recursal/Fanatic-Fandom huggingface dataset:
Aphos's Blooded Gauntlets

**Descriptors**: None

**Class**: Promethean, Radiant, Vizier

**Slot**: Hands

**Saving Throw**: Fortitude; see text

*...And so Aphos chose the path of Blood, gaining*
*power and enmity everlasting.*

This unusual veil grants the ability to save and
sustain life, but at a cost to the wearer. While
this veil is shaped you can restore 5 hit points
to a touched creature other than yourself as a
standard action, but you yourself take 1 point of
Constitution damage. Alternatively, you can make
a melee touch attack against a creature, forcing
them to succeed on a Fortitude saving throw or
suffer 1 point of Constitution damage; if the Hit
Dice of a target who fails their saving throw are
equal to or greater than half your own (rounded
down, minimum 1), this attack heals you for 5 hit
points. This ability does not work on constructs or
most undead, but can be used against vampires,
inflicting Charisma drain instead of Constitution
damage.

**Essence:** For each point of essence invested in this ability
the Constitution damage (or Charisma drain in the
case of vampires) dealt by this ability increases
by 1 and the granted healing increases by 5 hit
points.

**Chakra Bind (Hands): [P2, R3, V2]** While this veil is bound to your Hands chakra,
you gain the ability to slow or accelerate the blood
in living creatures and vampires. As a standard
action you may choose one living creature or
vampire you can see within 60 ft. and bestow one
of the following effects upon them for 1 minute
(creatures targeted by either use of this ability
are entitled to a Fortitude saving throw to resist
its effects):

*Accelerate:* The targeted creature gains a
+1 insight bonus to all Dexterity-based skills,
initiative rolls, and to Reflex saving throws, but
any bleed damage they are taking also increases
by 1 point (this additional damage does not apply
to creatures who are not taking bleed damage).
For each point of essence invested in this veil the
insight bonus increases by +1 and the additional
bleed damage increases by 1 point.

*Slow:* The targeted creature takes a –1 penalty
to all Dexterity-based skills, initiative rolls, and
Reflex saving throws, and any bleed damage
they are taking is decreased by 1 point. For each
point of essence invested in this veil the penalty
increases by –1 and any bleed damage the target
is taking is reduced by 1 additional point.
Attuning Infusion

**Element(s)** sound; **Type** substance infusion; **Level** 1; **Burn** 1

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

**Saving Throw** none

You are able to attune enemies to your particular soundwaves. Whenever an infused blast hits a creature or object, it becomes attuned for 1 minute. An attuned creature or object can be used as the point of origin for your ranged kinetic blasts that include sound components as long as they are within 30 feet of you. You must have line of effect to the attuned creature to use this effect. You can reduce this blast’s damage to 0 to double the duration of this effect.
Apprentice Veilweaver

**Category:** Akashic

*You were raised amid veilweavers and taught the arts and sciences of akasha from a young age, allowing you to better manipulate their powers despite your choice of profession.*

**Benefit:** Add +2 to your veilweaving level, to a maximum of your hit dice. This grants you no other benefits related to veilweaving, such as veils shaped, chakra binds, essence, or essence capacity.
Augment

**Design** alteration (enhancement); **Level** 1

**Casting Time** 1 standard action

**Range** 50 ft.

**Area** 50-ft.-radius burst, centered on you

**Duration** 1 min./level

**Saving Throw** none; **Spell Resistance** yes (harmless)

You create minor alterations to your allies’ bodies to enhance their abilities. All allies in the area gain a +1 competence bonus on one of the following types of checks: attack rolls, weapon damage rolls, skill checks, ability checks, Fortitude saves, Reflex saves, or Will saves. All allies affected receive the same bonus.

**Overload**: For each runic charge overloaded into this script, the bonus applies to an additional check type. For every two runic charges used, the bonus applied to a single check type (your choice) increases to +2.
Arcane Connection

You can channel a bit of your will into your tupilaq, granting it a small sliver of your magical aptitude.

**Prerequisites:** 7th-level angakkuq

**Benefit:** You may cast any spell with a target of self on your tupilaq. Additionally, any spell with a range of touch may now be delivered by your tupilaq. The tupilaq may deliver this spell as part of its natural attacks.
Aquannon

This cannon-sized aquabus is used as a siege engine. Its design allows it to shoot harpoon-like missiles over large distances with great accuracy. Their additional statistics (as described in Paizo Publishing’s ULTIMATE COMBAT) are Crew: 2, Aim: 1, Load: 3 and Speed: 10 ft.

The aquannon is basically an oversized aquabus. It has two gas tanks: one containing methane (pop gas), the other oxygen (aeration gas), which is mixed in small quantities immediately before the shot. It is primarily used to defend ships and fortresses, as it is not very portable and requires constant maintenance. It fires a large, harpoon-like bolt. Fizzlepop versions exist but are less common, as the amount of oxygen-methane (aerated pop gas) mixture contained in the ignition chamber is much higher than in the smaller guns and is contained for several seconds longer than in second generation firearms, thus creating the potential for more devastating misfires and premature detonations due to arcane lightning energy from enemy spellcasters.
Azata Mischief (Mythic)

When you run among your enemies, you are literally able to make them fall to your feet.

**Prerequisite**: Azata Mischief.

**Benefit**: While using Azata Style, you can attempt a trip combat maneuver against any creature when passing through their square, whether they hit you or not, and whether you end your movement there or not. You also add one-half your mythic tier to your combat maneuver check for these maneuvers.
Argent Knight’s Banner

**Discipline:**Silver Crane (Strike) [Good]

**Level:**5

**Prerequisites:**Two Silver Crane maneuvers

**Initiation Action:**1 standard action

**Range:**Melee attack

**Target:**Special

**Duration:** Instantaneous

Infusing his arms and weapon with the glory of the Silver Crane’s majesty, the martial disciple smites his foe and radiates a banner of heavenly wings, which explode with celestial light and power. Make a melee attack that inflicts an additional 8d6 points of damage and heals the initiator and all of his allies within 30-ft for 4d6 points of damage.
Astral Swarm

*A shimmering mass swarms across the ground in a deadly wave.*

**Astral Swarm CR 7**

XP 3,200

N Diminutive construct (swarm)

**Init** +4; **Senses** darkvision 60 ft., low-light vision, Perception +0

**Defense**

**AC** 20, touch 18, flat-footed 16 (+4 Dex, +2 natural, +4 size)

**hp** 77 (14d10)

**Fort** +4, **Ref** +8, **Will** +4

**Defensive Abilities** construct traits, swarm traits, **Immune**

weapon damage

**Offense**

**Speed** 30 ft.

**Melee** swarm (4d6 plus ectoplasmic poison)

**Space** 10 ft.; **Reach** 0 ft.

**Special Attacks** distraction (DC 17), poison

**Statistics**

**Str** 1, **Dex** 18, **Con** -, **Int** -, **Wis** 11, **Cha** 10

**Base Attack** +14; **CMB** -; **CMD** -

**Ecology**

**Environment** Any

**Organization** solitary

**Treasure** none

**Special Abilities**

**Ectoplasmic Poison (Ex)** Swarm—injury; *save* Fort DC

17; *frequency* 1/round for 2 rounds; *effect* 1d3 Dexterity

drain; *cure* 1 save.
Babau Skin

**Descriptors**: Acid

**Class**: Guru, Nexus, Promethean, Vizier

**Slot**: Body

**Saving Throw**: None; see text

*A leathery layer of slime-coated flesh oozes with*
*magic as it forms around your body.*

Shaping this veil coats your skin in akasha
infused with the power of a babau demon,
granting you acid resistance 5 (or increasing your
existing acid resistance by 5) and causing any
creature that grapples you, damages you with a
non-reach melee attack, or otherwise comes into
direct physical contact with you (such as when
delivering a spell with a range of touch), to take
1d4 points of acid damage and an additional 1
point of acid damage on the following round.

**Essence:** For each point of essence invested in this veil
the granted acid resistance increases by 5 and
the acid damage dealt to creatures that come into
direct physical contact with you increases by 1
(both on the initial exposure and on the following
round).

**Chakra Bind (Body): [G20, N20, P20, V20]** Binding this veil to your Body chakra fuses it
to your flesh, granting you acid immunity. As an
immediate action whenever you take damage
from an attack, you can unleash a corrosive burst
around yourself, dealing 10d4 acid damage to all
creatures in a 15 ft. radius burst centered on you
(Reflex half). Creatures who take damage from
this attack take half that damage again on the
following round. Once you’ve used this ability it
cannot be used again for 1d4 rounds as the acid
accumulates. For each point of essence invested
in this veil, the damage for this attack increases
by 1d4 and the radius of the burst increases by 5
feet.
Bad Moon Rising

**Discipline:** Sagitta Stellaris (Boost)

**Level:** 2

**Initiation Action:** 1 swift action

**Range:** personal

**Target:** self

**Duration:** instantaneous and up to 1 round

You rise into prime position, like the appearance of the moon from beneath the horizon. When you initiate this boost, you may immediately move up to 20 feet in a straight line in any direction of your choice, including up, plus an additional 10 ft. for every six initiator levels you possess. This movement ignores difficult terrain, and if you end it in mid-air, you may remain hovering there until the end of your current turn, or the start of your next turn (your choice). If you move no more than half the maximum distance allowed, this movement does not provoke attacks of opportunity. When you stop hovering, you may choose to descend as if affected by the feather fall spell for 1 round. This maneuver may not be used again until you have landed on a surface that can support you, unless you can maintain your altitude without this maneuver (such as by having a fly speed, or swimming).
Araneaen

The araneaen has learned to tap into the powers of spiders stored within the akashic record, utilizing it alongside their secret identity to prowl the streets in search of crime.

### **Arachnid Specialization (Su)**

The araneaen calls upon the power of the arachnid, granting them the ability to shape the Lashing Spinnerets and Spiderweb Wrappings veils with a veilweaving level equal to their class level, uses their Intelligence as their veilweaving modifier, increases their total veils shaped by 2, and gains a pool of essence. This pool of essence contains 1 point of essence at 1st level, and increases by 1 every 2 class levels thereafter.

While in their social identity, these veils are invisible and impossible to detect when not invested with essence, even using magic.

When selecting vigilante talents, the araneaen is treated as having the stalker vigilante specialization.

At 3rd level, and again at 9th and 15th level, the araneaen increases the essence capacity of their Lashing Spinnerets and Spiderweb Wrappings veils by +1.

*This replaces the vigilante’s vigilante specialization class feature.*

### **Web Bindings**

At 2nd level, araneaen gains the ability to bind their Lashing Spinnerets to their Wrists chakra. They cannot bind other Wrists-slot veils using this ability.

At 18th level, the araenean gains the ability to bind their Spiderweb Wrappings to their Chest chakra. They cannot bind other Chest-slot veils using this ability.

*This replaces the vigilante’s vigilante talents gained at 2nd and 18th level.*

### **Web Striker (Su)**

At 6th level, the araneaen gains Improved Unarmed Strike as a bonus feat. If they already had the feat, they gain a bonus combat feat of their choice. When the araenaean hits a creature with their unarmed strike while their Spiderweb Wrappings are shaped, that creature must make a Reflex save against the veil as if they had made physical contact with the araenaen.

*This replaces the vigilante’s vigilante talent gained at 6th level.*

### **Senses of the Spider (Su)**

At 10th level, while the araneaen has their Spiderweb Wrappings shaped, they gain the ability to sense creatures within 60 feet of them, as the Chest bind effect of that veil. At 18th level, the range of this ability is doubled.

*This replaces the vigilante’s vigilante talent gained at 10th level.*

### **Web Slinging (Su)**

At 14th level, while the araneana has both their Lashing Spinnerets and Spiderweb Wrappings shaped, they can launch a burst of entangling webs from their spinnerets in place of an unarmed strike. This burst of entangling webs has a range of 30 feet, and does not provoke attacks of opportunity. The creature targeted by this web is entangled and immobilized if they fail a Reflex saving throw (using the DC of your Spiderweb Wrappings).

*This replaces the vigilante’s vigilante talent gained at 14th level.*
Archivist's Vestment

**Aura** moderate revelation; **CL** 8th

**Slot** body; **Price** 16,000 gp; **Weight** 1 lb.

These simplistic purple robes typically have a golden trim but little else, providing ample space for a scribe to stitch their runic scripts into the fabric.

When an archivist dons the archivist’s vestment, the robe’s trim changes color depending on their chosen runic study. The wearer treats his archivist level as 4 higher than normal for the purpose of determining what study abilities he can use and their effects.

**Construction Requirements** Craft Wondrous Item, *enhance mind*, creator must be an archivist; **Price** 8,000 gp
Band of Trickery

**Descriptors**: Figment, Teleportation

**Class**: Vizier

**Slot**: Ring

**Saving** **Throw**: *none*

*The king of the gnomes was gifted a ring to confuse and disrupt his foes.*

Shaping this veil allows you to teleport yourself a short distance, leaving behind an illusory double that shields you from prying eyes as long as it persists. As a move action, you can teleport 15 feet and leave behind an illusory double. This double shares your AC, CMD, and Saves, but if it takes damage it is immediately destroyed. This double persists for 1 round, and you and your gear are invisible until it is destroyed, or its duration ends. This double takes no actions, but acts like it is defending itself. If you use this ability again while a illusory double is active, the first is destroyed.

If you take any harmful actions (as per the *invisibility* spell) the invisibility ends, and the illusory double is destroyed. If a creature interacts with your double, they receive a Will saving throw to disbelieve the illusion. If they do so successfully, they can see through the invisibility provided by this veil. This teleport does not provoke attacks of opportunity, and can be performed as long as you can perform fully mental actions. You need line of sight and line of effect to the location you wish to teleport to. You can use this ability a number of times per day equal to 3 + your veilweaving modifier.

**Essence**: For each point of essence invested in this veil, the distance you can teleport increases by 5 feet, the duration of your illusory double increases by 1 round, and the DC for disbelieving the effects of this veil increases by +1.

**Chakra Bind (Ring): [Vi9]** Binding this veil to your Ring chakra allows you to teleport in response to harm, allowing you to use the abilities of this veil as an immediate action. If you do so in response to being targeted by an ability or attack, that ability or attack targets your illusory double. In such a case, if it hits your double’s AC or CMD, you are still partially hit by the attack before you can teleport, if your double fails a saving throw, you are still partially affected by the ability. If the attack or ability does damage, you take half the damage in such a case. If it applies a status effect that has reduced effects on a successful save, you take those effects. You still reach the destination of your teleport, even if the attack or ability would restrict your movement (unless it also restricts teleportation).
Baleful Mind Trap of Surtr

**Discipline:** Telepathy [Mind-Affecting]; **Level:** Psion/wilder 3

**Display:** Auditory

**Manifesting Time:** 1 immediate action

**Range:** Personal

**Target:** You

**Duration:** 1 round

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

**Power Points:** 5

You set up a trap in your mind against mental intruders. Anyone who attacks you with a telepathy power or mind-affecting effect immediately loses 1d6 power points. This power’s effect does not negate the power that is currently being used against you. You can manifest this power instantly, quickly enough to gain its benefit in an emergency. Creatures that do not have power points must make a Fortitude save or be nauseated for 1 round. Manifesting the power is an immediate action. You can use this power even when it is not your turn.

**Augment:** For every additional power point you spend, this power’s duration increases by 1 round.

*Librarian Note*: In Psionics Unleashed, this power is simply called Mind Trap. It appears to have been renamed to avoid confusion with the later Mind Trap power.

## Baleful Mind Trap of Surtr (Mythic)

You gain a number of power points equal to those drained by the target, or 1 power point if the target does not have power points. Creatures with power points must also make a save to avoid being nauseated, while creatures without power points are nauseated for two rounds on a failed save.
Armored Fist

This weapon is a gauntlet that is designed to be worn over other armor (Although barehanded variations exist). This gauntlet, with clawed fingers and a protective cover extending up to the shoulder, allows the user to strike out at their enemies with their fists, without fear of retaliation against their body. Those with proper training (Exotic Weapon Proficiency: Armored Fist) can use the protective covering as a shield, granting the wielder a +1 shield AC and allowing the wielder to treat it as a light shield. (This increases to +2 shield AC if wielding more than one Armored Fists). The price listed is for a single fist.

**Unarmed**: These weapons do not impede a user’s ability to use their unarmed strikes. A user wielding an Unarmed weapon may consider themselves unarmed when it would benefit them (Such as attempting a Steal maneuver, a Monk’s Unarmed Strike damage, being a light weapon, or a natural attack originating from that limb). They may hold other weapons, but lose the benefit of the Unarmed weapon while holding other weapons. Should an Unarmed weapon be enchanted or modified, it passes these enchants down onto the wielder’s unarmed or natural attack (Should the natural attack be on the correct limb). The effect does not stack with an Amulet of Mighty Fists or similar effects.
Argent

## **Argent CR 2**

Argents are true neutral outsiders that take the appearance of hawks with feathers the color of tarnished silver. They have a natural affinity for mirrors and form a strong bond with any such items that are used as a means of summoning them. These creatures are known for their oracular powers. Argents have the following base statistics.

TN Tiny outsider (extraplanar)

Init +1; Senses darkvision 60 ft.; Perception +9

## DEFENSE

AC 15, touch 13, flat-footed 14 (+1 Dex, +2 natural, +2 size)

hp 19 (3d10+3);

Fort +4, Ref +2, Will +6

DR 5/silver; Immune bleed, mind-affecting effects, petrification, polymorph; Resist acid 10, electricity 10, fire 10

## OFFENSE

Speed: 10 ft., fly 40 ft. (good) Melee: 2 talons +6 (1d4-1) Space: 2-1/2 ft.; Reach 0 ft. Spell-Like Abilities (CL 6th)

At will—*invisibility* (self only), *youthful appearance*UM 3/day—*detect secret doors*, *ill omen*APG 1/day—*mirror sight*CoG

1/week—*prognostication*UI (CL 12th)

## STATISTICS

Str 8, Dex 13, Con 12, Int 14, Wis 17, Cha 11

Base Atk +3; CMB +2; CMD 11

Feats: Alertness, Psychic Maestro[B] OA, Psychic SensitivityOA, Psychic Virtuoso[B] OA

Skills: Appraise +5, Bluff +5, Fly +9, Knowledge (arcana) +8,

Knowledge (nobility) +8, Knowledge (planes) +7, Perception +9,

Sense Motive +9, Survival +9, Stealth +13 Languages: Common

SQ: oracular, merge with veil

## SPECIAL ABILITIES

*Oracular (Ex):* An argent gains Psychic Maestro (Read Aura and Prognostication) and Psychic Virtuoso as bonus feats. In addition it never requires a dowsing rod to use the dowsing occult skill unlock.

*Merge with Veil (Su):* As a standard action, an argent can merge its physical form with the veil that was used to summon it. When merged, the Argent appears as a miniature version of itself on the veil’s surface and can observe the surrounding region with its senses as if it were using its own body. It has no control over this veil. While merged it gains a +2 circumstance bonus to Perception checks. It can emerge from the veil it has merged with as a standard action. An Argent must be adjacent to its veil to merge with or emerge from it. If an argent is called via other means, such as *planar binding*, mirrors are appropriate offerings when bargaining for their service. An argent may merge with such a mirror as if it were a veil used to summon it.
Archon Defense (Combat)

*Your strikes are as powerful as your defense.*

**Prerequisite**: Archon Technique, Improved Shield Bash, Tower Shield Proficiency, base attack bonus +4

**Benefit**: The penalty to attack rolls for wielding a tower shield is reduced by an additional 1 (this stacks with the reduction from Archon Technique) and you always add your full strength bonus to damage rolls when making a shield bash with a tower shield. Using your tower shield to grant yourself total cover on an edge of your space becomes a move action, and you can spend an immediate action to change which side of your space you are defending.

**Normal**: Using a tower shield to create total cover on one edge of your space is a standard action.

**Special**: This feat counts as Double Slice for the purpose of meeting feat prerequisites, but only when using a tower shield.
Authoritative Spell (Mythic)

Your authority influences many creatures at a time or lingers more on one creature.

**Prerequisite**: Authoritative Spell.

**Benefit**: The target cannot perform actions of the selected type for a number of rounds equal to your mythic tier. Alternatively, choose a number of other creatures within 30 feet from the target. They also attempt a saving throw against your authoritative spell. If a creature fails, it is not affected by the original spell but is also forbidden from performing actions of the selected type until its next turn.
Showdown der Besten

Showdown der Besten ist ein befristetes Event.

Es gibt Aktivitätspunkte wie die täglichen Events, öffnet aber nur **Montags, Mittwochs und Freitags von 21:00 Uhr bis 21:30 Uhr**. Spieler können ab Level 150 beitreten. Wie in der Arena misst man sich mit anderen Spielern und kann Ränge aufsteigen. Es gibt Saisons, eine Saison dauert 2 Wochen.

## Sainsoninfos

* Alle zwei Wochen beginnt eine neue Saison. Die Saisonergebnisse werden am Sonntag der zweiten Woche um 22:00 Uhr berechnet.
* Nach Saisonende erhält jeder Spieler, der minstestens Bronze III erreicht hat, eine Ehrenmedaille.
* Ehrenmedaillen verleihen dir Attributsboni. Sie sind 14 tage lang gültig.
* Die Medaille wird bei Saisonende versendet und muss nicht abgeholt werden.

## Stufenbelohnungen

 Silber V
 Gold V
 Platin V
 Diamant V
 Bezwinger
Backlash (Spell)

**School** transmutation [curse]; **Level** bloodrager 2, cleric 2, inquisitor 2, occultist 2, ranger 2, shaper 2, sorcerer/wizard 2, vanguard 2

**Casting Time** 1 standard action

**Components** V, S

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

**Target** one manufactured weapon

**Duration** 1 round/level or until discharged

**Saving Throw** none, Will negates (object), see text; **Spell Resistance** yes (object)

You cause a weapon to strike back at its wielder. The weapon does not receive an initial saving throw.

If the targeted weapon is used to attack while backlash is in effect, the weapon must make a Will save or flex backwards towards its wielder. The weapon uses the wielder’s saving throw bonus unless its own is higher. If it fails the save, the weapon attempts to strike at its wielder, using the attack roll of its wielder against the wielder’s flat-footed AC. If it hits, it deals damage as appropriate for the weapon, plus any special properties the weapon has (such as *flaming*). The attack does not receive any damage bonus; it only does the base damage of the weapon, and it cannot critically strike its wielder.

The weapon can attempt to *backlash* at its wielder once plus an additional time for every four caster levels above 3rd (maximum 3), after which the spell is discharged. The weapon makes a separate saving throw for each *backlash* that triggers. This spell cannot affect artifacts or similarly unique weapons.
Aquabomb

This weapon is generally used as a close assault siege engine. It is essentially an explosive time bomb that indiscriminately destroys everything in its area of effect. It can be adjusted to explode in a time range between 5 minutes and 2 hours. Upon ignition, it explodes in a cloud of concussive force and steam, dealing 5d6 bludgeoning damage and 4d6 steam damage in a 30-foot radius. Those within a 100 foot radius must make a Fortitude save, DC 17, or become deafened for 2d4 rounds.

This works much like a fizzlepop, except that it uses a clockwork mechanism to slowly mix all of the fizzle juice and the deep ice together all at once, creating a large amount of explosive oxygen and methane mixture. It uses 3 bottles of fizzle juice and 6 deep ice cubes.

Upon examining an activated aquabomb, a successful Knowledge (aglootech) check (DC 17) will reveal how much time is left before the device explodes. Another successful check at the same DC can be used to disarm it.
Autolingua

**Discipline:** Athanatism; **Level:** Conduit 6

**Display:** Mental

**Manifesting Time:** See text

**Range:** Personal

**Target:** You

**Duration:** See text

**Power Points:** 11

You allow the spirit world access to your hands,
gaining information on a person, place, or thing through
their written words at the cost of some of your essence.
If the person or thing is at hand, or if you are in the place
in question, the casting time is 1d4 x 10 minutes. If you
have only detailed information on the person, place, or
thing, the casting time is 1d10 days, and the resulting lore
is less complete and specific (though it often provides
enough information to help you find the person, place,
or thing, thus allowing a better *autolingua* result next
time). If you know only rumors, the casting time is 2d6
weeks, and the resulting lore is vague and incomplete
(though it often directs you to more detailed information,
thus allowing a better *autolingua* result next time).

During the casting, you cannot engage in other than
routine activities: eating, sleeping, and so forth. When
completed, the written words bring legends (if any)
about the person, place, or things to your mind. These
may be legends that are still current, legends that have
been forgotten, or even information that has never
been generally known. If the person, place, or thing is
not of legendary importance, you gain no information.
As a rule of thumb, characters who are 11th level and
higher are “legendary,” as are the sorts of creatures they
contend with, the major magic items they wield, and the
places where they perform their key deeds.

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

* By spending an additional 2 power points, you reduce the manifesting time of this power when the person, place, or thing is not at hand from 1d10 days to 1d10 hours.
* By spending an additional 4 power points, you reduce the manifesting time of this power when you know only rumors of the person, place, or thing from 2d6 weeks to 2d6 days.
* By spending an additional 4 power points, you create a map towards the person, place, or thing if it is not on hand. This map shows the shortest, most direct physical route to its location at the time you finish manifesting this power, as long as it is on the same plane as you. If you are not on the same plane as it, you instead learn which plane it is currently on.
Armaments of Faith

**Descriptors**: Enhanced (longsword, heavy steel shield), Paired (heavy steel shield (shield))

**Class**: Daevic, Helmsman, Kheshig, Radiant

**Slot**: Hands

**Saving Throw**: none

*This veil calls forth a unique shield that houses a longsword. The engravings on both match to tell a story that changes each time they are called.*

You can only enhance this veil as a weapon. This veil creates a longsword and a heavy steel shield.

You do not lose your shield bonus to AC when shield bashing.

Whenever you deal damage with a weapon created by this veil, your shield gains a charge. Whenever you make an attack with a shield bash, you may discharge these charges to gain an insight bonus to attack and damage equal to twice the amount of charges discharged. You may not have more than 1 charge at a time. Charges last for 5 minutes or until otherwise discharged.

Once per round, when you deal damage with a shield bash that you expended charges on, you gain temporary hit points equal to the damage dealt. These temporary HP last for one minute or until initiative is rolled. Attacks that spend charges cannot generate charges on hit.

**Essence**: Each point of essence invested in this veil increases the amount of charges you may have by 1.

**Chakra Bind (Hands): [D4, He2, K2/5, R3]** Whenever an ally adjacent to you is hit with an attack, as an immediate action, or by burning 1 point of essence as a free action that can be done even when it is not your turn, you may choose to be hit by that attack in their place. If the attack deals damage, you reduce the amount of damage you take from that attack by 1 for every point of essence invested in this veil.
Arcane Armor Affinity

You’ve never cast a spell outside of your diving armor and it shows.

**Prerequisites:** Pragian, ability to cast 1st level spells.

**Benefit:** Reduce the arcane spell failure chance due to the diving armor you are wearing by 15% for any spells you cast. This feat stacks with Arcane Armor Training and Arcane Armor Mastery.
Apathetic Aura

**Discipline** telepathy (compulsion) [mind-affecting]; **Level** Cryptic 2, psion/wilder 2

**Manifesting Time** 1 standard action

**Display** Visual

**Range** 20 ft.

**Area** 20 ft. radius centered on you

**Duration 1** round/level

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

**Power Points** 3

You emit an aura that causes creatures to be uninterested in you or those accompanying you. The affected creatures are aware of your presence, but simply find your presence unworthy of their attention. Creatures accompanying you must be within 10 feet of you to be similarly ignored. Any action that would directly harm the affected creature allows it to make an additional save against this power with a +4 circumstance bonus to negate this effect.

**Augment:** If you spend an additional 4 power points, the duration becomes 10 minutes/level.
Armorist Tricks

## **Bound Enhanced Veils**

The armorist may use an [Enhanced] veil as a bound item. Doing so requires the normal time required to create a bound item. The veil must be shaped for the entire duration. This veil remains a bound item until the armorist replaces it with another bound item. If that veil already has enhancements applied to it, the abilities granted by those enhancements are suppressed until the armorist replaces it with another bound item.

## **Summoned Enhanced Veils**

When using an [Enhanced] veil, the armorist can treat a veil as a summoned item for 1 minute by spending a spell point as a swift action, applying the normal enhancements available to your summoned items to that veil. If that veil already has enhancements applied to it, the abilities granted by those enhancements are suppressed until this ability's duration expires or you choose to end this ability early as a free action. The armorist can also use this ability on their allies [Enhanced] veils by touching them.
Armageddon Lance

**Discipline**: Black Seraph (Strike) [evil, mind-affecting]; Level: 7

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

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

**Range**: Close (25-ft + 5-ft/initiator level)

**Target**: One creature

**Duration**: Instant

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DESCRIPTION

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One the supreme arts of the Black Seraph discipline allows the disciple to call upon the fell and eternal wrath of his dark agreement with the lower planes and use it as a devastating lance of destructive unholy terror. This is a ranged touch attack which deals 14d6 points of profane damage, but the cost of creating this powerful attack requires sacrifice by the host, resulting in the initiator suffering 2d6 points of damage. Foes struck by this potent attack must make a Will save (DC 17 + initiation modifier) or be panicked for one round.
Ascending Necromancer Style

**Discipline:** Unquiet Grave (Counter); **Level:** 6

**Prerequisites:** 2 Unquiet Grave maneuvers

**Initiation Action:** 1 immediate action

**Range:** Personal

**Target:** You

**Duration:** Special (see text)

**DESCRIPTION**

You wrap yourself in armoring layers of negative energy, shielding your life force with the touch of undeath. When you initiate this counter, you become immune to energy drain and Constitution damage until the beginning of your next turn.

*Grave Call:* An undead creature initiating this maneuver instead becomes immune to channeling and positive energy damage until the beginning of its next turn.
Baleful Teleport, Kolbjorn’s

**Discipline:** Psychoportation (Teleportation); **Level**: Gambler 5, Nomad 5, voyager 5

**Display:** Material and visual

**Manifesting Time:** 1 standard action

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

**Target:** One corporeal creature

**Duration:** Instantaneous

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

**Power Points:** 9

You psychoportively disperse minuscule portions of the subject, dealing 9d6 points of damage. Targets can be protected from the effects of this power by *wrench*.

**Augment:** For every additional power point you spend, this power’s damage increases by 1d6 points. For each extra 2d6 points of damage, this power’s save DC increases by 1 and your manifester level increases by 1 for the purpose of overcoming power resistance.

## Baleful Teleport, Kolbjorn’s (Mythic)

The range increases to 100 feet + 10 feet per level. Non-mythic manifestations of wrench do not protect the target from the effect.

**Augmented:** If you expend one use of mythic power, the effect deals damage using d10s instead of d6s.

**Augmented (3rd):** If you expend two uses of mythic power, you can target up to your tier in creatures to affect.
Averter

On command, up to three times per day, any
creature to whom the wearer presents an averter shield
must succeed on a DC 14 Will save or be overcome by a
powerful aversion to the wielder (actually the shield), and
will not approach within 30 feet. This is a mind-affecting
compulsion effect, as the *aversion* power.

Faint telepathy; ML 5th; Craft Magic Arms and Armor,
aversion; Price +12,960 gp.
Astral Construct (power)

**Discipline:** Metacreativity (Creation); **Level:** Shaper 1

**Display:** Visual; see text

**Manifesting Time:** 1 round

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

**Effect:** One created astral construct

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

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

**Power Points:** 1

This power creates one 1st-level astral construct of
solidified ectoplasm that attacks your enemies. It appears
where you designate and acts immediately, on your turn. It
attacks your opponents to the best of its ability. As a free
action, you can mentally direct it not to attack, to attack
particular enemies, or to perform other actions. The astral
construct acts normally on the last round of the power’s
duration and dissipates at the end of its turn.

Astral constructs are not summoned; they are created
on the plane you inhabit (using ectoplasm drawn from the
Astral Plane). Thus, they are not subject to effects that hedge
out or otherwise affect outsiders; they are constructs, not
outsiders.

**Augment:** For every 2 additional power points you spend,
the level of the astral construct increases by one.

## Astral Construct (Mythic)

The astral constructs you summon are considered mythic creatures and gain one use of mythic powerand the surge ability, which they can use to add 1d6 to a single die roll. Astral constructs gain no other mythic abilities.

**Augmented (6th):** If you expend two uses of mythic power, you can add the agile, invincible, or savage mythic simple template to creatures you summon with this power. These templates are described in the Mythic Monster Advancement section of Chapter 6 in Pathfinder Roleplaying Game Mythic Adventures.
Aphasia Infusion

**Element(s)** mind or sound; **Type** substance infusion; **Level** 1; **Burn** 1

**Associated Blasts** encephalon, false reality, mental, radio, shatterstorm, sonic, sonic boom

**Saving Throw** Will negates

You scramble a foe’s ability to understand any communication. A foe dealt damage by this infusion is unable to understand any communication for 1 round per kineticist level you possess as per the *aphasia* spell. You can increase the burn cost of this infusion by 1 to increase the duration to 1 minute per kineticist level you possess.
Annulus

**Aura** strong psychoportation and telepathy; **ML** 20th

**Slot** none; **Weight** —

**Description**

This artifact is the ultimate psionic nullifier. Forged to
keep enemies of vast psionic power at bay, the Annulus is
an artifact that any psionic being should fear. It has been
forgotten in the modern age, and merely finding it would
precipitate a great upheaval across the planes.

The Annulus is a 1-foot-diameter ring of silvery material.
Tiny slots, antennae, spheres, and other intricate projections
decorate the exterior of the hoop; however, two smoothed
lengths of the ring provide an adequate surface for grasping
the item.

The Annulus has several powers, all of which require
a wielder to tightly grasp the ring with at least one hand.
When it is first grasped, knowledge of the artifact’s powers
immediately flood the wielder’s mind. The wielder can
access all powers of the Annulus at manifester level 20th.

The Annulus generates a continuous *catapsi* effect within
a 100-foot-radius of the wielder (who is unaffected).

The wielder gains a +4 enhancement bonus on any
attempt to resist an effect that deals ability damage.

Once per day, the wielder can trigger *ultrablast* as a
standard action.

Three times per day, as a standard action, the wielder can
trigger an effect similar to *wrench* that affects all creatures
in a 50-foot radius.

The primary power of the Annulus, however, is psionic
nullification. Once per year, the wielder can trigger this
effect as a special action requiring 10 rounds of continuous
concentration to complete. The wielder specifies a target
or targets within a 100-foot radius, ranging from a specific
psionic individual or item to a group of psionic beings
that share the same philosophy. The nullification effect is
accompanied by blasts of light, heat, and sound from the
Annulus. Nonpsionic creatures and items are unaffected, as
are nontargeted beings, but any psionic target—regardless
of any protection it may possess—disintegrates in a terrific
explosion. Nothing is left but floating dust.

**Destruction**

It is relatively easy to nullify a single target or a small
group of targets, but nullifying a more powerful being (such
as a demigod or greater entity) or another major artifact
taxes the Annulus to its limits. If it is used to nullify a more
powerful being or another major artifact, the Annulus
succeeds but is destroyed in the process and cannot be
retrieved by any means.
Aquabus

An aquabus is a second generation aglootech two-handed firearm which uses two tanks of gas (oxygen and methane) to create its explosive propellant. They fell out of usage several decades ago because they are heavy and very dangerous compared to the newer aglootech models, the fizzlepops. Additional statistics for the aquabus (as described in Paizo Publishing’s ULTIMATE EQUIPMENT) are Misfire: 1-2 (5 ft.) and Capacity: 1.

Aglootech firearms are also examined more closely later in this chapter.
Athanatic Essence

**Element** wood; **Type** simple blast (Sp); **Level** —; **Burn** 0

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

You blast the target with the searing power of life. 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.
Band Battle

*Your glorious sound permits no other noise to be heard.*

**Prerequisites:** Rock-out class feature.

**Benefit:** You and all allies within 30 feet of you reduce sonic damage by the minimum damage of your rock-out class feature if you have used your rock-out or solo class feature within the last 3 rounds.
Avenging Revenant's Advance

**Discipline:** Unquiet Grave (Stance); **Level:** 3

**Prerequisites:** 1 Unquiet Grave maneuver

**Initiation Action:** 1 swift action

**Range:** Personal

**Target:** You

**Duration:** Stance

**DESCRIPTION**

When you assume this stance, your skin pales and your breath fogs with the chill of the grave. While you maintain this stance, you are healed by negative energy and harmed by positive energy, just as an undead creature is (you gain no other benefit or drawback of being undead). Additionally, the unstoppable vengeance of revenants drives you: your movement speeds may not be reduced to less than 1/2 their normal value while you maintain this stance.

*Grave Call:* An undead creature maintaining this stance is healed by cold damage in the same manner that it is healed by negative energy damage instead of the normal effects of this stance. Its movement speeds still cannot be reduced to less than ½ their normal value while it maintains this stance.
Arboreal Infusion

**Element(s)** wood; **Type** substance infusion; **Level** 7; **Burn** 4

**Associated Blasts** autumn, chlorophyll, great oak, nightshade, ravaging nature, petrolic, spring, summer, venus, winter, wood

**Saving Throw** Fortitude negates (see text)

Your blast contain seeds that feed off of others. Whenever an infused blast hits a living foe and deals damage to them, a seed is embedded inside of them, drawing on their life force for 1 round per 2 kineticist levels you possess. At the beginning of the foe’s round, they must succeed a Fortitude save or take 1 Constitution damage; two successful saving throws in a row ends this effect. If this damage reduces the foe’s Constitution score to 0, their body is consumed, and a Large tree of your choice appears in their square, rooted into the ground. Multiple uses of this effect stack, although only one tree is produced upon a foe’s Constitution score being reduced to 0.
Banish

**Discipline:** Psychoportation; **Level:** Gambler 6, nomad 6

**Display:** Auditory and material

**Manifesting Time:** 1 standard action

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

**Targets:** One or more extraplanar creatures, no two of which can be more than 30 ft. apart

**Duration:** Instantaneous

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

**Power Points:** 11

You force extraplanar creatures out of your home plane.
As many as 2 Hit Dice of creatures per manifester level can
be banished.

**Augment:** For every 2 additional power points you spend,
this power’s save DC increases by 1 and your manifester
level increases by 1 for the purpose of overcoming power
resistance.

## Banish (Mythic)

If the target is a non-mythic extraplanar creature, it receives no saving throw to avoid being sent back to its proper plane, and there is no chance it will be sent back to plane other than its own. A mythic creature gains a saving throw to resist the power, but you may add your mythic tier to manifester level checks to overcome its power resistance.
Bandolier of Warping

**Descriptors:** Teleportation

**Class:** Daevic, Eclipse, Guru, Kheshig, Stormbound, Vizier

**Slot:** Belt

**Saving Throw:** None

*This bandolier is fitted with numerous hooks, pouches, and loops designed to hold all manner of weapons. Once a weapon is attached, its edges begin to fray and blur as if its location in space was warped.*

Shaping this veil grants you a bandolier that allows you to call weapons sheathed upon it quickly to your hands, and returns those weapons to the bandolier if they leave your grip. Up to two one-handed melee weapons or up to four light melee weapons can be sheathed in this veil (or two light weapons and one one-handed weapon). A weapon sheathed in the veil becomes attuned to it, gaining a number of benefits until a new weapon is sheathed in its place or until the veil is unshaped or suppressed. You can also sheathe a weapon produced by a veil in this bandolier, causing it to not dissipate after it leaves your grip for as long as it is attuned to the bandolier. It must still follow the normal rules for sheathing weapons in the bandolier.

You can draw an attuned weapon from the bandolier as a free action, even if it isn’t your turn. If an attuned weapon leaves your grip through your own actions (such as willingly dropping it), you can choose to have it immediately teleport itself back to its sheathe in the bandolier as a free action, even if it isn’t your turn. If you make a thrown weapon attack with an attuned weapon, you can choose to have that weapon automatically teleport back to its sheathe in the bandolier after the attack is resolved. If a weapon is removed from your person by another creature (such as if it is disarmed) the weapon’s attunement to the bandolier is broken until it is sheathed anew.

In addition, weapons attuned to this veil are constantly shifting through space, making them more difficult to strike. You gain a +2 bonus to your AC and CMD against attacks or combat maneuvers that would affect your attuned weapons.

**Essence:** For each point of essence invested in this veil, the range increment of weapons attuned to the bandolier increases by 10 feet, and the bonus to AC and CMD against attacks and combat maneuvers targeting your attuned weapons increases by 1.

**Chakra Bind (Belt): [D13, E18, G17, K14, St14, Vi16]** Binding this veil to your Belt chakra dramatically increases the power of your thrown weapons, and allows any weapon sheathed in the bandolier to be thrown.

All weapons attuned to the bandolier gain the ability to be used as thrown weapons with a range increment of 10 feet.

Any weapon that already had the ability to be thrown instead has its abilities further enhanced by the veil. The thrown weapon deals damage as if it were one size category larger, and when thrown the weapon teleports to avoid obstacles. This allows the attack to ignore the effects of any cover between you and the target, though you must still have line of sight and effect to the target of your attack.