Home Creators Posts Import Register Favorites Logout
haven't archived this post yet. have a subscription? use the importer!

Downloads

  • Akasha Expanded Blood and Rings Legal.docx

Missing 4 full-res photos, 1 file, as this post has not yet been imported.

Content

The following article contains two new prestige classes focused around Blood and Ring veils, 5 new Ring veils, 5 new Blood veils, and new rules for crafting Blood and Ring veils as magical items!

Ringbearer (Prestige Class)

Wielders of the esoteric form of akasha known as Ring veils, ringbearers are members of an ancient and mystical order that have mastered this long-forgotten art. Using their unique skills, these veilweavers roam the world crafting and providing rings of power to those who need them most, often showing up at the most opportune and fateful moments to shape the tides of history.

Role: Using their Ring veils, the ringbearer brings to bear potent magical abilities that can benefit their allies and allow them to tactically control the battlefield. Using their ability to craft and provide rings, they can also make a great deal of money as crafters, or even further empower their allies.

Alignment: Ringbearers can be of any alignment, but the long study required to master the art often leads to those of Lawful alignments who possess patience and self-discipline to succeed.

Hit Dice: d6

Requirements

Skills: Knowledge (arcana) 5 ranks, Spellcraft 5 ranks

Other: 2 points of essence

Class Skills

The ringbearer’s class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).

Skill Ranks at Each Level: 2 + Int modifier.

Table: Ringbearer

Class Features

Weapon and Armor Proficiency

Ringbearers gain no proficiency with weapons or armor.

Ringweaving

At 1st level, the ringbearer gains the ability to shape constructs of magical force known as veils. They treat every Ring slot veil as their veil list for this ability, gain the ability to shape veils to the Ring chakra, use their Intelligence to determine their veilweaving modifier, and their character level as their veilweaver level. If they already have the ability to shape veils from another source, they use the highest of their veilweaving modifiers to determine the properties of their veils.

The ringbearer gains the ability to shape one veil at 1st level, and gain an additional veil shaped at 2nd level, and every 2 levels thereafter. When the ringbearer shapes a Ring veil it does not count against their Ring chakra slot, allowing them to shape multiple Ring veils at once. These veils can still be bound as normal despite not counting against the slot. Because these veils aren’t counting against their Ring slot, they cannot benefit from akashic catalysts.

Essence Pool

At 1st level, the ringbearer increases their essence pool, gaining 1 point of essence at every odd class level, and 2 points of essence at every even class level.

Increased Essence Capacity

At 3rd level, and again at 9th level, the ringbearer increases the essence capacity of their essence receptacles by 1.

Ring Binding

At 3rd level, the ringbearer gains the ability to bind veils to their Ring chakra.

Forge Ring

At 5th level, the ringbearer gains Forge Ring as a bonus feat. They use their veilweaver level as their caster level when forging rings. The DC to create the ring still increases for any necessary spell requirements the ringbearer might be missing.

Ring Empowerment (Su)

At 5th level, the ringbearer has learned to further empower their Ring veils. They treat one of their Ring veils as if it were invested with 1 additional point of essence for all purposes. The ringbearer can change their Ring veils that are affected by this ability any time they invest their essence. At 7th level, the ringbearer can choose a second Ring veil, and treat it as if it were invested with 2 additional points of essence for all purposes, and at 9th level select a third Ring veil, and treat it as if it were invested with 3 additional points of essence for all purposes. They cannot select the same Ring veil to benefit multiple times using this ability, and it does not stack with other similar abilities, such as akashic catalysts.

Bearer of Rings (Su)

At 7th level, the ringbearer can take off one of their shaped Ring veils and grant it to another creature. While granted to a creature, they benefit from the veil, but use the ringbearer’s statistics for all of the veil's abilities. The ringbearer uses their own essence with the veil, and can invest or remove essence from a granted ring at any range. If this veil was bound to the ringbearer’s Ring chakra, it is treated as bound for the creature it is granted to as well. These granted veils must be shaped using veil slots granted by ringbearer levels, and do not count against the granted creature’s Ring chakra slot. A single creature can only benefit from a single granted Ring veil at a time, but the ringbearer can grant as many Ring veils as they have shaped using veil slots granted by ringbearer levels. When the ringbearer shapes their veils for the day, they can choose not to reshape a granted Ring veil, allowing a creature to be granted it for extended periods of time.

Ring Catalyzation

At 9th level, the ringbearer gains the ability to form akasha into solid matter, catalyzing Ring slot veils into physical form. For more information, see Crafting and Using Catalyzed Rings.

Master of Rings

At 10th level, the ringbearer has completely mastered the power of Ring veils. They increase the essence capacity of their Ring veils by 1, and whenever a Ring veil has an ability that scales based on the ringerbearer’s veilweaving modifier, they add half their class level when determining their veilveaving modifier for that veil.


Using and Crafting Catalyzed Rings

Using Catalyzed Rings

Catalyzed rings take up both the wearer’s ring magic item slot and their Ring chakra slot (even if they can’t normally shape Ring slot veils). They cannot invest essence to or from this veil, cannot bind it to a Chakra, and use the item's effective veilweaving level and veilweaving modifier when determining its attributes. The wearer cannot modify the essence or effectively invested essence of the catalyzed ring in any way, and they cannot willingly burn essence invested in it. Rather than the normal rules for sundering and dispelling veils, a catalyzed ring is sundered or destroyed as a magic item. It has hardness equal to 10 + 1 per effective essence, and HP equal to 15 + 5 per effective essence. If affected by a targeted dispel, they are treated as a normal magic item.

Purchasing Catalyzed Rings

In settings where akasha is extremely common, catalyzed rings may be available for purchase. In most settings, the rarity of veilweavers, and the even further increased rarity of ringbearers who can even craft them, causes these potent magical objects to rarely be available for sale. Even if they are, it is usually at an increased price: catalyzed rings may cost from 50% to 100% more for a player to purchase, should they even be able to find them, in such a setting.

Crafting Catalyzed Rings

Catalyzed rings have a base price of 4,000 gp, modified by their effective invested essence and whether or not they are treated as bound. They take 8 hours to craft per 1,000 gp of their base price, and cost an amount of raw resources to craft equal to half their base price. Catalyzed rings have a base Spellcraft DC of 15, modified by how much essence they are treated as invested with, and whether or not they are treated as bound. You must be able to bind Ring slot veils if you wish to craft a bound catalyzed ring. You can upgrade a catalyzed ring similarly to upgrading a wondrous item, paying half the difference between its current price and its upgraded price in raw materials, spending time as normal for crafting an item of the price difference, and making a Spellcraft check against the upgraded DC. If you fail this check, the materials are wasted but the unupgraded catalyzed ring is not destroyed.

Catalyzed rings have an effective veilweaving level equal to twice the essence invested (minimum 1), and a veilweaving modifier equal to 1 + 1/2 the essence invested.

The following chart specifies the modifiers to price and crafting DC for catalyzed rings. These are not cumulative. For example, a catalyzed ring treated as invested with 5 essence and bound to the Ring chakra would have a base price of 60,000gp and a Spellcraft DC of 30 to craft.

Table: Crafting Catalyzed Rings

Bloodfuser (Prestige Class)

These strange alchemists have mastered the art of infusing blood with akashic power, allowing them to shape the esoteric Blood veil. Using their abilities they often prove to be dangerous and wild combatants driven by a passion for discovery, providing doses of their infused blood to allies to bolster their strengths as well.

Role: Using the aggressive power of their infused blood, bloodfusers often find themselves in the thick of combat, dismantling their foes with the fury provided by their magic. Using their ability to craft infused blood, they can also make for profitable alchemists outside of combat.

Alignment: Bloodfusers can be of any alignment, but the dangerous and unpredictable nature of the studies and experimentation required to master the art best suits those of a Chaotic alignment.

Hit Dice: d8

Requirements

Skills: Craft (alchemy) 5 ranks, Knowledge (arcana) 5 ranks

Other: 2 points of essence

Class Skills

The bloodfuser’s class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).

Skill Ranks at Each Level: 2 + Int modifier.

Table: Bloodfuser

Class Features

Weapon and Armor Proficiency

Bloodfusers gain no proficiency with weapons or armor.

Bloodweaving

At 1st level, the bloodfuser expands their control over their blood, allowing them to infuse it with akashic veils. They treat every Blood slot veil as their veil list for this ability, gain the ability to shape veils to the Blood chakra, use their Intelligence to determine their veilweaving modifier, and their character level as their veilweaver level. If they already have the ability to shape veils from another source, they use the highest of their veilweaving modifiers to determine the properties of their veils.

The bloodfuser gains the ability to shape one veil at 1st level, and gains an additional veil shaped at 4th, and 10th level. When the bloodfuser shapes a Blood veil it does not count against their Blood chakra slot, allowing them to shape multiple Blood veils at once. These veils can still be bound as normal despite not counting against the slot.

Essence Pool

At 1st level, the bloodfuser increases their essence pool, gaining 1 point of essence at every class level.

Blood Infusions

At 2nd level, the bloodfuser gains the ability to infuse some of their extracted blood with the power of a veil, allowing it to be later consumed to grant that veil to a creature for a limited period of time. For more information, see Crafting and Using Infused Blood. As part of shaping their veils for the day, they can create one free dose of infused blood without having to make a Craft (alchemy) or Spellcraft check. This infused blood is treated as if it had essence invested in it equal to the bloodfuser’s maximum essence capacity of their Blood veils, and is treated as Bound when the bloodfuser gains the ability to bind veils to their Blood chakra. Unlike normal doses of infused blood, these free doses have half the duration, and automatically expire 24 hours after their creation. They are worth no gold pieces if sold.

At 4th level, and again every 2 levels thereafter, the bloodfuser can create one additional dose of infused blood as part of preparing their veils for the day.

Increased Essence Capacity

At 3rd level, and again at 9th level, the bloodfuser increases the essence capacity of their essence receptacles by 1.

Blood Binding

At 4th level, the bloodfuser gains the ability to bind veils to their Blood chakra.

Blood Control (Su)

At 5th level, the bloodfuser gains increased control over their blood. Whenever they would take bleed damage, they can immediately heal half the damage taken (rounded down).

Blood Aspect

At 7th level, the bloodfuser’s blood has become further infused by akashic power, allowing them to shape the Daevic Aspect veil each day. This veil does not count against their normal limits on veils shaped, or their veil slots. By meditating for one minute, they can change the passion they have selected for Daevic Aspect. If the bloodfuser has levels in daevic, they instead gain a second selected passion when using this veil, and can change it with a minute of meditation. At 10th level, they select a second aspect when they shape the veil, and may change both when they meditate. If they have levels in daevic, they instead gain a third selected passion that can be changed as part of meditating.

Eternal Infusion

At 10th level, the bloodfuser has learned to infuse another creature with a bit of their blood as part of shaping their veils, allowing that creature to shape and use Blood veils as well. That creature can shape a single Blood veil each day using the bloodfuser’s veil list, and uses the bloodfuser’s essence capacity, veilweaving modifier, and veilweaving level for this veil. This veil does not count against the creature’s veils shaped or Blood chakra, and is treated as bound. They also gain temporary essence equal to that veil’s essence capacity when they shape it. This temporary essence can only be invested into that Blood veil, and is lost if the veil is unshaped. The bloodfuser can only have a single creature affected by this ability at a time, if they use it on a new creature the first immediately loses their shaped veil and the other benefits of this ability.

Using and Crafting Infused Blood

Using Infused Blood

Infused blood is imbibed by a creature as a standard action, granting them the infused blood’s specified Blood veil for 1 hour + 1 hour for each effective essence invested in the infused blood. This granted Blood veil takes up the creature's Blood chakra (even if they can’t normally shape Blood slot veils) and they cannot invest essence to or from the veil. The wearer cannot modify the essence or effectively invested essence in this Blood veil in any way, and they cannot willingly burn essence invested in it. This veil cannot be normally bound to a Blood chakra, but can be treated as bound as part of its crafting. If a creature who already has a Blood veil shaped in their Blood chakra imbibes an infused blood, it has no effect.

Purchasing Infused Blood

In settings where akasha is extremely common, doses of infused blood may be available for purchase. In most settings, the rarity of veilweavers, and the even further increased rarity of bloodfuser who can even craft them, causes these potent magical objects to rarely be available for sale. Even if they are, it is usually at an increased price: infused blood may cost from 50% to 100% more for a player to purchase, should they even be able to find them, in such a setting.

Crafting Infused Blood

A dose of infused blood has a base price of 500 gp, modified by their effective invested essence and whether or not they are treated as bound. They take 8 hours to craft per 1,000 gp of their base price, and cost an amount of raw resources to craft equal to half their base price. Infused blood has a base Craft (alchemy) or Spellcraft DC of 15 to craft, modified by how much essence they are treated as invested with, and whether or not they are treated as bound. You must be able to bind Blood slot veils if you wish to craft a bound dose of infused blood.

Doses of infused blood have an effective veilweaving level equal to twice the essence invested (minimum 1), and a veilweaving modifier equal to 1 + 1/2 the essence invested.

The following chart specifies the modifiers to price and crafting DC for doses of infused blood. These are not cumulative. For example, a dose of infused blood treated as invested with 5 essence and bound to the Blood chakra would have a base price of 7,000gp and a Craft Alchemy or Spellcraft DC of 30 to craft.

Table: Crafting Infused Blood

New Ring Veils

Farstrider Circlet

Descriptors: Teleportation

Class: Vizier

Slot: Ring

Saving Throw: Will negates (see text)

This apparently mundane band of metal occasionally moves between your fingers when you aren’t watching it.

Shaping this veil allows you to warp space, teleporting yourself and other creatures to locations you can see. As a standard action a number of times per day equal to 3 + your veilweaving modifier, you can instantly transport yourself or a touched creature to a single location you can see within Medium range (100 feet + 10 feet per veilweaver level). This teleport must end on solid ground An unwilling creature receives a Will saving throw to negate this effect. If this effect would put them into a hazardous location (such as into the effects of a hazardous magical effect) they gain a +4 bonus to this saving throw.

Essence: For each point of essence invested in this veil, the maximum range you can teleport increases by 100 feet, and the maximum number of willing creatures you can teleport at once increases by 1. Willing creatures must all be within your reach when you use this ability to teleport them.

Chakra Bind (Ring): Binding this veil to your Ring chakra allows you to further enhance your ability to teleport using meditation. By increasing the time it takes you to use this veil to one minute, you can visualize a location to teleport to rather than having to see it, and can greatly increase the range of your teleportation. The maximum range of this teleport is equal to 200 miles + 200 miles per essence invested in this veil, and you must have some clear idea of the location or layout of the destination to teleport there. The clearer your mental image, the more likely the teleportation works. Areas of strong physical or magical energy may make teleportation more hazardous or even impossible. You need not have seen your destination, but in that case you must have at least a reliable description of the place you are teleporting. If you attempt to teleport with insufficient information (or with misleading information), you disappear and simply reappear in your original location.

Lifechannel Ring

Descriptors: Good

Class: Vizier

Slot: Ring

Saving Throw: Will half (see text)

Pure radiant energies burst forth from this ring as your command, washing over your allies and soothing their injuries.

Shaping this veil grants you the ability to release a burst of positive energy. As a standard action, you can release a burst of positive energy in a 5-foot radius that heals all living creatures for 1d6 points. Undead, and other creatures who are damaged by positive energy, instead take this as damage and are subject to a Will saving throw to halve it. You can choose whether or not to have this burst of energy affect yourself. This ability can be used a number of times per day equal to 1 + your veilweaving modifier.

Essence: For each point of essence invested in this veil, the healing provided increases by 1d6, and the radius increases by 5 feet.

Chakra Bind (Ring): Binding this veil to your Ring chakra causes the healing energies to become even more potent. The dice of healing are increased to d8’s, and you gain a sacred bonus to the healing equal to the essence invested in the veil.

Ring of Refraction

Descriptors: Figment

Class: Vizier

Slot: Ring

Saving Throw: none

Color and shapes swirl in patterns around you, coalescing into ghostly duplicates that mimic you.

Shaping this veil grants you illusory duplicates that mimics your actions and confuses your foes. You have two illusory doubles that share your space and mimic your actions and sounds. Whenever you are attacked or are the target of an ability that requires an attack roll, there is a possibility that the attack targets one of your duplicates instead. If the attack is a hit, roll randomly to see whether the selected target is you or a duplicate. These duplicates share your defenses, but only have 1 hit point. Effects that do not require an attack roll affect you normally and do not damage any of your duplicates. Spells that require a touch attack are harmlessly discharged if used to destroy a duplicate.

By taking 1 point of essence burn as a standard action, you can restore one destroyed duplicate. You can choose to take additional points of essence burn to restore additional duplicates as part of this action if you wish.

Essence: For each point of essence invested in this veil you create an additional illusory duplicate. These duplicates appear immediately if they have not been destroyed since you last shaped the veil, otherwise they need to be restored by taking essence burn. For 3 points of essence invested, you restore an additional duplication for each point of essence you burn using this veil.

Chakra Bind (Ring): Binding this veil to your Ring chakra allows you to conjure forth an even more intricate illusory double. By taking 1 point of essence burn as a standard action, you can create an illusory image of yourself within 100 feet of you. This illusory image appears identical to you, but if a creature interacts with it they receive a Will save to realize its illusory nature. This illusory image has all of your defenses, but only 1 hit point. You may only have a single illusory double active at a time.

You can see through your illusory images eyes and hear through its ears as if you were standing where it is, and at any time as a free action you can switch from using your own senses, or your illusory image’s. While using its senses your body is considered blinded and deafened.

While using your illusory image’s senses, you can use your actions to take actions as the image. You can move the image using your modes of movement and use the abilities of your veils using the image’s location as their point of origin, but you cannot physically interact with objects or creatures with manufactured or natural weapons not created by a veil, or by physically attempting to touch or move creatures or objects.

If you ever leave the same plane of existence as your illusory image, it is immediately destroyed.

Entwining Tentacles

Descriptors: Force

Class: Vizier

Slot: Ring

Saving Throw: none

Tendrils of translucent force constantly entwine and squirm around your fingers, threatening to leap forth at any passing object.

Shaping this veil allows you to manifest a field of grasping tentacles of force to attempt to grapple and constrict your foes. As a standard action, you can conjure a 5-foot radius spread of grasping tentacles within Medium range (100 feet + 10 ft./veilweaver level). At the beginning of each of your turns, and when you first use this ability, a number of creatures equal to your veilweaving modifier in the area are subject to a grapple combat maneuver from the tentacles. The tentacles use your veilweaving level in place of your base attack bonus, and your veilweaving modifier in place of your Strength bonus. The tentacles of force do not provoke attacks of opportunity when making their grapple checks, and are treated as Medium creatures when determining the size of creatures they can grapple. Roll only one grapple attempt, and compare its results to all creatures affected. In addition, the entire area is treated as difficult terrain. You may only have a single field of tentacles active at a time, its duration is equal to 1 + 1/2  your veilweaver level (rounded down) rounds, and you may only use this ability a number of times per day equal to 1 + your veilweaving modifier.

If the tentacles succeed in grappling a foe, that foe takes 1d6+your veilweaving modifier points of bludgeoning damage and gains the grappled condition. Grappled opponents cannot move without first breaking the grapple. The tentacles receive a +5 bonus on grapple checks made against opponents they are already grappling, but cannot move or pin foes. Each round that black tentacles succeeds on a grapple check, it deals an additional 1d6+your veilweaving modifier points of bludgeoning damage. The CMD of the tentacles, for the purposes of escaping the grapple, is equal to 10 + its CMB.

Essence: For each point of essence invested in this veil, the damage dealt by the tentacles increases by +1, the number of creatures they can grapple increases by 1, and they gain a +1 bonus to their CMB. For every 2 points of essence invested in this veil, the radius of the spread increases by 5 feet.

Chakra Bind (Ring): Binding this veil to your Ring chakra improves the ferocity of your field on tentacles, allowing them to focus their efforts on a single creature. You can reduce the number of creatures you affect with your tentacles each round to instead focus that many tentacles on grappling a single creature. For each additional tentacle attempting to grapple a creature, the grapple attempt is made with a +2 bonus, and the grapple deals an additional 2d6 points of damage on a successful attempt.

Bangle of Barriers

Descriptors: Force

Class: Vizier

Slot: Ring

Saving Throw: none

Tiny beans of force form a bangle that wraps around your fingers, projecting a shield to protect you when you find yourself in danger.

Shaping this veil envelopes you in a shielding barrier of force, granting you a +2 shield bonus to your AC. As a standard action you can crystallize this barrier, creating a bubble of translucent force that perfectly surrounds you, breaking line of effect between you and other creatures, and granting you total cover. You cannot move while this barrier is active, and may end this effect as a free action at any time during your turn.

This barrier has hardness equal to your veilweaving level, and hit points equal to twice your veilweaving level. At the beginning of each of your turns, it is healed to full hit points if it has not been destroyed.

Essence: For each point of essence invested in this veil, the hardness of the barrier increases by 1, and its HP increases by 5. For every odd point of essence invested in this veil, you gain a +1 enhancement bonus to your shield AC.

Chakra Bind (Ring): Binding this veil to your Ring chakra greatly improves the power of your barrier, allowing you to create an expanded barrier with a radius up to to 5 feet + 5 feet per 2 essence invested in the veil instead of a barrier that only surrounds you. You and other creatures within the barrier can move freely within it, but it provides total cover and blocks line of effect between creatures inside and outside of the barrier. In addition, a number of times per day equal to 1 + your veilweaving modifier, you can create a barrier using this veil as an immediate action. When you do so, you can choose whether it is a personal barrier or an expanded barrier.

New Blood Veils

Beastblood Transformation

Descriptors: Polymorph

Class: Daevic

Slot: Blood

Saving Throw: none

The blood of a beast creeps its way through your veins, allowing you to tap into it to warp your physical form.

Shaping this veil infuses your blood with the powers of a lycanthropic creature, allowing you to shift your shape into a hybrid of man and beast. When you shape this veil, choose one of the following animals: Bear, Rat, Shark, Tiger, Wolf.

As a move action, you can change your shape between that of a hybrid between your chosen animal and yourself. While in a hybrid form, you gain two primary claw attacks and one primary bite attack, a +2 insight bonus to Intimidate checks, and DR 1/silver. Unlike other DR/silver, this damage resistance can only be bypassed by silver weapons, not weapons with an enhancement bonus of +3 or higher. You can return to your normal form as a move action as well.

In addition, you gain an additional ability in your hybrid form depending on your chosen animal:

  • Bear: If you hit a single creature with both of your claw attacks in a single round, you may make a grapple check against that creature as a free action with a +4 bonus. This does not provoke attacks of opportunity. You also gain a +4 bonus to defend or maintain this grapple.
  • Rat: You gain low-light vision and darkvision 60 feet.
  • Shark: You gain the ability to breathe water as well as air, and a swim speed equal to your base movement speed.
  • Tiger: If you hit a single creature with both of your claw attacks in a single round, you may make an additional claw attack against that creature as a free action.
  • Wolf: If you hit a creature with your bite attack, you can make a trip check against that creature as a free action. This does not provoke attacks of opportunity.

Essence: For each point of essence invested in this veil, your DR/silver and your bonus to Intimidate checks while in your hybrid form increases by 1.

Chakra Bind (Blood): Binding this veil to your Blood chakra further awakens your lycanthropic blood, granting you further abilities while in your hybrid form. While in your hybrid form, your DR/silver increases by 4, you gain a +2 bonus to Strength and Dexterity, and your natural armor increases by 4. This bonus to natural armor stacks with other sources.

In addition, you gain the ability to take on the form of your chosen animal as a move action. This functions as beast shape IV with no maximum duration. While in this shape, you gain DR/silver equal to your hybrid form’s. The type of animal you turn into is based on your chosen animal with this veil:

  • Bear: You take on the form of a brown bear.
  • Rat: You take on the form of a dire rat.
  • Shark: You take on the form of a common shark.
  • Tiger: You take on the form of a tiger.
  • Wolf: You take on the form of a dire wolf.

Blood Rush

Descriptors: none

Class: Daevic

Slot: Blood

Saving Throw: none

Your heart beats at a rapid pace, blurring into a single continuous note. This rush of blood energizes and invigorates you, allowing you to move at speeds you once thought impossible.

Shaping this veil enhances your blood with transmutative speed, allowing you to act and move much faster. You gain a +5 bonus to all of your modes of movement, a +1 bonus to attack rolls, a +1 dodge bonus to your AC, and a +1 bonus to Reflex saving throws.

Essence: For each point of essence invested in this veil, your bonus to your movement speed increases by +5. For every 3 points of essence invested, your bonus to attack rolls, dodge AC, and Reflex saves increases by +1.

Chakra Bind (Blood): Binding this veil to your Blood chakra further increases the speed granted by your pumping blood. You may take an additional move action each round, and when you make a full-attack you can make an additional attack at your highest base attack bonus with one of your weapons or natural attacks used as part of the full attack. This is not cumulative with similar effects, such as the haste spell or a speed weapon.

Bloodsense

Descriptors: none

Class: Daevic

Slot: Blood

Saving Throw: Fort negates (see text)

Your blood pulses along with your heartbeat despite being spilled from your body, constantly sending out a signal that you can find your way back to.

Shaping this veil grants you the ability to sense your blood, allowing you to pinpoint its location as long as it is still relatively fresh. You automatically know the distance and direction of any of your blood that has been spilled within the past 24 hours. You can also use this veil to inject your blood into a creature. Doing so is performed as a melee touch attack as a swift action that deals 1 point of damage to you. You can perform a Sleight of Hand check as part of this melee touch attack to disguise your attempt. If you succeed, the creature is unaware that you injected them with your blood. A struck creature is subject to a Fortitude saving throw; if they fail your blood mingles with theirs for the next 24 hours, allowing you to know the distance and location to the creature and granting you a +1 circumstance bonus on Survival checks to track them, and on Perception checks to spot them. You can also sense that creature if they are within 60 feet of you, as the blindsense ability.

If you use this ability against a creature that does not have blood, or if you choose to instead of injecting the creature, you can instead paint that creature with your blood. This functions as above, save that it provokes no Fortitude save to negate the effects, and lasts for 24 hours or until the creature removes the blood they have been painted with.

Any time a creature deals damage to you with a melee attack, there is a 50% chance that your blood coats their weapon, granting the above benefits against that creature as long as they wield the weapon and don’t clean or remove your blood from the weapon. If a single creature deals damage to you twice in a single round using melee attacks, their weapons are automatically coated with your blood.

Cleaning with water will destroy any of your blood that has been spilled using ability, as will any corrosive chemicals, such as acid or a potent cleaner, or magical effects used to clean.

Essence: For each point of essence invested in this veil, you can sense blood that is an additional 24 hours old, and the blood you inject into creatures persists for another 24 hours, and the bonus to Survival and Perception checks granted by this veil increases by 1. When you have at least 4 points of essence in this veil, you can detect creatures injected, painted by, or wielding weapons coated with your blood within 60 feet as blindsight instead of blindsense.

Chakra Bind (Blood): Binding this veil to your Blood chakra allows you to control your blood using only your thoughts. When you inject a creature with your blood, you can use that blood to move the creature's body. As a standard action, you can force that creature to make a single attack against a target of your choice. As a move action, you can force it to move up to its speed. As a full-round action, you can force it to make a full-attack against a creature or creatures of your choice. This a purely mental action on your part, can only be done against creatures within 60 feet who you can currently sense your blood within, and an unwilling target is subject to a Fortitude save to negate this ability each time you use it. The action would put the creature into direct harm (such as forcing it to move into a hazardous location, or forcing it to attack itself) it gains a +4 bonus to this saving throw. If you succeeded on your Sleight of Hand check to hide your injection of blood from the creature, they do not know you are the one forcing them to take these actions. You can also use this ability on yourself, allowing you to take the above actions at any time, as long as you are able to take entirely mental actions. You are not subject to a Fortitude save when using this ability on yourself. This can allow you to act despite being paralyzed, stunned, or otherwise denied your normal actions, as long as the effect denying you your actions is not due to being physically restrained.

Ichor Ink

Descriptors: Shadow

Class: Daevic

Slot: Blood

Saving Throw: Will (see text)

Your blood becomes shadow ink, allowing you to use it to paint illusions into the world.

Shaping this veil imbues your blood with the powers of the plane of shadows, allowing you to draw it forth from yourself to create quasi-real objects and creatures.

As an action to draw a weapon (normally a move action, as part of a charge, or as a free action if you have Quick Draw) you can conjure a shadow weapon by taking 1 point of damage + 1 point per point of essence invested in this veil at the time you created the weapon. This damage cannot be prevented in any way, and ignores any temporary hit points you possess. Shadow weapons are considered to be masterwork weapons that can be used to make attacks as if they were a real weapon, dealing normal damage for a weapon of its type. The first time you hit a creature with the weapon, it may make a Will save to disbelieve; failure means the weapon deals damage normally, success means it only takes 20% of the damage from the weapon’s attacks. The weapon only deals 20% of its damage to objects. This weapon persists for as long as it remains in your grip. As a free action at any time, you can absorb the shadowy blood making up this weapon, immediately dismissing the weapon and healing yourself for the amount spent to create it. This happens automatically if the weapon would leave your grip. Any ranged weapons you create using this ability produce their own ammunition.

You can also draw blood from yourself to conjure shadowy creatures under your control as a standard action that provokes attacks of opportunity. This allows you to mimic the summon monster spell as a spell-like ability, save that the summoned creature is formed of shadowy blood and it does not have a maximum duration. The level of summon monster you emulate depends on the essence invested in this veil: summon monster I at 1 essence, summon monster II at 2 essence, and so on (to a maximum of summon monster IX at 9 essence). While you have a shadow creature conjured using this veil, you suffer bleed damage equal to its effective spell level each round. This bleed damage stacks with other sources of bleed damage (including if you use this ability multiple times) and this bleed damage cannot be removed while you have a shadowy creature conjured. At any time you can choose to dismiss your creature, immediately ending the bleed damage. If all of your conjured shadow creatures from a single instance of this ability are destroyed, you are immediately cured of this bleed damage as well.

These conjured objects are only 20% as strong as the real things, though creatures who believe the shadow conjurations to be real are affected by them at full strength. Any creature that interacts with one of your shadow creatures can make a Will save to recognize its true nature. A conjured shadow creature has one-fifth the hit points of a normal creature of its kind (regardless of whether it’s recognized as shadowy). It deals normal damage and has all normal abilities and weaknesses. Against a creature that recognizes it as a shadow creature, however, the shadow creature’s damage is one-fifth (20%) normal, and all special abilities that do not deal lethal damage are only 20% likely to work. (Roll for each use and each affected character separately.) Furthermore, the shadow creature’s AC bonuses are just one-fifth as large. A creature that succeeds on its save sees the shadow conjurations as transparent images superimposed on vague, shadowy forms. Objects automatically succeed on their Will saves against this spell.

Essence: For each point of essence invested in this veil, your conjured shadow weapons gain a +1 enhancement bonus to attack and damage rolls (maximum +5), both your conjured shadow weapons and shadow creatures become 5% more real. For each point of essence invested beyond 5, your conjured shadow weapons deal an additional 1d6 points of cold damage.

Chakra Bind (Blood): Binding this veil to your Blood chakra allows you to conjure more diverse magical effects using your shadowy blood. This ability functions as the shadow evocation spell as a spell-like ability, using your veilweaving modifier as your caster level and this veil’s saving throw DC in place of the spell’s saving throw DC. You can only emulate evocation spells of 1st level or lower, and you take damage equal to 2x the emulated spell level when you use this ability. This damage cannot be prevented in any way, and ignores any temporary hit points you possess. For each point of essence invested in this veil, your shadow evocations become 5% more real. For every 2 points of essence invested, the maximum level of evocation spells you can emulate increases by one spell level.

Lashing Blood

Descriptors: none

Class: Daevic

Slot: Blood

Saving Throw: Fort negates (see text)

Your blood ebbs and flows within your veins, lashing out in violent surges of force before rushing back to you.

Shaping this veil grants you the ability to purge it from your body into violent spears to attack your foes before returning to you. As a standard action, you violently spear a target within 30 feet with your blood as a ranged attack. This attack can be made using either your Strength or Dexterity, and does not provoke attacks of opportunity. It deals 1d6 + your Strength modifier damage on a successful hit. If you are suffering from bleed damage when you make this attack, it deals additional damage equal to twice the bleed damage you are suffering from. Whenever you successfully strike a target, you may choose to have that target make a Fortitude saving throw. If they fail, they are pulled 5 feet closer towards you as your blood rushes back to your body. If this would put them in immediate harm (such as if it moved them into a hazardous magic effect or off a cliff) they gain a +4 bonus to this save.

Essence: For each point of essence invested in this veil, you gain a +1 insight bonus to attack and damage rolls with your blood spear and its range increases by 10 feet. For every 2 points of essence invested in this veil, you may make an additional blood spear attack each time you use this ability.

Chakra Bind (Blood): Binding this veil to your Blood chakra allows you to attempt to pull the blood from a living being to nourish yourself. When you hit a creature with one of your blood spears, instead of pulling the target towards you, you can cause it to rip into their flesh and attempt to draw their blood outwards as your blood returns to you. The creature makes a Fortitude save, if they fail they take 1 point of bleed damage per essence invested in this veil, and you are healed for an equal amount of hit points. This bleed damage stacks with other sources of bleed, but not with itself. You only gain this healing if the creature has at least half as many Hit Dice as your veilweaving level. As long as this creature remains within range of your blood spear, every time they take this bleed damage, you are healed for the same amount as you pull the blood from their wounds. Creatures who have no blood are immune to this ability. If used against a creature that has blood but is normally immune to Fortitude saves, such as a vampire, they make a Will save instead.

OGL and Legal Attached

Files

Previews only

Comments

No comments found for this post.