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The following document contains modifications for The Stormbound to upgrade their [Weapon] and [Armor] veils to the new [Enhanced] veil rules!

Converted Storm Powers

Fury of the Storm (Su)

Benefits: Your weapons are infused with the storm that rages within you. When using a veil with the [Enhanced (weapon)] descriptor, or when using natural weapons granted by a veil, you may choose to use your Stormbound level in place of your base attack bonus when making attacks with manufactured and natural weapons created by those veils, when determining the effects of veils that grant those weapons, and for determining how many attacks you gain as part of a full attack made using those weapons. Additionally, you may use your veilweaving modifier in place of your Strength modifier for damage rolls made using those weapons.

Converted Veils

Molten Scales

Descriptors: Enhanced (scale mail), Fire

Class: Daevic, Stormbound

Slot: Shoulders, Chest

Saving Throw: None

Armor forged from large scales of some ancient volcanic beast, still glowing hot from its inner flame.

Shaping this veil grants you a suit of fiery scale mail infused with your essence. This armor grants a +5 armor bonus to your AC, has a maximum Dexterity bonus of +5, an armor check penalty of -2, and a 10% arcane spell failure chance. As a free action at the beginning of your turn, you can cause the scales that form this armor to become molten and fluid, absorbing damage in exchange for the armor they provide. Doing so reduces the armor bonus provided by this veil by 2 until the beginning of your next turn, in exchange for granting 2 temporary hit points until the beginning of your next turn. This ability can be combined with other similar abilities of this veil, but cannot be used if it would reduce the bonus to armor (not including any enhancement bonus) provided by this veil below 0.

Essence: For each point of essence invested in this ability, the temporary hit points granted by this veil increase by +3.

Chakra Bind (Shoulders): Binding this veil to your Shoulders chakra allows you to expel a cloak of molten ash from your armor. As a free action at the beginning of your turn, you can reduce the armor bonus provided by this veil by 2 until the beginning of your next turn to gain concealment (20% miss chance) until the beginning of your next turn. Any creature who attacks you with its body or a hand-held weapon takes 1d6 fire damage, plus 2 points per point of essence invested in the veil. This ability can be combined with other similar abilities of this veil, but cannot be used if it would reduce the bonus to armor (not including any enhancement bonus) provided by this veil below 0.

Chakra Bind (Chest): Binding this veil to your Chest chakra grants you all the benefits of binding it to your Shoulders chakra, and allows you to convert your entire body into a mass of burning ash and fire. At the beginning of your turn, you can reduce the armor bonus provided by this veil by 2 until the beginning of your next turn to gain DR 10/- and becomes immune to poison, sneak attacks, and critical hits. You can’t attack, cast spells with verbal, somatic, material, or focus components, or use the abilities of veils that require a standard or full-round action while in this form. You can pass through small holes or narrow openings, even mere cracks, with all you were wearing or holding in your hands when you used this ability. You gain a fly speed of 5 feet, +5 feet per point of essence invested in this veil in this form.

This ability lasts until the beginning of your next turn. As long as you begin your turn able to take actions, you can activate this ability to continue flying without the risk of falling. This ability can be combined with other similar abilities of this veil, but cannot be used if it would reduce the bonus to armor (not including any enhancement bonus) provided by this veil below 0.

Raiment of Swirling Fog

Descriptors: Air, Creation, Enhanced (light armor, see text)

Class: Stormbound

Slot: Shoulders, Chest

Saving Throw: None

Thick clouds swirl around you in a chaotic rhythm, obscuring your movement and position without impacting your own ability to see.

A solid armor of fog and cloud forms around you, obscuring your shape and dampening blows made against you. Shaping this veil causes clouds to obscure your location, causing attacks that would otherwise strike true to miss you.

This veil counts as light armor, and grants a +3 armor bonus to your AC, has a maximum Dexterity bonus of +7, no armor check penalty, and a 5% arcane spell failure chance. Additionally, attacks made against you suffer a 20% miss chance from the concealment provided by these clouds. This veil conjures the clouds, and its miss chance is not negated by effects such as true seeing but can be defeated by other abilities or effects that allow one to see through clouds or fog. The miss chance from this veil stacks with the concealment granted by natural or magical clouds or fog, to a maximum miss chance of 50%.

Essence: The first point of essence invested in this veil, and every 2 essence invested thereafter, increases the miss chance of attacks made against you by 5%.

Chakra Bind (Shoulders):  Binding this veil to your Shoulder chakra causes the clouds that swirl around you to swell in size and lift you and your allies from the ground. You, and a number of allies up to your veilweaving modifier within 10 feet 5 feet per invested essence gain a fly speed of 10 feet, + 5 feet per invested essence. Creatures flying in this way automatically pass fly checks but are still subject to wind effects. If an ally leaves this abilities range, their fly speed persists until the end of their next turn.

Chakra Bind (Chest): Binding this veil to your Chest chakra causes you to gain the benefits of the Shoulder chakra, except that you and your allies can fly as if under the effects of the overland flight spell rather than the normal fly speeds provided by this veil.

Rapture of the Gods

Descriptors: Sonic, Enhanced (heavy shield, see text)

Class: Daevic, Guru, Stormbound

Slot: Hands, Wrists

Saving Throw: None

A shield of hardened silvery askasha forms upon your arm, inlaid with gold and silver imagery of a raging storm. It hums and whistles when moved, and when struck it rings true.

Shaping this veil grants you a heavy shield that vibrates with devastating sonic energy. This veil acts as a heavy steel shield sized appropriately for you. When used to make a shield bash it is treated as a light weapon and has a damage die of 1d8 (1d6 for small creatures, 2d6 for large). While you have this veil shaped, you gain the benefits of both the Two-Weapon Fighting and Improved Shield Bash feats, even if you do not meet their prerequisites.

This veil is enhanced as if it were a weapon, rather than as a shield. The heavy shield created by this veil gains an enhancement bonus to its Shield AC equal to its enhancement bonus to attack and damage rolls (maximum +5 bonus).

Essence: For each point of essence invested in this veil, shield bashes made using this veil deal an additional 1d4 points of Sonic damage.

Chakra Bind (Hands): Binding this veil to your Hands chakra lightens the shield dramatically, allowing it to be wielded with even greater finesse and skill. Whenever you make an attack with a different one-handed or light weapon as part of an attack action, you make a shield bash using this veil as a free action. In addition, when your base attack bonus reaches +6 you gain the benefits of the Improved Two-Weapon Fighting feat when making a full attack using this veil, and when your base attack bonus reaches +11 you gain the benefits of the Greater Two-Weapon Fighting feat as well.

Chakra Bind (Wrists): Binding this veil to your Wrists chakra grants you all the benefits of the Hands chakra, and grants you the ability to counterattack foes who attack you. Once per round when you are attacked by a melee weapon or natural attack after the attack is resolved you may make a shield bash using this veil against that creature if it is within your reach. If you hit the creature and they take sonic damage from this veil, you make take a point of essence burn to force that creature to make a Fortitude saving throw. On a failed save, they are deafened for 1 minute and dazed until the beginning of their next turn. On a success, they are instead deafened for 1 round. If the creature is dazed in the middle of a full attack, they lose any additional attacks they have not made.

Stormking’s Vambraces

Descriptors: Electricity, Enhanced (trident)

Class: Daevic, Guru, Stormbound

Slot: Hands, Wrists

Saving Throw: None

Glowing vambraces of cracking lightning and swirling cloud twist around your forearms. They are said to have once been part of the legendary Stormking’s armor, allowing him to wield his primal powers of lightning as a weapon.

When this veil is shaped you gain the ability to manifest a bolt of crackling electricity into an open hand as a free action. This weapon-like veil acts as a trident sized appropriately for you, but instead of dealing piercing damage like a normal trident, it deals electricity damage. Additionally, it is treated as if it were a light weapon. If this trident is disarmed, or otherwise removed from your person against your will, it dissipates and can be reformed as a free action on your turn. You can create as many tridents as you have free hands, if you wish. If thrown, it dissipates after hitting or missing its target and can be reformed as normal thereafter.

Essence: For each point of essence invested in this ability, the trident deals an additional 1d6 points of electric damage and the range increment of the thrown trident increases by 5 feet.

Chakra Bind (Hands): Binding this veil to your Hands chakra grants the tridents you conjure the distance property. In addition, when making a ranged attack with a thrown conjured trident, you can choose to negate any physical damage dealt by the weapon (its damage die, plus any bonuses to physical damage from high Strength or enhancement bonuses) to make the attack roll against the target’s touch AC. This choice must be made before the attack is rolled. Any additional dice rolled as part of the attack (such as the bonus dice of electricity damage granted by investing essence, of magic weapon properties such as shocking) are rolled and deal damage as normal when using this ability.

Chakra Bind (Wrists): Binding this veil to your Wrists chakra grants you all the benefits of the Hands chakra, and you gain the ability to use lightning bolt as a spell-like ability with a caster level equal to your total veilweaver level, and with a DC equal to the DC of this veil. You can use this ability a number of times per day equal to your 1 + your veilweaving modifier. If 6 or more essence is invested in this veil, this ability instead functions as chain lightning.

Treantplate

Descriptors: Enhanced (half-plate)

Class: Daevic, Stormbound

Slot: Shoulders, Chest

Saving Throw: None

Essence takes the form of wood and vine infused with the ancient power of nature to armor your body.

Shaping this veil allows you to create a suit of wooden half-plate infused with essence. This half-plate grows and shapes itself to accommodate your movements, and is as hard and durable as steel. This armor grants a +8 armor bonus to your AC, has a maximum Dexterity bonus of +2, an armor check penalty of -4, and a 20% arcane spell failure chance.

Once per round when you take damage, you can recover a number of hit points equal to your veilweaving modifier (up to a maximum of the damage dealt). If this damage was electricity damage, you instead heal twice as many hit points.

Essence: For each point of essence invested in this veil the HP restored by this veil is increased by 2.

Chakra Bind (Shoulders): Binding this veil to your Shoulders chakra allows you to channel the power of lightning through your treantplate to heal you. You gain immunity to electricity. Whenever you would take electricity damage, you are healed instead, healing 1 point of damage per 5 points of electricity damage you would have taken.

Chakra Bind (Chest): Binding this veil to your Chest chakra grants all the benefits of the Belt chakra, and allows you to animate a single tree, as the liveoak spell. The caster level of this ability is equal to your veilweaving level. The treant created by this ability gains the benefits of this veil and treats it as being bound to its Shoulders chakra with a number of invested essence equal to the essence you have invested in this veil.

Winter’s Somnolence

Descriptors: Cold, Enhanced (scythe)

Class: Daevic, Stormbound

Slot: Hands, Wrists

Saving Throw: Fortitude (see text)

Mist curls away from your fingers, crystallizing into a scythe of icy steel in your open hands. A frigid mist pools from the blade, chilling you to your very core.

Shaping this veil grants you a scythe imbued with the powers of winter itself. This veil acts as a scythe sized appropriately for you, but the physical damage dealt by this scythe is half non-lethal cold damage. Against undead creatures, this non-lethal cold damage is instead lethal cold damage that bypasses all damage reduction, resistances, and immunities. A creature struck by this veil must make a Fortitude saving throw or have all of its modes of movement reduced by 5 feet for 1 round.

This penalty stacks with itself. A creature who suffers a critical hit from this veil must make a Fortitude saving throw to avoid succumbing to hypothermia and falling asleep. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). Constructs and undead are immune to this effect, as are creatures that are immune to cold damage.

If the scythe is disarmed or otherwise removed or released from your grasp, it dissipates and can be reformed as a free action on your turn.

Essence: For each point of essence invested in this ability, the weapon deals an additional 1d6 points of nonlethal cold damage to living creatures and an additional 1d6 points of lethal cold damage to undead.

Chakra Bind (Hands): Binding this veil to your Hands chakra causes the hypothermic cold inflicted by an attack using this this veil to linger upon its target. The duration of the movement slowing effect applied by a successful attack with this veil is increased by 2 rounds per point of essence invested in this veil.

Chakra Bind (Wrists): Binding this veil to your Wrists chakra grants you all the benefits of binding it to your Hands chakra, and causes the deep sleep of winter to flow into those who have suffered winter’s chill. Any creature who has taken non-lethal cold damage in the last round who ends their turn within 5 feet of you, +5 feet per two essence invested in this veil, must make a Fortitude saving throw or have their modes of movement slowed by 5 feet for a 1 round, plus 1 round per essence invested in this veil. This penalty stacks with all other movement penalties applied by this veil. If a creature has their highest movement speed reduced to 0 by this veil (excluding any movement speed penalties from other sources) they must make a Fortitude saving throw at the beginning of each of their turns that movement type remains at a speed of 0, or succumb to hypothermia and fall asleep.

Enhanced Veils

A veil with the [Enhanced] descriptor is a veil that functions as a wearable or wieldable item and can be enhanced as if it were a masterwork version of that item.

Type: A veil with the [Enhanced] descriptor can be enhanced using the Craft Arms and Armor feat as if it were a masterwork suit of armor, shield, or weapon and acts as a specific type of armor, shield, or weapon for all purposes (such as feats that only affect a single weapon such as Weapon Focus, or class features that require a specific weapon or armor) as denoted in its descriptor. These items are also treated as magical for effects that apply to or are affected by magical items. For example, a veil with the [Enhanced (scythe)] descriptor can be enhanced as if it were a scythe and is treated as a scythe for all purposes; the same applies to a veil with the [Enhanced (breastplate)] descriptor. It is treated as a breastplate for all purposes, and can be enhanced as if it were a masterwork breastplate. If an [Enhanced] veil specifies a broad type instead of a specific item, such as [Enhanced: Armor], that veil is not treated as any specific type of armor, shield, or weapon and its statistics will usually be found in the veil’s description.

Proficiency: A veilweaver is always proficient with the armor, shield, or weapon that is created as part of a veil with the [Enhanced] descriptor. If such a veil creates multiple different suits of armor, shields or weapons but only one type is referenced in the descriptor, such as an [Enhanced (longsword)] veil that also creates a shield, the veilweaver is proficient with any additionally created suits of armor, shields, or weapons as well.  If this veil is shaped onto another creature by the veilweaver, that creature is treated as proficient instead. If the veil is affected by multiple proficiencies (such as a bastard sword or a scorpion whip), the veilweaver is treated in being proficient in all applicable proficiencies. The veilweaver is only treated as being proficient with the armor, shield, or weapon that is created as part of this veil in this way, not with any other item of the same type.

Upgradable: A veilweaver may enhance this veil as if it were a masterwork item of its type, following the same rules as enhancing normal items. This can be done using the Craft Arms and Armor feat for armor, shields, and weapons, or by using class features, feats or spells that temporarily or permanently enhance such an item. When a veil is enhanced using Craft Arms and Armor or similar abilities, the veil must be shaped and the veilweaver must be present during the entire enhancement period, but the veil need not be shaped when it is not being actively enhanced. You may also improve armor, shields, and weapons with special materials by paying the price modifier of that material, treat armor as costing 500 gp, and treat shields and weapons as costing 100 gp when calculating price modifiers. Enhancing a veil takes the same amount of time to enhance the item as normal. If an [Enhanced] veil creates multiple different types of items, such as an [Enhanced (longsword)] veil that also creates a shield, only the items created of the type referenced in the [Enhanced] descriptor gain any benefits upon being enhanced unless specified otherwise by the veil. If a veil denotes multiple types for its [Enhanced] descriptor or has multiple [Enhanced] descriptors, refer to the veil’s description for how it is specifically enhanced. Some [Enhanced] veils may refer to their Enhancement within their description. When referred to in this way, a veil’s Enhancement is equal to the veil’s modified bonus: its enhancement bonus plus its special abilities. For example, a veil enhanced with +2, flaming, and holy would have an Enhancement of 5 (2 for +2, 1 for flaming, 2 for holy).

Size: A veil with the [Enhanced] descriptor produces a suit of armor, shield, or weapon sized appropriately for the veilweaver who shaped it, or the creature the veil has been shaped on in the case of a shared veil. If the creature can wield weapons sized for creatures larger than it, the veil can produce weapons of that size as well.

Sundering: Armor, shields, and weapons produced by an [Enhanced] veil are treated as being part of that veil for the purposes of sundering, and follow all of the normal rules for sundering a veil.

Armor: Veils with the [Enhanced (armor)] descriptor that create a suit of armor do so immediately when the veilweaver shapes the veil, unless the veil states otherwise. Armor created by an [Enhanced] veil applies its normal penalties to the veilweaver or character it is shaped to, such as a penalty to movement speed for medium or heavy armor, maximum Dexterity bonus, arcane spell failure chance, and the like. Unless otherwise specified, armor created by an [Enhanced] veil has all of the statistics of a normal suit of masterwork armor of the created type.

Shields: Veils with the [Enhanced (shield)] descriptor that create a shield normally create the shield in a free hand of the wielder’s choice as a free action on their turn.  Shields created by a veil with the [Enhanced] descriptor cease to exist as soon as they leave the veilweaver’s possession unless otherwise specified by the veil. Such a veil can only create a single shield unless otherwise specified by the veil. Shields created by an [Enhanced] veil apply their normal penalties to the character who wields it, such as the shield’s armor check penalty and arcane spell failure chance.  When enhancing a shield created by an [Enhanced] veil, the veilweaver can choose whether to enhance the shield component of the veil, to enhance the shield as a weapon to improve its shield bash, or both. Enhancing a shield in this way as both a weapon and a shield does not incur an increase in cost, but does require the shield enhancements and weapon enhancements to be performed separately. If such a veil refers to its Enhancement, use the higher value of the two separate Enhancements. Of note, many [Enhanced] veils that produce a shield allow one form of Enhancement (shield or weapon) to modify or alter the other form of Enhancement. When being used as a weapon, such a shield follows all of the normal rules of a weapon created by a [Enhanced] veil as well (see below).

Weapons: Veils with the [Enhanced (weapon)] descriptor that create a weapon normally create the weapon in a free hand of the wielder’s choice as a free action on their turn.  Weapons created by a veil with the [Enhanced] descriptor cease to exist as soon as they leave the veilweaver’s possession unless otherwise specified by the veil. Such a veil can only create a single weapon unless otherwise specified by the veil. If a veil can create multiple weapons, treat all weapons it creates after the first as if they had an enhancement bonus 1 lower (minimum 0). If the weapon is enhanced with special abilities, the veilweaver may choose to lose a special ability with an effective bonus of at least +1 instead. If this reduction would reduce the weapons bonus to +0, it is treated as a masterwork weapon, gaining the usual +1 enhancement bonus to attack rolls, but not to damage rolls. This may allow a weapon to have a +0 enhancement bonus but still possess weapon special abilities.


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