Two Stellar Variants (Patreon Drop) (Patreon)
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The following veils are variants of two of my favourite veils, twisted into their stellar opposites!
Astral Presence
Descriptors: Light, Teleportation, Variant
Class: Promethean, Radiant, Vizier, Volur
Slot: Head, Neck
Saving Throw: None
The energy of stars flows from you, astral motes of gold-tinged starlight flitting about you in a cyclical spiral.
This veil is a variant of the Pooling Black veil.
Shaping this veil grants you an aura of astral stars that spreads in a 15-foot radius around you, increasing the light levels in the aura’s radius by one step. As a standard action you can touch a willing creature within this aura (other than yourself), allowing the swirling astral energy to carry them on its currents. The touched creature can then spend an immediate action to teleport to a location within the aura of their choice. Unconscious creatures are only considered willing for the effects of this veil if they considered you to be an ally before they fell unconscious, and are teleported to a location of your choice if you teleport them while they are unconscious. An unconscious creature is considered to automatically use their immediate action to teleport.
Whenever you heal a willing creature within your reach as a standard action or greater, you can activate this veil’s ability as a free action to target that creature. If you heal multiple creatures as part of a single standard action, you can only affect one of them using this ability.
Essence: For each point of essence invested in this veil the radius of the aura increases by an additional 5 feet.
Chakra Bind (Head): Binding this veil to your Head chakra allows you to carry yourself upon the astral currents of your aura’s stars, and fall upon those currents to come to an ally in need. As a swift action, you can teleport yourself to a location within the veil’s aura of stars. Additionally, whenever one of your allies would be reduced to 0 or fewer hit points while within your aura of stars, you may teleport to a space that is both adjacent to them and within your aura of stars as an immediate action.
Chakra Bind (Neck): Binding this veil to your Neck chakra grants you all the abilities of the veil’s Head bind, and allows you to more easily call upon the powers of the stars to transport yourself and your allies. The radius of this veil’s aura is doubled, to a radius of 30 feet + 10 feet per point of essence invested in this veil, and you may now use the ability of this veil to teleport any willing creature within the aura rather than needing to touch them.
When you activate the veil’s ability to teleport a willing creature as a standard action, you may teleport a number of additional creatures equal to 1 per 3 points of essence invested in this veil (you still cannot affect yourself).
The range you can teleport willing creatures you heal increases to be equal to the range of the veil’s aura, rather than your reach. If you heal multiple creatures, you can teleport up to 1 of them plus 1 per 3 points of essence invested in this veil, rather than only 1.
Umbral Pugilism
Descriptors: Darkness, Variant
Class: Daevic, Eclipse, Guru, Lunar, Nexus, Promethean, Soulforge, Vizier
Slot: Hands, Shoulders, Belt, Body
Saving Throw: See text
Your body is wreathed in umbral energy, a wavering shroud of inky purple-sheened darkness that follows your movements and allows you to project your actions to reach greater distances.
This veil is a variant of the Astral Pugilism veil.
Shaping this veil coats your body is a thin sheet of umbral energy that mimics your movement and enhances your attacks with deadly energy. If you do not have the Improved Unarmed Strike feat, you gain the benefits of that feat. Whenever you make an attack with an unarmed strike, you can choose to use 1d6 as your damage die. If you choose to do so, this replaces your normal damage die and this damage die cannot be modified by any abilities or effects, such as changes to your size. Additionally, your unarmed strikes and natural attacks count as magical for the purposes of bypassing damage reduction (even if you choose not to replace your damage dice).
By focusing your energy into this veil you can increase the reach of your limbs by mimicking their actions with umbral energy. When at least 1 point of essence is invested in this veil, your reach for the purposes of your unarmed strikes, melee touch attacks, natural attacks, for interacting with objects (such as opening doors, picking locks, and so on) and touching creatures increases by 5 feet. This increase does not stack with other supernatural effects that increase your reach (such as other veils), but does increase with extraordinary increases to your reach (such as from the Lunge feat) or from size increases. This increase in reach does not apply to any attacks you make with manufactured weapons.
Author’s Note: A combat maneuver made using an unarmed strike or natural attack is an attack that benefits from the effects of this veil.
Essence: For every two points of essence invested in this veil beyond the first, the increase to reach provided by this veil increases by 5 feet.
Chakra Bind (Hands): Binding this veil to your Hands chakra further augments your body with umbral energies, allowing you to guide your fists using your akashic powers rather than through physical prowess. You may use the higher of your veilweaving modifier or your Strength or Dexterity when making attacks with unarmed strikes, natural attacks, or melee touch attacks (but not damage rolls). If you make a grapple using an unarmed strike or natural attack, you may use your veilweaving modifier in place of the lower of your Strength or Dexterity for your CMD when defending against a creature attempting to break free of the grapple.
Chakra Bind (Shoulders): Binding this veil to your Shoulders chakra grants you all the benefits of the veil’s Hand bind and allows you to project your umbral energy outwards from your body, creating an umbral sentry. As part of reinvesting your essence you can create an umbral sentry within 5 feet of you, plus 5 feet per two points of essence invested in this veil. You can only have a single umbral sentry active at a time, and while you have an active umbral sentry you lose the benefits of this veil’s increase to your reach. The created umbral sentry takes on your appearance at the time of creation, save this it is formed entirely of inky blackness with a purple sheen when exposed to light. You can recall your umbral sentry or replace it with a new one as part of reinvesting your essence, and your umbral sentry is destroyed when this veil is suppressed or unshaped. It is also destroyed if you leave the same plane as your umbral sentry, or you move further than 100 feet + 10 feet per point of essence invested in this veil from it. Your umbral sentry can be sundered as if it were this veil; successfully destroying the sentry also suppresses this veil. Creatures can move freely through the spaces of your umbral sentry, and it has the same size of space as you.
While you have an active umbral sentry you can perceive the world within 10 feet of it as if you are using your own senses, plus 5 feet per point of essence invested in this veil. You are treated as having darkvision and low-light vision when determining what you can see within this area, even if you lack those abilities normally. You can also speak through your umbral sentry. You can make unarmed strikes, melee touch attacks, natural attacks, or interact with objects or touch creatures using your umbral sentry using your own statistics (including making combat maneuvers using your unarmed strikes, hands, or natural attacks). The reach of actions taken in this way is equal to your base reach, which is increased as per the base effects of this veil (+5 feet when invested with at least 1 essence, increases by +5 feet for every two invested beyond the first). This umbral sentry threatens attacks of opportunity, and counts as an ally for the purposes of flanking (including when flanking with yourself), but you must spend your own attacks of opportunity for the round to make attacks of opportunity using it, and you can only make unarmed strikes, melee touch attacks, or natural attacks using these attacks of opportunity. If you successfully grapple a creature using your umbral sentry, that creature is moved adjacent to the umbral sentry, and you use your own actions to maintain the grapple.
If the umbral sentry is within an area of dim light or darkness, if you make no attacks with it during your turn you can choose to have it blend into the shadows, treating it as having using Stealth with an effective check result equal to 13 + your level + twice the amount of essence invested in this veil + your veilweaving modifier. It remains hidden until you make any attacks using it, or it stops being in an area of dim light or darkness. A hidden umbral sentry does not count as a creature for the purposes of flanking.
Chakra Bind (Belt): Binding this veil to your Belt bind grants you all the benefits of the Shoulders bind, and allows you to place an umbral sentry within the shadow of another creature. Once per round when you successfully touch a creature or hit them with an unarmed strike or natural attack, you can create an umbral sentry in their shadow as a swift or immediate action. An unwilling creature receives a Reflex saving throw to negate this effect. Creatures without shadows are immune to this effect, and you cannot use this ability to create a sentry if it would place you above the maximum number you can create. This umbral sentry share’s the affected creature’s space and moves with them, but otherwise functions as per the umbral sentry created by this veil’s Shoulders bind ability. You use the affected creature’s space when determining your reach and the range you can perceive using your umbral sentry if the affected creature is a different size than you. The affected creature can always perceive the umbral sentry, even if the sentry is hidden while in dim light or darkness. An unwilling creature receives a new Reflex save at the end of each of its turns, forcing the umbral sentry out of their shadow on a successful save. If forced out, the umbral sentry appears in their space. If the sentry is larger than the creature, you choose in which spaces it appears (but it still must share the target’s space).
An umbral sentry within a creature’s shadow is always considered to be flanking that creature for the purposes of attacking them, and any of your allies making a melee attack against a creature who has your umbral sentry within its shadow is considered to be flanking the target with the sentry. This functions even if the sentry is hidden, since the target can always see the sentry.
Chakra Bind (Body): Binding this veil to your Body chakra grants you all the benefits of the Belt bind, and grants you total mastery over your umbral energy. You retain the increase to your reach granted by this veil’s base effects even while you have an active umbral sentry, and you can create more than one umbral sentry at a time, up to a maximum of 1/2 your veilweaving modifier (minimum 2). The reach of your umbral senties is not considered your reach for the purpose of creating additional umbral sentries, but you can create an umbral sentry in the shadow of a creature you successfully hit or touch using a sentry using the veil’s Shoulders bind ability.
Finally, the range you can move from your umbral sentries before they are destroyed increases to 400 feet + 40 feet per point of essence invested in this veil.
OGL
15. COPYRIGHT NOTICE
Open Game License v 1.0 © 2000, Wizards of the Coast, Inc.
System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
Patreon Drop: Two Stellar Variants © 2025 Studio M—, Authors Hal Kennette.
Akasha Retold — Veils of History © 2024 Studio M—, Author Hal Kennette, Anthony Cappel
Pathfinder RPG Core Rulebook, © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.