both a longsword and a scythe for the purposes of feats and abilities.

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

For a non-araenae, a forelimb scythe is considered an exotic weapon.
Biological Toxin

**Element(s)** poison; **Type** utility (Sp); **Level** 2; **Burn** 1

You are able to draw out the impurities in your body, creating any contact or injury poison that costs up to 100 gp per 2 kinetic levels you possess. You can split this poison in up into 2 different doses as long as the total value of those doses does not exceed your gp limit. You cannot create any poison that is supernatural in nature with this ability. This poison lasts for 1 day before becoming inert, and has no marketable value.

## **Biological Toxin, Greater**

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

**Prerequisite(s)** biological toxin

You can draw out a greater amount of impurities from your body, instead creating any poison up to 500 gold per 2 kineticist levels you possess, as well as being able to split this poison into up four different doses as long as the total value of those doses does not exceed your gp limit.
Aquatic Fledgling Ahool

**Parent class:** Fledgling Ahool

Ahooling that bear the heritage of ahool spawned from the demons near aquatic realms develop differently than airborne counterparts.

## Aquatic Fledgling Ahool

### Aquatic Subtype (Ex)

The aquatic fledgling gains the aquatic subtype, the ability to breathe underwater, and a swim speed equal to the fly speed of a fledgling ahool of the same level. This ability replaces improved flight.

### Skill Bonuses (Ex)

The aquatic fledgling receives bonuses to the Swim skill instead of the Fly skill.

### Change Shape (Su)

The aquatic fledgling’s change shape ability functions as a fledgling ahool’s, except he transforms into a swarm of crabs rather than bats or into a giant crab instead of a dire bat.

### Slipstream (Sp)

The aquatic fledgling gains slipstream as a spell-like ability usable once per day. The aquatic fledgling’s caster level equals his character level. This ability replaces gust of wind.

### Apotheosis (Ex)

The aquatic fledgling never gains a fly speed. Instead his swim speed increases to 80 feet and he gains blindsense out to 80 feet, automatically sensing the location of anything within this range. However, this special blindsense only detects creatures in contact with the same body of water as the ahooling. This modifies ahool apotheosis.
Aurora Break

**Discipline:**Solar Wind (Boost)

**Level:**8

**Prerequisites:**Three Solar Wind maneuvers

**Initiation Action:**1 swift action

**Range:**Personal

**Target:**You

**Duration:**One round

The Solar Wind disciple masters the light of the sky and burns with a nimbus of colors from sunset to the far northern lights. All ranged attacks made by the initiator inflict an additional 8d6 points of fire damage for the round. This is a supernatural ability.