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Abhyasi (Rajah Archetype)

Spell Casting: The abhyasi casts arcane spells and cantrips as a magus of their rajah level, using Intelligence as their casting modifier. Any rajah class feature or ability that references their initiation modifier or their Charisma, instead use their casting modifier. They have a spellbook, and gain spells each level as if they were a magus.

This replaces the rajah’s maneuvers, maneuvers readied, and stances known class features.

Arcane Vassalage (Su): The abhyasi can cast spells gained through this archetype through any ally that they have shaped a veil with the Title descriptor onto. The abhyasi uses special rules, listed below, when casting spells through this class feature. The abhyasi may only use these abilities on entitled allies within Close range.

When casting a spell gained through this archetype, the abhyasi may use that ally’s space as if it were their own, determining range, line of sight, and line of effect from that ally’s space. The abhyasi must still be able to perceive their target from their own space, unless the spell only targets the entitled ally. For spells that require the abhyasi to touch a creature or make a touch attack, the abhyasi uses their own attributes. If they cast a touch spell that grants multiple charges, such as chill touch, on following rounds they can spend a standard action to make a touch attack using one of those charges through their entitled ally.

If the abhyasi casts a spell gained through this archetype that has a range of personal, they can choose whether to have the spell affect themselves or one of their entitled allies.

This modifies the rajah’s vassalage class feature.

Abhyasi’s Crossroads (Su): With their stave held aloft, the abhyasi commands their dominion over the battlefield. At 1st level, they choose one of the following staves, granting them unique benefits when casting their arcane spells. Once this choice is made, it cannot be changed.

  • Staff of the Sky Sovereign: When making an attack with a spell cast through their arcane vassalage class feature, the abhyasi may use their casting modifier in place of their Strength or Dexterity modifiers on their attack rolls. Spells cast by the abhyasi through their arcane vassalage class feature deal an additional 1 point of damage per damage die of the spell. This damage is of the same type as the spell.
  • Staff of the Sun King: When the abhyasi casts a spell that affects an enemy, that enemy erupts with purifying akashic flame. Your enemies within 10 feet of the affected enemy must succeed at a Reflex save or take 1d6 points of damage per odd-numbered class level. This does not affect the initial target of the spell. The DC of this saving throw is equal to 10 + 1/2 the abhyasi’s class level + their casting modifier. This damage comes from an akashic pulse of power, and as such is not reduced by damage reduction, hardness, resistances, or immunities. If the abhyasi affects multiple enemies with a single spell, they choose only one of them to be affected by this ability.
  • Staff of the Moon Queen: Whenever the abhyasi casts a spell through one of their entitled allies using their arcane vassalage class feature, a blend of akasha and arcana infuses that creature and ward them from harm. Until the end of the abhyasi’s next turn, the entitled ally they cast the spell through gains a +2 shield bonus to their AC. This bonus stacks with their existing shield AC, and is considered a force effect that applies against incorporeal attacks. This bonus increases by an additional +1 at 3rd level, and every 3 levels thereafter.

This ability modifies the rajah’s crossroads class feature.

Arcane Mandate (Su): When the abhyasi uses their royal mandate ability, instead of swapping a single readied maneuver, the abhyasi suffuses their ally with arcane power, granting them a +1 bonus to weapon damage rolls and treating their weapon attacks as magical until the end of the abhyasi’s next turn. This bonus increases by an additional +1 at 3rd level, and every 3 levels thereafter.

This ability alters the rajah’s royal mandate class feature.

Akashic Strike: At 2nd level, whenever the abhyasi casts a spell that can be delivered by a melee or ranged touch attack through one of their entitled allies using their arcane vassalage ability, they can choose to allow that ally to deliver the spell with a weapon attack. Instead of the normal attack allowed by the abhyasi as a free action, they instead grant that ally the ability to make an attack with one of their weapons as a free action (even if it isn’t their turn). If the spell is delivered with a melee touch attack, the attack must be made with a melee weapon. If the spell is delivered using a ranged touch attack, the attack must be made with a ranged weapon. If the attack hits a creature, it deals its normal damage as well as the effects of the spell. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals x2 damage on a successful critical hit, while the weapon damage uses its own critical modifier. Spells that grant multiple attacks, such as scorching ray, can only have one of their attacks delivered by a weapon using this ability, the abhyasi makes any additional attacks normally through that entitled ally. If they cast a spell that grants multiple charges of melee or ranged touch spells, such as chill touch, on following rounds they can spend a standard action to allow their ally to make a weapon attack to deliver a charge.

Prepotency: At 10th level, the abhyasi has become a master of their magical arts, fortifying their mind and their spirit with magical rituals and mnemonics. They gain immunity to fear effects, and the essence capacity of all of their veils and class feature essence receptacles increases by one (This does not affect akashic items, or other non-listed receptacles).

The abhyasi may invest essence in this ability. They gain an insight bonus on attack rolls with their spells and spell-like abilities equal to the essence invested. For every odd point of essence invested, the saving throw DCs of their spells and spell-like abilities increase by 1.

This replaces the rajah’s regality class feature.

Acharya (Rajah Archetype)

Spell Casting: The acharya casts divine spells and orisons as a warpriest of their rajah level, using Wisdom as their casting modifier. They also gain the warpriest’s ability to spontaneously cast cure or inflict spells. Any rajah class feature or ability that references their initiation modifier or their Charisma, instead use their casting modifier.

This replaces the rajah’s maneuvers, maneuvers readied, and stances known class features.

Aura: An acharya of a chaotic, evil, good, or lawful deity has a particularly powerful aura (as a cleric) corresponding to the deity’s alignment (see detect evil).

Divine Vassalage (Su): The acharya can cast spells gained through this archetype through any ally that they have shaped a veil with the Title descriptor onto. The acharya uses special rules, listed below, when casting spells through this class feature. The acharya may only use these abilities on entitled allies within Close range.

When casting a spell gained through this archetype, the acharya may use that ally’s space as if it were their own, determining range, line of sight, and line of effect from that ally’s space. The acharya must still be able to perceive their target from their own space, unless the spell only targets the entitled ally. For spells that require the acharya to touch a creature or make a touch attack, the acharya uses their own attributes. If they cast a touch spell that grants multiple charges, such as chill touch, on following rounds they can spend a standard action to make a touch attack using one of those charges through their entitled ally.

If the acharya casts a spell gained through this archetype that has a range of personal, they can choose whether to have the spell affect themselves or one of their entitled allies.

This modifies the rajah’s vassalage class feature.

Acharya’s Crossroads (Su): With their divine symbol held on high, the acharya guides their allies to victory. At 1st level, they choose one of the following symbols, granting them unique benefits when casting their divine spells. Once this choice is made, it cannot be changed.

  • Symbol of the Sky Sovereign: The acharya’s symbol radiates the piercing blue light of the clear sky when they call upon their divine power. When making an attack with a spell cast through their divine vassalage class feature, the acharya may use their casting modifier in place of their Strength or Dexterity modifiers on their attack rolls. Any time the acharya successfully hits a target when making an attack with a spell cast through their divine vassalage class feature, or when a creature fails a saving throw against a spell cast through their divine vassalage class feature, allies within Close range of the acharya gain a +1 sacred (or profane, if the acharya is of evil alignment or worships an evil deity) bonus to attack rolls and a sacred (or profane) bonus to damage rolls against the affected creature equal to the acharya’s casting modifier until the end of the acharya’s next turn. This bonus to attack rolls increases by an additional +1 at 6th, 11th, and 16th level.
  • Symbol of the Sun King: The acharya’s holy symbol glows with the burning fury of the noonday sun when they call upon their divine power. When casting spells gained through this archetype, the acharya flares with the pure flames of the noonday sun. Enemies within 10 feet of the spells casting location (either the acharya’s space, or the space of the entitled ally if cast through their divine vassalage) must succeed at a Reflex save or take 1d6 points of damage per odd-numbered class level. The DC of this saving throw is equal to 10 + 1/2 the acharya’s class level + their casting modifier. This damage comes from an akashic pulse of power, and as such is not reduced by damage reduction, hardness, resistances, or immunities.
  • Symbol of the Moon Queen: The acharya’s holy symbol glows with the soothing light of the full moon when they call upon their divine power. Whenever the acharya casts a spell gained through this archetype above 0th level, the acharya and each of their allies within Close range are healed for 1d6 points of damage per level of the spell. This healing comes from an akashic pulse of power, and thus heals all types of creatures.

This ability modifies the rajah’s crossroads class feature.

Divine Mandate (Su): When the acharya uses their royal mandate ability, instead of swapping a single readied maneuver, the acharya grants the target of his royal mandate a number of temporary hit points equal to the acharya’s class level plus their casting modifier. These temporary hit points last until the beginning of the acharya’s next turn, and do not stack with themselves.

This ability alters the rajah’s royal mandate class feature.

Akashic Fervor: At 2nd level, the acharya can draw upon the powers of their faith and their spirit to heal wounds, harm their foes, and bolster themselves and their allies. This ability can be used a number of times per day equal to ½ the acharya’s class level + their casting modifier. The acharya can use this ability through their divine vassalage.

By expending one use of this ability, a good-aligned acharya (or one who worships a good deity) can touch a creature to heal it of 1d6 points of damage, plus an additional 1d6 points of damage for every 3 rajah levels they possess above 2nd (to a maximum of 7d6 at 20th level). Using this ability is a standard action, or as a swift action when the acharya uses it to heal themself or one of their entitled allies. Alternatively, the acharya can use this ability to harm an undead creature, dealing the same amount of damage they would otherwise heal with a melee touch attack. Using akashic fervor in this way is a standard action. This ability derives its healing and damage from positive energy.

An evil acharya (or one who worships an evil deity) can use this ability to instead deal damage to living creatures with a melee touch attack and heal undead creatures with a touch (a swift action if using negative energy to heal themselves or an entitled ally). This ability derives its healing and damage from negative energy.

A neutral acharya who worships a neutral deity (or one who is not devoted to a particular deity) uses this ability as a good warpriest if they chose to spontaneously cast cure spells or as an evil warpriest if they chose to spontaneously cast inflict spells.

As a swift action, the acharya can expend one use of this ability to cast any one spell gained through this archetype they have prepared with a casting time of 1 round or shorter. When cast in this way, the spell can target only the acharya or one their entitled allies within Close range, even if it could normally affect other or multiple targets. Spells cast in this way ignore somatic components and do not provoke attacks of opportunity. The acharya does not need to have a free hand to cast a spell in this way.

Divinity: At 10th level, the divine powers the acharya channels infuse them with a spark of divinity, fortifying their mind and their spirit. They gain immunity to fear effects, and the essence capacity of all of their veils and class feature essence receptacles increases by one (This does not affect akashic items, or other non-listed receptacles).

The abhyasi may invest essence in this ability, granting them a sacred bonus to their AC equal to the essence invested, and increasing the healing and damage dealt by their spells, spell-like abilities, and class features that utilize positive or negative energy by 2 per point of essence invested.

This replaces the rajah’s regality class feature.

New Title Veils

The Abjurer

Descriptors: Title

Class: Rajah

Slot: Neck

Saving Throw: Reflex and Will (see text)

Silver chains wrap loosely around the Abjurer’s neck, spiraling out to deny their foes when called upon.

As a standard action, the entitled can place a 10-foot diameter circle of forbiddance within Close range (25 feet + 5 feet per two veilweaver levels) of them that persists until the end of the entitled’s next turn. This circle forms a sphere of abjuration surrounding the area. The sphere intersects objects, but it cannot be created in a location that would intersect a creature. If an unwilling creature is caught within the area of the circle and is adjacent to one of its edges they can make a Reflex saving throw to intersect the circle as it forms, destroying it on a successful save.

When the entitled uses this ability, they can choose whether this circle forbids entrance or forbids exit.  If they choose to forbid entrance, any of the entitled’s enemies who attempt to enter the circle are subject to its effects. If they choose to forbid exit, any of the entitled’s enemies who attempt to leave the circle are subject to its effects. Creatures can still make melee and ranged attacks through the edge of the circle.

Enemies who attempt to enter the circle (if it forbids entrance) or leave (if it forbids exits) must make a Will saving throw. If they fail, they cannot enter or leave the circle until the beginning of their next turn, after which they can make another Will save to enter or leave the area.. If a creature attempts to enter or leave the area of the circle through magical means (such as teleportation), they must still make this saving throw. If they fail, the effect they attempted to use fails as well and they cannot enter or leave the circle until the beginning of their next turn.

Whenever the entitled casts a spell or uses a spell-like ability of the abjuration school, they can instead use this ability as a move action, but doing so halves the diameter of the created circle of forbiddance (a 5-foot diameter circle of forbiddance is centered on a space, rather than on an intersection of spaces, and can contain Medium or smaller sized creatures).

Essence: For each point of essence invested in this veil, the diameter of the circle increases by 10 feet and its duration increases by 1 round. The entitled can choose to create a circle of a smaller diameter, to a minimum of 10-foot diameter circle (5-foot diameter, if used as a move action). For every even point of essence invested, the saving throw DC of this veil increases by +1.

Chakra Bind (Neck): Binding this veil imbues the circle of forbiddance with greater power, allowing it to painfully deny movement through its area and increases its range. The entitled can now create a circle of forbiddance within Medium range (100 feet + 10 feet per veilweaver level). When creating the circle, the entitled can choose for it to forbid entry, forbid exit, or forbid both.

Whenever a creature attempts to move through the circle's area, they take 1d6 points of force damage per point of essence invested in this veil (1d4 if created using a move action). If they succeed on their Will saving throw to leave or enter the area, this damage is halved. A creature who attempts to intersect the circle as it forms takes this damage as well, halved if they succeed on their Reflex save.

The Conjurer

Descriptors: Air, Earth, Fire, Title, Water

Class: Rajah

Slot: Shoulders

Saving Throw: None

Raw elemental matter flows around the Conjurer’s shoulders in intertwined rings, able to be drawn forth to summon an elemental spirit at their command.

As a standard action, the entitled can conjure a single elemental spirit from the veil to harry a single creature of the entitled’s choice within Close range (25 feet + 5 feet per two veilweaver levels) until the end of the entitled’s next turn. The entitled chooses a single element from the following list which determines the effect of the elemental spirit: Air, Earth, Fire, or Water. The entitled may only have a single elemental spirit conjured at a time, conjuring another immediately ends the effects of the first. A creature can attempt to disrupt an elemental spirit that is harassing them by making a Reflex saving throw as a standard action, a success ends the effect. Unlike normal veils, the effects of this veil are not subject to spell resistance.

Air: The elemental spirit takes the form of a mass of wind which surrounds the target and disrupts their ranged attacks. Ranged weapon attacks made by the affected creature suffer a -1 penalty to attack rolls and a -2 penalty on damage rolls. For each point of essence invested in this veil, their ranged weapon attacks suffer a further -2 penalty to damage rolls. For every two points of essence invested, the penalty on ranged weapon attack rolls is worsened by -1.

Earth: The elemental spirit takes the form of churning earth which surrounds the target’s limbs, attempting to bind it to the ground. If the creature is flying, it must make a Reflex save each round at the end of its turn or fall. If the creature is grounded or climbing, it suffers a -1 penalty to Reflex saving throws, a -2 penalty to Acrobatics checks, and has its movement speed reduced by 5 feet (to a minimum of 5 feet). For each point of essence invested in this veil, the penalty to Acrobatics checks worsens by -2. For each even point of essence invested in this veil this effect further reduces the creature's movement speed by 5 feet and the creature suffers a further -1 penalty on Reflex saves.

Fire: The elemental spirit takes the form of an inferno which begins to surround the target, lashing out at their allies. Enemies of the entitled who begin or end their turn within 5 feet of the affected creature must make a Reflex saving throw or take 1d6 points of fire damage, plus an additional 1d6 per point of essence invested in this veil. For every three points of essence invested in this veil the range of this effect increases by 5 feet. The affected creature is not burned by these flames, but they instead suffer a -2 penalty on Stealth checks and glow with the brightness of a torch, causing them to not benefit from concealment provided by darkness. For each point of essence invested in this veil the penalty worsens by -2. Magical darkness of a level higher than the number of points of essence invested in this veil negates the penalty to Stealth and the glow.

Water: The elemental spirit takes on the form of a swirling current that surrounds the target’s limbs, hampering their melee attacks. Melee weapon attacks made by the affected creature suffer a -1 penalty to attack rolls and a -2 penalty on damage rolls. For each point of essence invested in this veil, their melee weapon attacks suffer a further -2 penalty to damage rolls. For every two points of essence invested, the penalty on melee weapon attack rolls is worsened by -1.

Whenever the entitled casts a spell or uses a spell-like ability of the conjuration school, they can instead use this ability as a move action, but doing so reduces the effects of the elemental spirit, as listed below.

Air: The spirit no longer imposes a penalty on ranged attack rolls.

Earth: The entitled must choose whether they wish to reduce the target’s speed or penalize their Reflex saves when they conjure the spirit, rather than both.

Fire: The damage dice of the spirit’s flames are reduced to 1d4, the penalties to Stealth checks imposed by the veil are halved, and any level of magical darkness negates the glow and stealth penalties.

Water: The spirit no longer imposes a penalty on melee attack rolls.

Essence: For each point of essence invested in this veil, the duration of the conjured elemental spirit increases by 1 round.

Chakra Bind (Shoulders): The entitled gains further mastery over their conjured spirit. If they have a spirit conjured, they can change the element of the spirit and move it to another creature within Close range of them as a swift action. If that spirit was conjured as a move action, the new elemental type retains its penalties. This does not reset the spirit’s remaining duration.

The Diviner

Descriptors: Title

Class: Rajah

Slot: Headband

Saving Throw: None

Glyphs hover around the edge’s of the Diviner’s eyes, flaring to life and granting them a brief glimpse of events to come.

As a standard action, the entitled can glimpse into the future and perfectly divine the results of an upcoming action, allowing them to change its results. Until the end of the entitled’s next turn they gain one mote of divination. Whenever the entitled is targeted by an attack or when they make an attack roll, they can expend one mote of divination to gain a +20 insight bonus to their AC against that attack or a +20 insight bonus to their attack roll. When making an attack modified by this ability, that attack ignores a target’s concealment, the effects of the mirror image spell, or similar effects or abilities. The choice to spend a mote must be made before the attack is rolled.

Whenever the entitled casts a spell or uses a spell-like ability of the divination school, they can instead use this ability as a move action, but doing so reduces the insight bonus provided by this ability to +10. They can choose to spend this action as part of casting that spell to allow them to spend a mote of divination granted by this ability to alter an attack made as part of using this spell with this ability.

When the entitled rolls for initiative, or if they use this ability a second time, the effects of this veil immediately end. If the entitled initiates combat and surprises their foe, they instead retain and may spend a single mote of divination on an attack they make during the surprise round.

Essence: For each point of essence invested in this veil, the duration of this veil’s special ability increases by 1 round. For every 2 points of essence invested in this veil, the veil grants an additional mote of divination when its special ability is used.

Chakra Bind (Headband): The entitled’s ability to glimpse and alter the immediate future expands in both scope and power. While under the effects of this ability, the entitled may expend a mote of divination to affect the attack roll of another creature or to affect the AC of another creature against a single attack within Close range (25 feet + 5 feet per two veilweaver levels) instead of only their own attacks or attacks made against them, but doing only provides only a +10 insight bonus (+5, if this ability was used as a move action).

The Enchanter

Descriptors: Mind-affecting, Title

Class: Rajah

Slot: Head

Saving Throw: Will negates

A field of multi-hued effervescence surrounds the Enchanter, lining their words and infuses their glances with potent magics that bend the minds of their foes.

As a standard action, the entitled can ward themselves with intense beguiling magics that make it difficult for creatures to find the will to attack them until the end of the entitlted’s next turn. Each creature that can perceive the entitled must succeed on a Will save when this ability is used, and then at the beginning of each of their turns while the beguiling ward is active, or be unable to attack the entitled or target them with a hostile targeted ability until the beginning of their next turn. They can still include the entitled within effects that target an area that don’t target specific creatures within that area (such as the fireball spell). Creatures immune to mind-affecting effects ignore the effects of this veil.

If the entitled attacks a beguiled creature, or affects them with a targeted hostile effect, the creature automatically succeeds on their next saving throw against this ability.

Whenever the entitled casts a spell or uses a spell-like ability of the enchantment school, they can instead use this ability as a move action, but when they do so they only choose one creature the effects of this veil apply against, plus an additional creature per point of essence invested in the veil.

Essence: For each point of essence invested in this veil the duration of the beguiling ward increases by 1 round. For every two points of essence invested, the saving throw DC of this veil increases by 1.

Chakra Bind (Shoulders): The entitled’s beguilement becomes even more potent, allowing them to attack beguiled foes without automatically breaking the charm’s effects. Whenever the entitled attacks or targets a creature, that creature doesn’t automatically succeed on their next saving throw against this veil’s special ability.

The Evoker

Descriptors: Force, Title

Class: Rajah

Slot: Wrists

Saving Throw: Reflex (see text)

Interlocking sharpened panels of translucent force form a rotating ring that hovers around the Evoker’s wrists.

As a standard action, the entitled may launch a shard of force at a creature within Close range (25 feet + 5 feet per two veilweaver levels) which deals a number of points of force damage equal to the veil’s veilweaving modifier. This shard of force strikes its target without the need for an attack roll, but cannot be used to strike a target that has total cover or total concealment. This shard cannot be used to damage objects.

Whenever the entitled casts a spell or uses a spell-like ability of the evocation school, they can instead use this ability as a move action, but doing so causes it to only deal half the normal damage (rounded down, minimum 1).

Essence: For each point of essence invested in this veil, the shard of force deals an additional 2 points of damage (or 1, if used as a move action).

Chakra Bind (Wrists): By burning one point of essence as part of using this veil, the shard of force is imbued with further energy, allowing it to explode with force once it strikes a foe. When the entitled strikes a creature using a shard of force, they can cause it to detonate as a free action, causing the struck creature and each creature within 5 feet of it to take 1d4+1 points of force damage per point of essence invested in this veil. A successful Reflex save halves this damage. If this shard of force was created as a move action, the detonation instead only deals 1d3 points of force damage per point of essence invested. For every two points of essence invested in this veil, the entitled can choose to expand the range of this detonation by 5 feet. This explosion deals no damage to objects.

The entitled can also choose to target an object (including a square of solid ground) using a shard of force and cause it to detonate, affecting creatures within range of that object with the detonation.

The Illusionist

Descriptors: Glamer, Title

Class: Rajah

Slot: Shoulders

Saving Throw: None

A shroud of hazy energy wraps around the Illusionist’s shoulders, allowing them to fade from view.

As a standard action, the entitled can wrap themselves in a shroud of illusionary magics that hides them from sight. Until the end of the entitled’s next turn, they can make Stealth checks to hide while observed and without needing cover or concealment and gain a +2 insight bonus on Stealth checks. They can also make a Stealth check to hide as part of using this ability. If the entitled is hidden using this ability without cover or concealment when the effect ends, they are immediately revealed.

This effect counts as invisibility for effects that interact with it (such as spells that negate it or see through it), and therefore does not stack with the invisibility spell or other, similar effects. This effect ends immediately if the entitled attacks a creature, or uses an ability that targets a foe or includes a foe in its area of effect.

Whenever the entitled casts a spell or uses a spell-like ability of the illusion school, they can instead use this ability as a move action, but the bonus to Stealth checks provided by this ability is only +1.

Essence: For each point of essence invested in this veil, the bonus to Stealth checks granted by this veil increased by 2 (or by 1, when used as a move action). For each even point of essence invested, the effects of this veil last for an additional round.

Chakra Bind (Shoulders): The effects of this veil no longer end immediately when the entitled makes an attack or affects a creature with their abilities. Additionally, the entitled can now activate the effects of this veil as a move action, or as a free action when they cast a spell of the illusion school (even if it isn’t their turn).

The Necromancer

Descriptors: Title

Class: Rajah

Slot: Hands

Saving Throw: Fortitude (see text)

Dark crimson energy surrounds the hands of the Necromancer, allowing them to mark a creature they touch for death.

As a standard action, the entitled can make a melee touch attack to mark a creature for death. That creature gains a doom mark until the end of the entitled’s next turn. 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. This ability cannot be used with the conductive special ability, or any other ability that allows a melee touch attack to be delivered by a weapon.

Whenever a creature the entitled has placed a doom mark on takes damage, that creature takes an additional 1d6 points of damage and the entitled gains 1d6 temporary hit points for 1 minute. The damage dealt by this veil is negative energy damage to living creatures and positive energy damage to undead. Creatures that are neither living nor undead (such as constructs) are not affected by this ability. Temporary hit points granted by this ability stack with themselves, to a maximum of twice the veil’s veilweaving level + the veil’s veilweaving modifier, and the duration is refreshed each time temporary hit points are gained. If the marked creature has a number of Hit Dice fewer than ½ the veil’s veilweaving level, the entitled does not gain temporary hit points when the creature is damaged.

Whenever the entitled casts a spell or uses a spell-like ability of the necromancy school, they can instead use this ability as a move action, but the dice of damage dealt and temporary hit points gained are reduced to 1d4 against that marked target.

Essence: For each odd point of essence invested in this veil the duration of doom marks placed by this veil is increased by 1 round. For each even point of essence invested, the damage dealt and temporary hit points granted when the marked target takes damage is increased by 1d6 (1d4, if the mark was placed as a move action).

Chakra Bind (Hands): The dark energies that surround the entitled’s hands can now be projected outwards to mark distant foes. When the entitled uses the abilities of this veil, they can choose whether they wish to mark a target as a melee touch attack or whether they wish to mark a target within Close range (25 feet + 5 feet per two veilweaver levels). When marking a distant creature, that creature must make a Fortitude saving throw. If they fail, they gain a doom mark for this ability's normal duration. For every even point of essence invested in this veil the DC of this saving throw increases by +1.

The Transmuter

Descriptors: Title

Class: Rajah

Slot: Hands

Saving Throw: Reflex (see text)

Shifting energy surrounds the Transmuter’s hands, warping light, space, and texture around them.

As a standard action, the entitled can alter reality within a 10-foot diameter spread at a point within Medium range (100 feet + 10 feet per veilweaver level). They can choose whether they wish to alter solid terrain within the area, or whether they wish to alter the atmosphere within the area (whether that be water, air, or some other form of gas). No matter their choice, this effect persists for 1 round or until they use this ability again.

When altering solid terrain, the surface of terrain within the area (such as walls, ceilings, solid ground, or unattended objects large enough to traverse) is transmuted into a slick grease. These objects otherwise retain their shape, and still function as normal (such as a pillar holding up the ceiling). Any creature standing on or otherwise supported by affected terrain (such as a creature climbing up a ladder) must make a successful Reflex save or fall. Creatures can walk within or through the affected areas at full speed with a DC 10 Acrobatics check, or they can treat the area as difficult terrain without making a check. Failure means that creature can’t move that round and must then make a Reflex save or fall, while failure by 5 or more means it falls within having to make a save. Creatures attempting to climb affected objects have the DC of their Climb check increased by +10. Prone creatures attempting to stand within the affected area must make a DC 10 Acrobatics check to do so, failure means they fail to do so and can’t move that round.

When altering the atmosphere, the atmosphere within the area (air, water, or other gases) is thickened by transmutative magics that make passing through it more difficult. Creatures must spend twice the normal amount of movement when moving through areas of altered atmosphere, and suffer a -1 penalty to AC, Reflex saves, and attack rolls while in the affected area.

Whenever the entitled casts a spell or uses a spell-like ability of the transmutation school, they can instead use this ability as a move action, but doing so halves the diameter of the created spread of transmutation (a 5-foot diameter spread is centered on a space, rather than on an intersection of spaces.

Essence: For each point of essence invested in this veil, the duration of this ability increases by 1 round and the diameter of the spread increases by 10 feet. The entitled can choose to reduce the size of the created effect, to a minimum of a 10-foot diameter (5 feet, if used as a move action).

For each even point of essence invested, the saving throw DC of this veil increases by +1, the DC of Acrobatics checks imposed by the veil are increased by 2, and the penalty to AC, Reflex saves, and attack rolls imposed by this veil is worsened by -1.

Chakra Bind (Hands): When the entitled uses the ability of this veil, they can choose to affect both solid terrain and atmosphere with a single use of this ability, but may only use it on a point within 30 feet of them. When using this veil in this way the duration of the effect is halved, to a minimum of 1 round.

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