recursal/Fanatic-Fandom huggingface dataset:
Absorb Violent Energies

**Prerequisite(s)**: Kineticist 1st, cannot possess cold blast.

**Benefit**: You permanently gain vulnerability to cold. This effect is a one-time penalty; this effect does not stack. You cannot learn any kinetic blast which deals cold damage; if your primary element is water and you choose to expand into water, you do not gain cold blast or ice blast. You gain your choice of one of the following: DR 1/–, electricity resistance 2, fire resistance 2, sonic resistance 2. In addition, whenever you take damage that is partially or totally negated by use of this feat, you are treated as if you had used the gather power class feature as a move action in the previous round. If you possess Incredible Hidden Power, you gain neither the benefits nor the drawbacks of this feat while in your social identity.

**Special**: You can select this feat multiple times; its effects stack if you choose the same type of resistance, though you may choose a different type of resistance each time. If you already possess this feat, you can select it again through the elemental annihilator’s bonus feats class feature or in place of a utility wild talent.
Adaptation

**Design** alteration (enhancement); **Level** 6

**Casting Time** 1 standard action

**Range** personal

**Target** you

**Duration** 1 hour/level (D)

You grant yourself the ability to adapt to any environment, even those that are outright dangerous. You can adapt to underwater, extremely hot, extremely cold, or airless environments, allowing you to survive as if you were a creature native to that environment. You can breathe and move (though penalties to movement and attacks remain), and you take no damage simply from being in that environment. You need not specify an environment when using this script; your body will instantly adapt to any hostile environment as needed throughout the duration.

**Overload**: For every runic charge overloaded into this script, you can target an additional willing creature. The creatures must be within 10 feet of you to be targeted with this script, but can then move away from you once the casting is complete. In addition, certain runic charge designs grant additional benefits to each targeted creature, based on the type of charge used:

* *Creation*: You become warded against extreme environmental features such as acid, lava, fire, and electricity. Any environmental feature that normally directly deals 1 or more dice of damage deals you only half the usual amount of damage.
* *Invocation*: You may move through any sort of undergrowth (such as natural thorns, briers, overgrown areas, and similar terrain) and across difficult terrain at your normal speed and without taking damage or suffering any other impairment. Thorns, briers, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.
* *Revelation*: You adapt to lower lighting conditions, granting you low-light vision and darkvision 60 feet.
Alienation

**Discipline:** Telepathy (Compulsion) [Mind-Affecting]; **Level:** Highlord 4, tactician 4, telepath 4

**Display:** Auditory, mental

**Manifesting Time:** 1 standard action

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

**Target:** 1 living creature

**Duration:** 1 round/level

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

**Power Points:** 7

You close off the centers of the subject’s mind that deal
with communication and social interaction. The subject
effectively loses knowledge of all languages (including
telepathic and body language) and is treated as illiterate for
the duration of the power. He may still “speak” and provide
verbal components, and to him they sound completely
normal, but to anyone else they appear as complete
gibberish.

The subject is unable to understand anyone else on any
level and is unable to determine friend from foe. This
prevents things such as Sense Motive, the Aid Another
action (or benefits from another’s Aid Another), any skill
check involving communication (including Linguistics),
using teamwork feats, knowing if a magical effect used on
him is harmless or not until it hits him (thus, he attempts
a save against all effects he could) unless he makes a
successful Spellcraft check to identify the effect, gaining the
benefits from abilities such as bardic performance, or using
any Charisma-based skill check (except Use Magic Device).

The target no longer counts as an ally for the purposes
of determining flanking and all creatures who threaten
the subject are considered allies for their own flanking
purposes. In addition, the subject cannot make attacks of
opportunity while under this effect.

The subject still understands if his attacks or powers are
successful.

**Augment:** For every additional power point you spend,
this power may affect an additional target. No two targets
may be further than 15 feet apart. For every 2 power points
spent this way, the power’s save DC increases by 1.
Air Tank, Pressurized

**Price** 25 gp; **Weight** 30 lbs.

**Category** Adventuring Gear

An air-breathing adventurer would need to bring over a dozen tanks full of air with her to have enough to breathe for even a single hour. Since this is impractical, alchemists developed a technique to store greater amounts of air in a smaller volume using pressure. Each pressurized air tank is a little smaller than half the size of a tank, but it contains enough air for a swimming character to breathe for 1 hour (the pressurized air itself weighs 7 pounds, so an empty tank weighs only 23 pounds). When a small crank is manipulated as a standard action, the tank releases just enough air for a breath, which the diving character breathes in through a straw-like tube with a semipermeable end piece that allows air out but not water in. The process of refilling the air tank requires 5 gp of materials and a successful DC 20 Craft (alchemy) check (failure destroys the tank) or the services of a kineticist with basic aerokinesis.
Adrenal (Psion Discipline)

**Replacement Abilities:** The following discipline abilities replace the metabolic healing and shared effect abilities of the psychometabolism discipline.

### **Activated Glands (Su)**

Starting at 2nd level, when you manifest a psychometabolism power while maintaining psionic focus, you gain a +1 dodge bonus to AC and Reflex saves for a number of rounds equal to the level of the power. This bonus increases by +1 every four psion levels thereafter.

### **Got My Own Back (Su)**

Starting at 8th level, any time you manifest a psychometabolism power with a range of personal, you can expend psionic focus to gain a +4 insight bonus to attack and damage rolls made as part of attacks of opportunity for a number of rounds equal to twice the level of the power.
Aberrant Form

The daeva within you is a bit different from its kin.

**Prerequisites:** Cha 15, Passion class feature.

**Benefit:** Select one veil granted by your Passion, and one veil from the daevic veilweaving list. You permanently remove the selected Passion veil from your list of Passion veils and replace it with the selected veil from the daevic veilweaving list.
Adept Soul Forger

When using this optional ruleset, when a character reaches 3rd level they can choose to become an adept soul forger, allowing them to gain the ability to forge a soul available to the soulforge in exchange for a number of their feats as they increase in level. When a character chooses to become an adept soul forger, they lose their feat gained at character level 3, and do not gain a feat at 7th, 11th, 15th, and 19th level. The character chooses a single forged soul available to the soulforge; they gain the benefits of that soul, treating their effective soulforge level as their character level-2 when determining its effects. Once this choice has been made, it cannot be changed. They treat their forged souls associated skills as class skills, but they do not gain any skill ranks to assign to those skills. The character does not gain the ability to shape their forged soul’s associated veils, nor do they add them to their veil list. If the character has the ability to shape veils, or later gains the ability to shape veils, they add their forged soul’s associated veils to their veil list. A character who wishes to become an adept soul forger must also meet the following prerequisites:

* Wisdom score of 13 or higher.
* Must have the Skill Focus feat with one of their selected forged soul’s associated skills.
* Must not already be able to forge a soul. If the character later gains the ability to forge a soul, they lose the benefits of being an adept soulforger, immediately gaining any feats they traded away for this ability.
Aligned Infusion

**Element(s)** universal; **Type** substance infusion; **Level** 3; **Burn** 2

**Associated Blasts** any

**Saving Throw** none

Your blasts are more dedicated than most. Select one component of your alignment (good/evil/law/ chaos); your blasts are treated as that alignment for the purposes of penetrating damage reduction and negating regeneration. Whenever an infused blast hits a foe that has an opposed alignment to your blast, increase all DCs associated with this blast by 1. This blast’s aura gains the descriptor matching the chosen alignment (for example, a lawful aligned infusion fire blast has an aura of evocation [fire, lawful]).
Aberrant Anatomy II

**School** transmutation (polymorph); **Level** alchemist 5, cabalist 5, occultist 5, psychic 6, spiritualist 5, sorcerer/wizard 6

This spell functions as *aberrant anatomy I*, except it also allows you to assume the form of a Tiny or Large creature of the aberration type. Your base speed can’t increase above 90 this way. If the form you assume has any of the following abilities, you gain those abilities: burrow speed 30 feet, climb speed 60 feet, fly speed 60 feet (good maneuverability), swim speed 60 feet, all-around vision, blindsense 30 feet, darkvision 60 feet, low-light vision, scent, see in darkness, sense blood, sin-scent, tremorsense 30 feet, acid injection, adhesive, barbed carapace, bleed, blood drain, blood siphon, compression, constrict, corpse lure, corrosive blood, crab walk, deadly pincers, deaf, expert climber, faceless (does not grant any senses), ferocity, float, grab, heat adaptability, lashing strike, marrow drain, mimic object, muddy cloud, no breath, penetrating jaws, poison, pounce, pull, sinful bite, sinkhole, slashing scales, slippery, sound mimicry, strangle, tentacles, trample, trip, and undersized weapons. If the creature has immunity to mind-affecting effects or poison, you can a +4 resistance bonus on saves against those effects. If the creature has any weakness, you gain those weaknesses.

* *Tiny Aberration*: If the form you take is that of a Tiny aberration, you gain a +6 size bonus to your Dexterity score and a -2 penalty to your Strength score.
* *Large Aberration*: If the form you take is that of a Large aberration, you gain a +4 size bonus to your Strength and Constitution scores and a -2 penalty to your Dexterity score.
Absentia

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

**Prerequisite(s)** emptiness

You are always under the effect of *nondetection* as if you had cast it on yourself. If the effect is dispelled, you can call it forth again as a standard action. You can accept 1 point of burn to grant a creature touched the effects of *nondetection*.
Anchoring Spirit

**Discipline:**Veiled Moon (Stance)

**Level:**8

**Prerequisites:**Three Veiled Moon maneuvers

**Initiation Action:**1 swift action

**Range:**Personal

**Target:**You

**Duration:**Stance

The Veiled Moon disciple pulls himself fully into the Ethereal and manifests a ghostly apparition of his form upon the Material, and in doing so he locks his immediate area for travel through the Ethereal or Astral plane. While in this stance, the initiator gains the incorporeal subtype and anyone within 30-ft. of his position who attempts to use an effect with the [Teleportation] type likely fails. The disciple can exclude allied creatures from this effect. Those effected can attempt an opposed initiator level check (using their caster or initiator level) to successfully execute their teleportation effect. Once outside of this stance’s range, creatures are no longer affected. If two or more instances of Anchoring Spirit overlap, they cease functioning until separated. This is an Ethereal plane using maneuver.
Age, Height, and Weight

## **Starting Ages**

Intuitive: Includes Aegis, Barbarian, Daevic, Harbinger, Malefex, Mystic, Rajah, Rogue, Sorcerer, Soulknife, Wilder

Self-Taught: Includes Bard, Fighter, Guru, Marksman, Medic, Paladin, Ranger, Psychic Warrior, Warder, Warlord, Zealot

Trained: Includes Cleric, Druid, Monk, Psion, Stalker, Vizier, Wizard

## **Lifespans**

\* Do not age beyond adulthood (receive no physical penalties or mental benefits) and are immortal.

\*\* Eiremians tend not to age so much as *wither*. An old eiremian may appear corpse-like, and near their end could be confused with a lich.

\*\*\* Ethumions tend to age far better than most races, appearance-wise. Their bodies do slowly break down internally, however. They tend to simply expire when their time is up, rather than slowly drifting into old age.

## **Average Height and Weight**

The first Bloodforge book did not list the base heights and weights of races along with modifiers, instead only listing the average height and weight.

## **Base Height and Weight**

\* The following information is in reference to a mineralites’ projected form. In their gemstone form, they are Fine sized, typically less than 2 inches across on their largest axis, and weigh less than half a pound. Different heights and weights are listed for males and females, because although mineralites themselves show no actual sexual dimorphism, many choose to project one or the other gender in their form.
Alternate Focus Powers

A shattered mind or cryptographer gains the following
alternate focus powers in place of the listed abilities.
Otherwise, focus powers function normally. Any focus
powers that apply to spells apply to the appropriate
powers manifested by the character (for example, an
evocation implement’s Intense Focus ability would
increase the damage of psychokinesis powers). A focus
power that allows a character to use an object as an
additional focus requires them to have that object in
hand when manifesting the power of the appropriate
discipline, even though psionic powers do not normally
have material components or focuses.

### **Conjuration Implements**

The Conjure Implement
and Psychic Fog focus powers have different effects for
a psionic occultist.

*Create False Implement (Su)*: You can expend 1 point
of mental focus to create a temporary copy of one of
your psicrystal implements. This implement functions
as a masterwork version of the item you turned into
that psicrystal implement. It does not have any of the
magical or psionic properties that the real version did,
nor is it a psicrystal or a creature like the real version is.
However, having it on your person or within your reach
allows you to manifest the psionic powers stored in that
implement. The implement can't be used to store mental
focus or create any effects that require mental focus. The
implement lasts for 10 minutes per shattered mind level
you possess.

This ability alters Conjure Implement.

*Psionic Fog (Ps)*: As a standard action, you can expend
1 point of mental focus to create a cloud of fog. This fog
lasts for 1 minute per shattered mind level you possess.
It functions as fog cloud, except it can't be dispersed by
wind. At 7th level, you can expend 1 additional point of
mental focus when creating this fog, causing it to become
more tangible and function as solid fog, except it doesn't
slow down any creature that has the psionic subtype.
When you create a solid fog in this way, its duration is
reduced to 1 round per shattered mind level you possess.
You must be at least 3rd level to select this focus power.

This ability replaces Psychic Fog.

### **Sacred Implements**

If a shattered mind adopts a
sacred implement when he gains access to an implement
school, the –1 penalty to his caster level for the spells
of the implement’s opposition school is applied to his
manifester level for powers of that school’s equivalent
disciplines instead.
Animate Armor

**School** transmutation [metal]; **Level** occultist 3, psychic 3, sorcerer/wizard 3, vanguard 3

**Casting Time** 10 minutes

**Components** V, S

**Range** touch

**Target** one suit of full plate sized for a Medium creature

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

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

You breathe life into a suit of armor, turning it into a construct under your control.

This spell turns the suit of armor into an animated creature that fights beside you. It has the same statistics as a guardian phantom armorB4, except that it loses the undead type, channel resistance, and undead traits and gains the construct type and construct traits. It gains an additional 20 hit points for being a Medium-sized construct. The animated armor is proficient with all simple and martial weapons that you provide it with. The armor acts like a summoned creature under your control and follows your orders to the best of its ability. If the armor targeted has magical properties, the animated armor gains those properties.

The armor must be unworn and not broken to be targeted by *animate armor*. If the animate armor takes enough damage to be killed, the spell ends and the armor falls to the ground, gaining the broken condition (unless the effect that killed it would utterly destroy it, such as *disintegrate*, in which case the armor is destroyed).
Akashic Supply

Your internal reserves ensure that your ammunition never exhausts

**Prerequisites**: Con 13 or ability to shape veils

**Benefits**: You gain the ability to invest essence into a weapon you are carrying. For every point of essence invested, you may make one attack per round with that weapon which does not consume ammunition or charges. This ability does not enable you to make additional attacks per round with a weapon.

You gain one point of essence.
Alacrity on Wing

**Discipline:**Thrashing Dragon (Counter)

**Level:**7

**Prerequisites:**Two Thrashing Dragon maneuvers

**Initiation Action:**1 immediate action

**Range:**Personal

**Target:**You

**Duration:** Instantaneous

With reflexes honed from many combats, the disciple may react to danger with speed so great he may even attack multiple times while he evades the unlucky attacker. The initiator makes an Acrobatics check opposed by the target’s attack roll. If successful the attack is negated and the initiator may make a melee attack with two wielded weapons or unarmed strikes, each dealing an additional +2d6 points of damage.
Alter Weapon, Greater

**School** transmutation; **Level** bloodrager 3, elementer 3, magus 3, occultist 3, psychic 3, shaper 3, sorcerer/wizard 3, vanguard 3

This spell functions like *alter weapon*, except that for the duration of the spell you can use a swift action to change the shape of the weapon. You can do this any number of times for the duration of the spell, but you must be touching the targeted weapon to change its shape again
Anima, Lesser

**Design** creation (animation); Level 3

This script functions as *anima*, except it creates a lesser anima (see stat block). When choosing an ability for your lesser anima, you choose from the following list:

* 10 additional hit points.
* +2 deflection bonus to AC.
* +2 resistance bonus to all saving throws.
* +1 morale bonus to attack and damage rolls.
* Damage Reduction 2/magic.
* Resistance 10 to your choice of acid, cold, electricity, or fire damage.
* Natural attacks are magic, silver, and cold iron for the purpose of overcoming damage reduction.

**Overload**: For every runic charge overloaded into this script, the duration increases by 1 round. For every two charges used, you can select an additional ability. Additionally, each charge grants you additional choices of ability to grant the *lesser anima*, as follows:

* *Alteration*: The anima gains a climb speed or swim speed equal to its land speed (choose one).
* *Creation*: The anima can cast *bolster* at-will as a spell-like ability. This does not generate runic charges, nor can it be overloaded.
* *Destruction*: The anima gains the Power Attack feat.
* *Invocation*: The anima can create a beam of energy as a ranged touch attack with a range of close (25 ft. + 5 ft./2 levels). Choose either acid, cold, electricity, or fire, chosen when you grant the anima this ability. The beam deals 1d10 damage of the chosen type per three Hit Dice the anima has. Using the beam is a standard action that provokes attacks of opportunity.
* *Manipulation*: +20 foot bonus to land speed.
* *Revelation*: The anima gains ranks in Perception equal to your caster level (max 20 ranks).

## **Lesser Anima (CR 2)**

**XP** 0

N Medium Construct

**Init** +2; **Senses** darkvision 60 ft., low-light vision; Perception +0

### DEFENSE

**AC** 19, touch 12, flat-footed 17 (+2 Dex, +7 natural)

**hp** 36 (3d10+20)

**Fort** +1, **Ref** +3, **Will** +1

**Immune** construct traits

### OFFENSE

**Speed** 20 ft.

**Melee** 2 slams +7 (1d4 + 4)

**Space** 5 ft.; **Reach** 5 ft.

### STATISTICS

**Str** 19, **Dex** 14, **Con** —, **Int** —, **Wis** 11, **Cha** 10

**BAB** +3, **CMB** +7; **CMD** 19
Animal Ferocity (Mythic)

When others would go down, you fight even harder, surprising would-be victors at the last.

**Prerequisite**: Animal Ferocity.

**Benefit**: When you benefit from the Animal Ferocity feat, you may expend one or more uses of mythic power as part of your attack roll, gaining a +5 bonus on your attack roll for each use of mythic power you expend.
Abyssal Drive

**Discipline**: Black Seraph (Strike); Level: 6

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

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

**Range**: Melee attack

**Target**: One creature

**Duration**: Instant

The path of the conqueror demands satisfaction, and the disciple of the Black Seraph learns perfection in conquest by the ever progressing tide of battle. Pressing forward with infernally enhanced power, the disciple moves to devastate his next foe with the rage within his soul. The disciple makes a charge attack which does not provoke attacks of opportunity, and this inflicts an additional 8d6 points of damage and leaves his foe sickenedfor 1d4 rounds. If the victim successfully makes a Fortitude save (DC 16 + initiation modifier), he negates the sickened condition. When making a charge attack with this strike, he does not suffer the standard -2 Armor Class penalty.
Animal Affinity, Lanis’s

**Discipline:** Psychometabolism; **Level**: Cryptic 2, egoist 2, gambler 2, highlord 2, psychic warrior 2, vitalist 2

**Display:** Material

**Manifesting Time:** 1 standard action

**Range:** Personal

**Target:** You

**Duration:** 1 min./level

**Power Points:** 3

You forge a psychometabolic affinity with an idealized animal form, thereby boosting one of your ability scores (choose Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma). The power grants a +4 enhancement bonus to the ability score you choose, adding the usual benefits provided by a high ability bonus. Because you are emulating the idealized form of an animal, you also take on minor aspects of the animal you choose. If you choose to increase the ability you use to manifest powers, you do not gain the benefit of an increased ability score long enough to gain any bonus power points for a high ability score, but the save DCs of your powers increase for the duration of this power.

**Augment:** For every 5 additional power points you spend, this power grants a +4 enhancement bonus to another ability score.

## Animal Affinity, Lanis’s (Mythic)

You gain a bonus to checks for the selected ability score equal equal to half your mythic tier, and once during the power’s duration you can elect to reroll either a skill check based on that ability score, a Fortitude saving throw if you selected Constitution, a Reflex saving throw if you selected Dexterity, or Will saving throw if you selected Wisdom. This reroll must be used immediately after the result of the first roll is determined, and the reroll must be used even if it is worse than the original roll.

**Augmented (6th):** If you expend two uses of mythic power, the +4 enhancement bonus is increased to +6.
Amulet of War

**Aura** Faint Enchantment **CL** 5th

**Slot** Neck **Price** See text; **Weight**

**DESCRIPTION**

This silver pendant hangs off a silver chain houses a tiny cabochon
ruby that has been pierced by an even smaller weapon.

Each Amulet of War is attuned to a specific weapon. Whenever a
Rajah makes an attack using their vassalage class feature, if they are
proficient in this weapon and the amulet is active, they may choose
to use that weapon in place any weapon, natural, or unarmed strike
they may possess, creating an ephemeral copy to use for that attack.
The Rajah must have enough hands free to wield his ephemeral
copy. Activating this amulet is done as a draw-equivalent action, and
deactivating this amulet is done as a sheathing-equivalent action.
Activating and deactivating this amulet counts as drawing and
sheathing the weapon for any and all purposes. Ranged weapons
produce their own basic ammunition. This weapon is always sized to
the wielder, unless they would have an ability, feat, class feature, etc
that allows them to wield a weapon of smaller or larger size with no
or reduced penalty. Otherwise, this counts as the keyed weapon for
all intents and purposes.

Furthermore, this amulet can gain enhancement bonuses, treating
these bonuses as weapon enhancements on the weapon when used through the vassalage class feature. The prices for enchanting this amulet is listed below.

\*A weapon can’t have an enhancement bonus than +5. Use these lines to determine the price when special abilities are added in.

For example, a Rajah with a dagger could use an Amulet of War (Scythe) to deal 2d4 points of damage instead of 1d4 points, with a crit range of 20/x4, or an +1 flaming Amulet of War (Longspear) to deal 1d8+1 points of damage plus 1d6 points of fire points of damage with the Reach property, before any other bonuses are factored in, such as strength modifiers, feats, class features, or similar abilities.

This amulet costs 50 gold pieces, unless the weapon that is attuned to it costs more, in which case its costs is equal to the weapon. The crafting cost for this amulet is 1/2 the cost to purchase it.

**CONSTRUCTION**

**Requirements** Craft Wondrous Item, Vassalage class feature. **Cost** See Text
Adaptive Utility

**Prerequisite(s)**: Utility wild talent class feature

**Benefit**: You treat the effective spell level of all utility wild talents as 1/2 your kineticist level for determining their DCs.

**Normal**: Utility wild talents have their effective spell level treated as their level for determining their DCs.

**Special**: Legendary kineticists who take this feat instead increase the DCs of their utility wild talents by 1.
Altered Penumbra

**Discipline:**Veiled Moon (Counter) (Teleportation, Figment)

**Level:**3

**Prerequisites:**One Veiled Moon maneuver

**Initiation Action:**1 immediate action

**Range:**Personal

**Target:**You

**Duration:** Instantaneous

Position is relative to the Veiled Moon disciple’s thinking, and his position in the universe is mutable. Using these principles, the disciple may circumvent reality to remove himself from harms way when necessary. The initiator makes a Stealth check opposing the attacker’s Perception check. If successful then the initiator may teleport to any spot within 10- ft. away from his current position and leave a *minor image* duplicate of himself behind to take the attack of his foe in his place. *Minor images*created by this counter last for 1d4 rounds or until dispersed. This ability may be used to defend against spells and effects that directly target the initiator with an attack roll (such as ranged touch effects) or for those that allow for a Reflex save. If the attack would still encompass an area to where the initiator is teleporting (such as with the *fireball*spell he has not vacated), the initiator would still be struck by the attack.
Aetheric Song Blast

Aether saturations can be found where creatures associated with the Ethereal Plane are common, and occur frequently where powerful ethereal eddies and rifts to the Ethereal Plane are.

Another example is a deep, foggy marsh filled with harps and benches composed of etheric energy where an eerie song is played. A creature may sit at a bench and play, and must make a DC 15 Perform (strings) or Dexterity check. Failing this check by 4 or less has no consequences, but failing this check by 5 or more causes them to suffer 2 points of ability drain to their Charisma score. A creature whose Charisma score would be reduced to 0 or lower by this ability drain instead instantly heals all Charisma drain, being affected by a *feeblemind* spell and ceases aging, being forced to perform until another creature next to them successfully performs the song. A creature who makes four successful checks has managed to complete the song and gains a permanent +1 to their Dexterity score, and telekineticists who pass this trial also are granted access to the aetheric song blast infusion.

## **Aetheric Song Blast**

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

**Associated blasts** telekinetic

**Saving throw** None; **Spell Resistance** no

The foe is forced to feel the song of the lost resonating through their body. You cause half of the damage from this blast to be treated as sonic damage. This infusion does not count against the limit of 1 substance infusion for the purposes of how many infusions can be added to a blast.
Admixed Power

You can combine energy types in your powers.

**Benefit:** To use this feat, you must expend your
psionic focus. When you manifest a power that deals cold,
electricity, fire, or sonic damage using this feat, choose
an additional energy type. The power counts as being
both energy types and only the lowest resistance works
against the admixed power. Using this feat increases the
power point cost of the power by 2. The power’s total
cost cannot exceed your manifester level.
Accelerated Healing

You have honed your powers of regeneration to almost supernatural levels.

**Prerequisite:** Trueform subtype, regrow limbs ability.

**Benefit:** You regain 1 hit point each hour. In addition, a trueform with this ability can regrow severed or destroyed limbs, tentacles, tendrils, tails (etc.) in 3d4 days (instead of 3d4 weeks).
Adamantine Shell

**Discipline:** Iron Tortoise (Counter)

**Level:** 8

**Prerequisites:** 3 Iron Tortoise Maneuvers

**Initiation Action:** 1 immediate action

**Range:** Personal

**Target:** You

By seemingly empowering his shield with his will
and perfectly setting himself against an attack, the
Iron Tortoise master may attempt to render almost
any attack against his person harmless. The initiator
makes an opposed attack roll using his base attack
bonus plus shield bonus to AC which if successful
negates the attack. On a failed opposed attack roll,
instead gain DR 40/- against that attack.
Acidic Mass

**Descriptors:** Acid, Fleshwarp

**Class:** Daevic, Eclipse, Promethean

**Slot:** Belt

**Save:** Reflex (see text)

*Your skin calcifies as acid-filled tumors grow from your flesh, utilizing your own bodies fortuitousness to bolster your defenses and retaliate against your foes.*

Shaping this veil armors your flesh and allows you to retaliate against your foes with acid. Your armored flesh acts as medium armor, granting you a natural armor bonus equal to 4 + your Constitution modifier, while lowering your movement speed as if wearing medium armor and imposing a -4 Armor Check Penalty, a +0 Maximum Dex Bonus, and a 25% Arcane Spell Failure Chance. This bonus to natural armor stacks with other sources. You are always considered to be proficient with this veil, even if you lack proficiency with medium armor.

Whenever you are struck by a melee attack and take damage, as an attack of opportunity you may retaliate against that creature with acid. The foe who struck you takes a number of points of acid damage equal to your Constitution modifier (Reflex half). When determining the saving throw DC of this effect, you may use the higher of your veilweaving modifier or your Constitution modifier.

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

**Essence:** For each point of essence invested in this veil you deal an extra 1d4 points of damage with your retaliatory acid. For each odd point invested, you gain an extra attack of opportunity each round that may only be used with this veil. For each even point invested, the natural armor granted by this veil increases by +1.

**Chakra Bind (Belt):** Binding this veil to your Belt chakra grants you greater control over your acid. In addition to the base effects of this veil, whenever you successfully strike a target with a melee weapon attack or melee touch attack, you may spend an attack of opportunity to add acid damage equal to your Constitution modifier to your damage roll. This damage increases by +2 per point of essence invested in this veil.
Air Shroud

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

You are always surrounded by air, as *air bubble*UC. As a standard action, you can accept 1 point of burn to extend the effect to a number of additional creatures equal to your Constitution modifier for 1 minute per kineticist level you possess.

## **AIR SHROUD, GREATER**

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

**Prerequisite(s)** air shroud

Your air shroud improves, granting you the benefits of *life bubble*APG. When you accept burn to grant the benefit to others, the benefit lasts until the next time your burn is removed.
Accelerate Body

**Discipline:** Psychometabolism; **Level:** Cryptic 2, psion/wilder 2, vitalist 2

**Display:** Visual

**Manifesting Time:** 1 standard action

**Range:** Touch

**Target:** One living creature

**Duration:** Instantaneous

**Saving Throw:** Fortitude (see text); **Power Resistance:** No

**Power Points:** 3

You accelerate the body of the touched target and you can choose to affect only detrimental effects, only positive effects or all effects.

*Detrimental:* Every poison, disease, ongoing spell effect with a negative effect over time triggers once more as if at least one day had passed (reducing onset time, triggering more saves against diseases or poisons, but only one and so on). A successful saving throw does not count toward ending the affliction, and this extra save does not change the timing of the next save against the affliction. The target can make a Fortitude save to negate this effect.

*Positive:* The target heals physical ability damage as if they had rested for a day, gain a new save against any ongoing effects or spells that give new saves after a day and heal their hit dice in hit point damage. No save.

*All:* Both of the above effects trigger at the same time. The target gains no save.

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

* If you spend 2 additional power points, the range changes from Touch to Close (25 ft. + 5 ft./2 levels).
* For every 2 additional power points you spend, the effects trigger as if another day had passed.
* For every 2 additional power points you spend, you can affect another target with this power.
Adorned Fists

*Your fists are adorned with the powers of your treasures that would normally only affect your weapons.*

**Prerequisites:**
Ability to adorn akashic treasures

**Benefit:**
You can adorn your veils that modify, affect, or empower your unarmed strikes with treasures that can normally only adorn veils that produce melee weapons, manufactured weapons, or any type of weapon (such as adorning the Astral Pugilism or Forcestrike Knuckles veil with the Voidsphere treasure). You may apply the effects of these treasures to, or utilize the abilities of those treasures with, your unarmed strikes. If one of those treasures has an effect that triggers upon unsheathing or conjuring a weapon, or requires unsheathing or conjuring a weapon as part of its effects, you may ‘unsheathe’ your unarmed strike for those effects. Doing so requires the same actions you normally spend to unsheathe a weapon. You are still always considered to be wielding your unarmed strikes, ‘unsheathing’ them in this way does not change that. The manner you use to ‘unsheathe’ your unarmed strikes is determined by you. For example; you could ‘unsheathe’ your unarmed strikes by taking a fighting stance,
striking a pose, or removing your hands from your pockets.

You gain 1 point of essence.
Adamantine Infusion

**Element(s)** earth or machine; **Type** substance infusion; **Level** 3; **Burn** 2

**Associated Blasts** forge, junk, metal, meteor, nano, quicksilver, radio, rust

Your blast is strong enough to shatter most objects with ease. This blast can ignore up to 20 hardness of any object it connects against as well as being treated as adamantine for the purpose of bypassing damage reduction.
Amateur Investigator (Mythic)

Your inspiration unlocks unsuspected talents for investigation in you.

**Prerequisite**: Amateur Investigator.

**Benefit**: You gain an investigator talent. You must meet the new ability’s prerequisites, treating your character level as your investigator level.

If you select an ability that modifies abilities you do not have (such as choosing a talent that modifies your studied combat when you have no studied combat) or that requires resources you do not possess (such as taking an alchemist discovery that requires you to being able to create extracts), the new ability is useless until you gain the appropriate ability or resource.

**Special**: If you gain levels in a class that has the inspiration class feature, you can immediately trade this feat for the Mythic Extra Inspiration or Mythic Extra Investigator Talent feat.
Alter Binary Mindscape (Mythic)

You are the master of morphic mindscapes.

**Prerequisite**: Alter Binary Mindscape

**Benefit**: Your enemy must spend 2 additional manifestation points each time he uses a defensive manifestation and 1 additional manifestation point whenever he uses any other manifestation. This extra manifestation point is wasted and does not provide any other benefit, like increasing the number of damage dice dealt by an offensive manifestation. In addition, when your opponent’s offensive manifestation would cause you to become blinded, confused, dazed, entangled, nauseated, or shaken, as an immediate action you can expend manifestation points equal to the number of manifestation points equal to the cost of that offensive manifestation to negate its effect.
Additional Invincibility

Your armor sheds the mightiest blows.

**Prerequisite**: Armored invincibility class feature.

**Benefit**: You gain an additional use of your armored invincibility class feature.

**Special**: You can select this feat multiple times, each time gaining an additional use of your armored invincibility class feature.
Akashic Sadist

### **Exquisite Agony (Su)**

When a member of the akashic sadist’s collective dies, instead of needing to make a save to avoid taking damage, the sadist gains a number of temporary essence equal to half the Hit Die of the creature killed (minimum 1). These points of temporary essence last a number of rounds equal to the sadist’s Wisdom modifier.

*This ability replaces the akashic vitalist’s knacks class feature.*

### **Lingering Pain (Su)**

An akashic sadist of 3rd level learns to make wounds more painful than usual. Any time the sadist inflicts hit point damage on a creature and the sadist is maintaining psionic focus, it also causes bleed damage equal to half the sadist’s level unless the target makes a successful Fortitude save (DC 10 + 1/2 the sadist’s class level + the sadist’s Wisdom modifier).

*This ability replaces the additional veil shaped the akashic vitalist gains at 5th level.*

### **Empowered In Pain (Su)**

At 5th level, the akashic sadist can empower their healing at the cost of the health of a member of their collective. Whenever the akashic sadist heals hit point damage to a creature using a supernatural or spell-like effect, or using one of their veils, the akashic sadist can increase the healing by 50% (rounded up) by expending their psionic focus and causing a number of hit points in damage to one member of their collective equal to the additional healing that would be granted by this ability. The member targeted by this damage cannot be the recipient of the healing (whether directly or through effects such as collective healing) and may attempt a Will save (DC 10 + 1/2 the vitalist’s class level + the vitalist’s Wisdom modifier) to negate the effect, but doing so means the healing is not increased by 50% and psionic focus is still expended. The sadist cannot inflict this damage upon themself.

*This ability replaces the akashic vitalist’s request aid class feature.*
Alternate Conscription

You've broadened your methods of conscripting enemies.

**Prerequisites:** Conscription class feature.

**Benefit:** When you take this feat, you choose a method
of conscription from a different set of highlord tenets. By
expending your psionic focus as a free action, even if it
isn't your turn, you may use the conscription ability of
that tenet as if you were a highlord of that tenet for a
round.
Advanced Constructs

You are especially skilled at creating astral constructs.

**Prerequisite:** Able to manifest *astral construct*.

**Benefit:** You gain additional menu options for astral
constructs, as detailed below.

***Menu A***

* **Armor Spikes (Ex):** The construct’s body is covered in spikes, allowing the construct to deal an extra 1d6 points of piercing damage with a successful trample, constrict, bull rush, or grapple attack. The construct also can make a regular melee attack with the spikes, dealing 1d6 points of damage.
* **Dodge (Ex):** The astral construct gains the Dodge feat even if it does not meet the prerequisites.
* **Psionic Attacks (Su):** The astral construct’s attacks are treated as psionic for the purposes of overcoming damage reduction.
* **Might (Ex):** The astral construct’s melee attacks deal an additional +1 point of damage.
* **Talons (Ex):** The astral construct replaces its slam attacks with claw attacks that deal either slashing or piercing damage, chosen at time of manifestation.
* **Utility (Ex):** Your construct can perform tasks for you. This can include such tasks as cleaning, cooking, or setting up camp, or any other activity that requires a DC 10 or lower skill check. An astral construct with this option does not need to stay close to the manifester and will continue following any given order until given other instructions. You can select this menu option multiple times. Each time, the DC of skill checks the construct can attempt increases by 2. An astral construct with this option that is not used in combat has a duration of 1 hour / level. If it later enters combat, its duration resets to 1 round / level, but suffers a -2 penalty to its attack rolls.

***Menu B***

* **Great Cleave (Ex):** The astral construct gains the Great Cleave feat even if it does not meet the prerequisites.
* **Improved Might (Ex):** The astral construct’s melee attacks deal an additional +3 points of damage. This does not stack with the Might menu option.
* **Reach (Ex):** The astral construct’s reach increases by 5 feet.
* **Stunning Fist (Ex):** The astral construct gains the Stunning Fist feat even if it does not meet the prerequisites. The construct can use Stunning Fist with its slam attack.

***Menu C***

* **Greater Might (Ex):** The astral construct’s melee attacks deal an additional +5 points of damage. This does not stack with the Improved Might or Might menu option.
* **Tail Slap (Ex):** The astral construct gains a tail, giving it a tail slap secondary attack. A tail slap deals 2d8 points of damage.
Acid Rain Blast

**Element(s)** poison and water; **Type** composite blast (Sp); **Level** --; **Burn** 2; **Aura** conjuration (creation) [acid, water]

**Prerequisite(s)** acid blast, water blast

**Blast Type**physical;**Damage**half acid, half bludgeoning

You fuse your acid into a powerful spout of water that batters a foe.
Ablation Field

**Class** Daevic, Helmsman, Nexus, Promethean, Radiant, Vizier

**Slot** Chest

**Saving Throw** none

*The armor surrounding your form becomes fortified, nullifying attacks made against you*

While this veil is shaped, any DR or hardness that you possess is increased by 1.

**Essence**: For every point of essence invested in this veil, the bonus to DR or hardness increases by 1.

**Chakra Bind (Chest): [D19, N18, P18, V18]** While this veil is bound to your chest chakra, you gain the constant benefits of the *energy adaptation* power with a manifester level equal to your veilweaver level.
Anathematic Hand

*The mere touch of your divine arm is enough to make your foes squirm.*

**Prerequisites:** Binding class feature

**Benefit:** When your divine arm is active, creatures you touch with an alignment opposed by your divine arm binding must make a Will save (DC 10 + 1/2 godhand level + Charisma modifier). If they fail, the creature suffers a mild superficial burn, and you become aware of that alignment component of the creature (for example, if you had a good-aligned arm, you would realize the creature you touched is evil, but not know if they are lawful, neutral or chaotic evil). This functions as a supernatural *detect evil/good* spell effect, and effects that block such spells, like an *undetectable alignment* spell, also block this ability.
Alter Currents

**School:** transmutation [water]; **Level:** kahuna 1, sorcerer/wizard 1

**Casting Time:** 1 minute

**Components:** V, S

**Range:** touch

**Area:** immobile 10-ft.-radius emanation

**Duration:** 1 hour/level

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

You subtly enhance or diminish the effects of natural water currents within the spell’s area, which is an immobile emanation around a point touched by you as the spell is cast. Within the area, natural (but not magical) current speeds are either increased or decreased in speed by 20 feet. Alter currents has no effect on magical water current effects.