Enhanced Veils: Akashic Trinity (Patreon)
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The following veils, originally found in City of the Seven Seraphs: Akashic Trinity, have been adapted to utilize the [Enhanced] keyword. For some of these veils, they have been slightly rebalanced or reworked to account for their newly acquired ability to be enhanced.
Balor’s Whip [Enhanced]
Descriptors: Chaos, Enhanced (whip), Evil, Fire
Class: Daevic, Nexus, Vizier
Slot: Hands, Wrists
Saving Throw: None
A coiling length of foul, smoking flame writhes in your grasp, eager to be loosed upon your foes.
Shaping this veil grants you the ability to call upon a balor’s flaming whip. Unlike a normal whip, the Balor’s Whip does not have the nonlethal property and the damage is always treated as lethal regardless of the target’s natural armor bonus.
Essence: For each point of essence invested in this veil, the whip deals an additional 1d4 points of damage. Against good aligned creatures, these additional dice are increased from 1d4 to 1d6. Against evil-aligned creatures, these additional dice are decreased from 1d4 to 1d3. Half of the additional damage dealt by these dice is fire damage (rounded up) and the other half results directly from unholy power and is therefore not subject to being reduced by resistance to fire-based attacks. This additional damage is not multiplied on a critical hit.
Chakra Bind (Hands) Binding this veil to your Hands chakra allows you to use it to grapple foes within its reach, drawing the target of your grapple into a square adjacent to you on a successful attempt. While grappling a creature using this veil, you do not gain the grappled condition, but you can only move as part of maintaining a grapple against the creature.
Chakra Bind (Wrists)Binding this veil to your Wrists chakra grants you all the benefits of binding it to your Hands chakra, and it allows you to threaten every square within the whip’s reach. For every 2 points of essence invested in this veil, increase its reach by 5 feet.
Blackened Pitchfork [Enhanced]
Descriptors: Enhanced (trident), Evil
Class: Daevic, Nexus, Vizier
Slot: Hands, Wrists
Saving Throw: Fortitude
This pitchfork appears to be made of translucent blackened iron and seethes with infernal energy, seeming both bitterly cold and unbearably hot.
Shaping this foul veil grants you the ability to call upon a trident forged of hell-touched iron molded into shape and made safe to wield by akashic power. Whenever you score a critical hit with this weapon, the target is sickened for a number of rounds equal to your veilweaving modifier; if the target is already sickened when this effect is triggered, they must make a Fortitude saving throw or are instead nauseated for 1 round. If used as a thrown weapon, the trident reappears in your hand immediately after the attack is resolved.
Essence: If you have at least 1 point of essence invested in this veil, the trident created by this veil is treated as cold iron for the purposes of overcoming damage reduction in addition to any special materials it is upgraded with, if any. For each point of essence invested in this veil, the conjured trident deals an additional 1d4 cold or fire damage; for every even numbered point of essence add 1d4 fire damage, and for each odd numbered point of essence add 1d4 cold. This additional damage is not multiplied on a critical hit.
Chakra Bind (Hands) Binding this veil to your Hands chakra hones its hellish power and increases its ferocity against goodly foes. The critical threat range of the trident created by this veil increases by 1; this increase is applied before any other increases and stacks with abilities like keen or the Improved Critical feat.
In addition, against Good- or Chaotic-aligned creatures the bonus damage granted by investing essence in this veil has its damage dice increased from 1d4 to 1d6.
Chakra Bind (Wrists) Binding this veil to your Wrists chakra grants you all the benefits of binding it to your Hands chakra, and whenever you slay a creature whose Hit Dice are greater than or equal to your own with this weapon, their soul becomes trapped within the weapon. Creatures whose souls are trapped in this weapon cannot be returned to life except by true resurrection, miracle, wish, or a similar effect. You may consume a trapped soul’s energy as a swift action to regain hit points equal to 1d8 + 1d8 per point of essence invested, at which point the soul can be returned to life normally, though any negative levels it gains as a result of being returned to life are increased by 1. You can only contain a number of souls in the Blackened Pitchfork equal to 1 + your veilweaving modifier. If this veil is sundered, unshaped, or suppressed, any captured souls are immediately freed.
Breastplate of the Righteous [Enhanced]
Descriptors: Enhanced (breastplate), Good, Law
Class: Daevic, Nexus
Slot: Chest
Saving Throw: None
“Some say only the righteous will see their god, but I say the evil who see the righteous are likely to see their god a whole lot sooner.” —Sir Deveron the Just, Bane of the Wicked
Shaping this veil allows you to create a light and durable breastplate out of pure akasha. This nearly weightless breastplate grants a +6 armor bonus to your AC, has a maximum Dexterity bonus of +3, an armor check penalty of -2, and no arcane spell failure chance. Your speed is not reduced while wearing this breastplate.
Essence For each point of essence invested in this veil the granted breastplate has its maximum Dexterity bonus increased by +1. For every three points of essence invested, its armor check penalty is reduced by 1.
Chakra Bind (Chest) Binding this veil to your Chest chakra greatly enhances its protective capabilities. You gain a sacred bonus to your saving throws equal to the armor’s enhancement bonus to AC, and spell resistance equal to 10 + 1 per point of essence invested; if you already have spell resistance from another source, such as from the Feet chakra bind of the Gilded Treads veil, 3 points of essence invested in their Gilded Treads while using its chakra bind ability and 3 points of essence invested in the Breastplate of the Righteous would have SR 28 against spells cast by evil or chaotic creatures). Whenever a creature fails a check to penetrate your spell resistance, they must succeed at a Will saving throw or be dazed for 1 round.
Ebon Stars [Enhanced]
Descriptors: Cold, Darkness, Death, Enhanced (light flail)
Class: Daevic, Eclipse, Vizier
Slot: Hands, Body
Saving Throw: None; see text
Twin moons of utter blackness spin about, acting as shield and mace and grasping hands.
When you shape this veil grants you the ability to call upon up to two light flails made of akasha reinforced with the crushing weight of a black hole. As long as you wield them with no other weapons, save for a natural weapon or your unarmed strikes, these flails count as light weapons and the penalties for two-weapon fighting with these flails are reduced by half (minimum 1).
Essence: For each point of essence invested in this veil, you gain a +1 insight bonus on sunder and trip attempts made using these fails. If you have at least 4 points of essence invested in this veil, the critical threat range for the flails increases to 18-20. If you have at least 7 points of essence invested, their critical multiplier increases to x3.
Chakra Bind (Hands) Binding this veil to your Hands chakra allows you to use the veil to deflect incoming attacks. While you are wielding no other weapons besides those created by this veil, save for a natural weapon or your unarmed strikes, and not using a shield you gain a +1 shield bonus to your Armor Class. You also gain an enhancement bonus to this shield bonus equal to the enhancement bonus to attack and damage rolls applied to this veil (excluding any penalties to said enhancement bonus for using two flails instead of one).
Chakra Bind (Body) In addition to the benefits granted by your Hands chakra, binding this veil to your Body chakra imbues the flails with the ability to create miniature black holes. Whenever you confirm a critical hit with one of your your flails against a creature, they must succeed at a Fortitude saving throw or take an additional 3d6 bludgeoning damage and 3d6 cold damage as a miniature black hole is briefly opened inside of them; this ability works on constructs and undead, though damage reduction and immunities apply as normal. The bludgeoning and cold damage from this effect are increased by 1d6 each per point of essence invested in this veil. Creatures reduced to 0 or fewer hit points by this additional damage implode and all traces of their body are utterly destroyed. This does not affect the creature’s equipment. Creatures slain in this manner can only be returned to life by a miracle or wish spell, or a similar effect. This ability is a death effect.
Efreeti’s Brass Scimitar [Enhanced]
Descriptors: Enhanced (scimitar), Fire
Class: Daevic, Nexus, Stormbound, Vizier
Slot: Hands, Wrists
Saving Throw: None
This curving sword of jagged brass seethes with the roaring essence of pure elemental fire.
Shaping this fiery veil grants you the ability to call upon a scimitar made of pure flame molded into shape with akashic energy. Instead of dealing slashing damage like a normal scimitar, the damage dealt by this weapon is fire damage.
Essence: For each point of essence invested in this ability, the weapon deals an additional 1d6 points of fire damage. This additional damage is not multiplied on a critical hit.
Chakra Bind (Hands) Binding this veil to your Hands chakra burns any creature who attempts to remove the scimitar from your grasp. Any creature attempting to sunder or disarm this veil takes 1d6 points of fire damage per point of essence invested in this veil, regardless of whether or not the attempt was successful. In addition, you may choose to manifest the Efreeti’s Brass Scimitar as either a falchion or scimitar, chosen each time you call upon the weapon.
Chakra Bind (Wrists) Binding this veil to your Wrists chakra grants you all the benefits of binding it to your Hands chakra, and creatures slain by this veil are instantly reduced to ash and cannot be returned to life by spells that require the body to be intact, such as the raise dead spell. In addition, whenever you confirm a critical hit with your Efreeti’s Brass Scimitar you double the additional damage dice granted by investing this veil with essence.
Gauntlets of the Void [Enhanced]
Descriptors: Cold, Enhanced (spiked gauntlet)
Class: Daevic, Eclipse, Nexus, Stormbound
Slot: Hands, Wrists
Saving Throw: None
A seething pair of black gauntlets formed from frigid energy seem to pull light and heat from the air around you.
When you shape this veil you gain cold resistance 5. This stacks with any cold resistance you currently possess. In addition, you gain the ability to call upon spiked gauntlets made of akasha infused with the power of darkness. You do not provoke opportunity attacks when you make an attack with these spiked gauntlets. You may call this weapon into multiple free hands if you so wish, but those weapons suffer the normal penalties associated with an Enhanced veil that creates multiple weapons if you choose to do so.
Essence: For each point of essence invested in this veil, the granted cold resistance increases by 5 and the spiked gauntlets granted by this veil deals an additional 1d6 cold damage. This additional damage is not multiplied on a critical hit.
Chakra Bind (Hands) Binding this veil to your Hands chakra grants you the ability to wield a two-handed weapon sized appropriately for you as though it were a one-handed weapon.
Chakra Bind (Wrists) In addition to the benefits granted by the Hands chakra, binding this veil to your Wrists causes any two-handed weapon you choose to wield one-handed using this veil to be infused with this veils icy powers, causing it to deal an addition 1d4 points of cold damage per point of essence invested in this veil. This does not stack with similar effects that grant additional dice of cold damage, such as the frost special ability or the storm gauntlets veil, and is not multiplied on a critical hit.
Reaper’s Scythe [Enhanced]
Descriptors: Enhanced (scythe)
Class: Daevic, Eclipse, Guru, Nexus, Vizier
Slot: Hands, Wrists
Saving Throw: Will
Dark water seems to flow within the silvered surface of this fell scythe.
Shaping this razored veil grants you the ability to call upon a scythe flowing with the powers of death. Rather than the normal physical damage dealt, this scythe deals negative energy damage to living creatures and positive energy damage to undead. Attacks against creatures that are neither living nor dead, such as constructs and animated objects, suffer physical damage as normal.
Essence: For each point of essence invested in this ability, the scythe deals an additional 1d4 points of negative energy damage to living creatures and an additional 1d4 points of positive energy damage to undead. Creatures who are neither living nor dead receive no additional damage. This additional damage is not multiplied on a critical hit.
Chakra Bind (Hands) Binding this veil to your Hands chakra causes it to doom the creatures it strikes. When you strike a creature using this veil, it must make a Will saving throw or have a doom mark placed upon it that lasts 24 hours. A creature who succeeds on this saving throw is immune to this effect for 24 hours. You may choose to take a point of essence burn after the creature rolls this saving throw to not grant it immunity if it succeeds.
This mark can only be seen by you and outsiders tied to death and entropy, such as psychopomps and daemons. Outsiders who can see a creature with a doom mark upon it always treat such creatures with hostility. Whenever a creature you’ve placed a doom mark on dies while the mark is active and this veil is shaped, you instantly regain 1d8 hit points as its soul is drawn through your blade before passing on, plus an additional 1d8 hit points per point of essence invested in this veil at the time of the creature’s death.
Chakra Bind (Wrists) Binding this veil to your Wrists chakra grants you all the benefits of binding it to your Hand chakra, and whenever you confirm a critical hit with the Reaper’s Scythe you place a doom mark on the target of your attack that lasts for 24 hours. Placing this mark requires no saving throw from your target, and is placed even if the creature is immune to the Hands bind ability of this veil.
Sable Shots [Enhanced]
Descriptors: Darkness, Enhanced (hand crossbow), Teleportation
Class: Eclipse, Vizier
Slot: Hands, Body
Saving Throw: None
Finely made crossbows crafted from perfect darkness allow you to steal the light and spread darkness with each pull of the trigger.
Shaping this veil grants you the ability to call upon up to two glossy black hand crossbows. These hand crossbows never need to be reloaded; after a shot is fired a new bolt made of akashic energy automatically reforms as the hand crossbows redraw themselves. You may choose to have the bolts fired from these hand crossbows lower the light by one step in a 5 ft. radius around the target after each successful attack; this area of reduced light moves with the target and lasts for 1 round. This reduction in light stacks with itself.
Essence: For each point of essence invested in this veil, the radius of the area of reduced light increases by an additional 5 feet.
Chakra Bind (Hands) Binding this veil to your Hands chakra causes the darkness produced by these crossbows to out magical lights and blind even those who can see in the dark. The darkness effects created by these crossbows are considered magical darkness, dispelling any light effects they overlap with at the time of their creation of a caster level equal to 1/2 your veilweaver level (rounded down) or lower. In addition, successful attacks using this veil against a creature who is already in total darkness causes that creature to not be able to benefit from their darkvision for 1 round.
Chakra Bind (Body) In addition to the benefits granted by your Hands chakra, binding this veil to your Body chakra grants you the ability to teleport yourself (including any carried or worn gear and equipment) and up to one willing creature adjacent to you up to 60 ft. as a move action, though the teleportation must begin and end in an area of dim or darker lighting. In addition, whenever you successfully attack a creature or object with one of the hand crossbows granted by this veil, you may use an attack of opportunity to teleport yourself and up to one willing creature adjacent to you to an open square adjacent to the target.
Sword of Justice [Enhanced]
Descriptors: Enhanced (short sword), Fire, Good
Class: Daevic, Nexus
Slot: Hands, Wrists
Saving Throw: Reflex; see text
A fiery blade of light springs forth from gauntlets forged of pure akashic energy.
When you shape this veil you gain the ability to call upon a holy sword made of akasha infused with the power of the upper planes. This weapon acts as a short sword sized appropriately for you, but instead of dealing piercing damage like a normal short sword, half the damage dealt by this weapon is fire damage and the other half results directly from divine power and is therefore not subject to being reduced by resistance to fire-based attacks.
Essence: For each point of essence invested in this veil, the weapon deals an additional 1d6 points of damage. Like the base damage of this weapon, half of this damage is fire damage and the other half results directly from divine power and is therefore not subject to being reduced by resistance to fire-based attacks. This additional damage is not multiplied on a critical hit.
Chakra Bind (Hands): Binding this veil to your Hands chakra binds the sword further to your body and allows you to alter its form. Whenever you choose to conjure the holy sword, you may choose for it to take the shape of a short sword, longsword, or any other one-handed bladed weapon with which you are proficient. In addition, for each point of essence invested in this veil you gain a +1 competence bonus to your CMD when a creature tries to disarm or sunder the weapon created by 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 you may wield the Sword of Justice as a thrown weapon with a range increment of 10 ft. + 5 ft. per point of essence invested. When used as a thrown weapon the Sword of Justice returns to you after the attack is resolved; if you no longer have a free hand after resolving an attack in this manner, the Sword of Justice dissipates as normal. Whenever you confirm a critical hit with your Sword of Justice, each enemy adjacent to the target of your attack takes 1d6 fire damage, plus an additional 1d6 fire damage per point of essence invested (Reflex half).
Voidblade [Enhanced]
Descriptors: Darkness, Death, Enhanced (greatsword)
Class: Daevic, Eclipse, Nexus, Stormbound, Vizier
Slot: Hands, Body
Saving Throw: See text
Hungry emptiness shaped like a blade devours light and life, leaving nothing behind.
Shaping this veil you grants you the ability to call upon a greatsword forged of akasha tempered by the crushing emptiness of the endless void. Whenever you successfully damage a creature with this weapon, they are subjected to feelings of intense chill and crushing ennui, taking a -1 penalty on attack rolls for 1 round. In addition, whenever you confirm a critical hit with this weapon, the target of the attack is staggered for 1 round.
Essence: While this veil is invested with at least 1 point of essence, the penalty to attack rolls inflicted by this veil increases by an additional -1. This penalty increases by an additional -1 for every 2 essence invested beyond the first. For every 4 points of essence invested in this veil, the duration of the staggered effect on a critical hit increases by 1 round.
Chakra Bind (Hands) Binding this veil to your Hands chakra grants you a +2 insight bonus to your CMB and to your damage rolls when performing a sunder with this weapon. This bonus increases by 1 per point of essence invested in this veil.
Chakra Bind (Body): In addition to the benefits granted by your Hands chakra, binding this veil to your Body chakra makes the blade utterly lethal. Whenever you confirm a critical hit with this weapon against a creature, living creatures and creatures that are neither living or dead, such as constructs and animated objects, are subjected to accelerated entropy and decay, and must succeed at a Fortitude saving throw or take an additional 10d6 negative energy damage, while undead creatures must make a Will saving throw (adding their turn resistance, if any) or be destroyed.
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