Muse Pitch: The Machinist's Pile Bunker (New Veil) (Patreon)
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This veil was pitched by Tkags as part of the rewards for the Muse tier!
Machinist’s Pile Bunker
Descriptors: Enhanced (weapon, see text)
Class: Daevic, Eclipse, Helmsman, Soulforge
Slots: Hands, Wrists
Saving Throw: Reflex (see text)
Bulky gauntlets of akashic metal wrap your hands, enveloping a single massive spike in each that extends down to your elbows. You can feel the power humming within them, ready to drive that spike into any foe you hit.
Shaping this veils allows you to conjure up to two esoteric weapons known as pile bunkers designed by a machinist in some far-off corner of the multiverse. These pile bunkers are light one-handed weapons that deal 1d6 points of piercing and bludgeoning damage on a successful hit (1d4 for small creatures, 1d8 for large), and have a critical hit range of 20/x4. These strange spiked gauntlets completely envelope your hands, making them difficult to remove and granting you a +10 bonus against disarm attempts made to do so. For the purposes of feats and class features, these pile bunkers are considered to be punching daggers.
When this veil is invested with at least 1 point of essence, the pile bunkers begin to build up an akashic charge within them that can be released upon hitting a foe for devastating effects. At the beginning of each of your turns, each of the pile bunkers generate a number of points of akashic charge equal to the essence invested in the veil. Each pile bunker can hold a maximum number of charges equal to 3x your essence capacity. These charges last 1 minute, or until you roll initiative. If you drop or are disarmed of one of the pile bunkers, or if the veil is sundered, all charges stored in that pile bunker are immediately lost.
When you successfully hit a foe with a pile bunker, you may expel the charged akasha within it to slam the weapon’s spike into the target at extreme velocities. This deals an additional 1d6 points of bludgeoning and piercing damage per point of charge spent. This damage is not multiplied on a critical hit, but instead is increased to 1d12 per point of charge spent.
Essence: For each point of essence invested in this veil, the pile bunkers generate akashic charge, as above.
Chakra Bind (Hands): Binding this veil to your Hands chakra allows you to direct the akashic charge building up within the pile bunkers to produce other effects. You can apply multiple of these effects to a single attack, assuming you have enough charges to spend. These effects cost varying amounts of akashic charge, and are described below:
- Breaking Charge: You may spend 2 points of akashic charge when you successfully hit with a pile bunker to make a sunder attempt against the struck creature’s armor or shield, or against one of their shaped veils. Use the attack roll made with the pile bunker as your attack roll on the sunder attempt, adding your CMB and other modifiers that improve your sunder attempts (including the enhancement bonus to attack rolls of this veil) as normal. If you succeed, the damage you dealt as part of the attack with the pile bunker is also dealt to that object or veil. This special sunder attempt does not provoke attacks of opportunity.
- Driving Charge: You may spend 2 points of akashic charge when you successfully hit with a pile bunker to bull rush the struck creature. Use the attack roll made with the pile bunker as your attack roll on the bull rush attempt, adding your CMB and other modifiers that improve your bull rush attempts (including the enhancement bonus to attack rolls of this veil) as normal. If this movement caused by this bull rush would cause the creature to collide with a solid object, they fall prone at the end of the movement. This special bull rush attempt does not provoke attacks of opportunity.
Chakra Bind (Wrists): Binding this veil to your Wrists chakra grants you all of the benefits of the Hands bind, and provides you additional options when spending akashic charge, as described below:
- Explosive Charge: You may spend 4 points of akashic charge when you successfully hit with a pile bunker to create an explosive wave of energy that radiates outwards from the struck target. This produces a cone in the direction of the struck creature with a length of 10 feet + 5 feet per 2 points of essence in this veil. Each creature caught in the cone (except for the struck creature) takes 1d6 points of fire and akashic damage per point of akashic charge spent on this attack. Half of this damage comes from a pulse of akashic power and ignores hardness and fire resistance or immunity. A successful Reflex saving throw halves this damage, using the ability score you made using the attack with the pile bunker in place of your veilweaving modifier when determining its DC.
- Rupturing Charge: You may spend 2 points of akashic charge when you successfully hit with the pile bunker to rupture the creature's body and organs, causing them to take a number of points of bleed damage equal to the number of points of akashic charge spent on this attack.
- Reeling Charge: When you make an attack with a pile bunker, before the attack roll is made, you can spend any number of charges to increase your reach with that attack by 5 feet per two points of charge spent. If that attack hits, you may make a free drag maneuver against that creature. Use the attack roll made with the pile bunker as your attack roll on the drag attempt, adding your CMB and other modifiers that improve your drag attempts (including the enhancement bonus to attack rolls of this veil) as normal. If you succeed, you drag the creature 5 feet closer to you. For every 5 by which your attack exceeds your opponent’s CMD, you can drag the target back an additional 5 feet. You do not move as part of this drag attempt, and it does not provoke attacks of opportunity.
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