Expanded Veils: Fan Ideas 1 (Patreon)
Content
The ideas for the following veils were submitted by fans of the patreon! Thanks for the submissions everyone!
Chain of Binding Commandments
Descriptors: Curse, Language-dependant, Mind-affecting
Class: Guru, Nexus, Vizier, Volur
Slot: Neck
Saving Throw: See text
A chain wraps its way around the veilweavers neck, granting their voice the power to form contracts and twist minds and bodies to their will.
Shaping this veil allows you to form magical contracts and to command the minds and bodies of lesser beings. You gain the ability to cast command as an at-will spell-like ability, using your veilweaving level as your caster level and the saving throw DC of this veil in place of its normal DC.
Additionally, you can form magically binding contracts between willing creatures. Forming a contract requires one minute of meditation (or other preparations, such as chanting, intoning, writing up documents, etc), and requires each willing creature to be included in the contract to join you during this time. Before this process, the creatures must agree on a contract, either spoken or written. After this minute each creature becomes bound by the agreed upon contract until one or more of the creatures complete a specified task designated in the contract, or for a length of time chosen by those creatures, to a maximum of 1 day per veilweaver level. The effects of this contract cannot compel a creature to kill itself or perform acts that would result in certain death, but it can cause almost any other course of activity. A clever creature may be able to subvert a contract, depending on its wording.
The creatures affected by this contract must follow the instructions given in the contract to the best of their abilities until the contract is complete until either the duration expires (for an open-ended contract) or until they complete their specified task (no matter how long that task takes). For example: A contract for two merchants to agree not to compete in a specific line of trade would be open-ended and have a maximum duration of 1 day per veilweaver level, whereas a contract where one merchant agrees to provide another a specific ware would be until the merchant provides the ware (or until a specified date, if they choose to provide one as part of the contract).
If the subject is prevented from or chooses not to follow the contract for 24 hours, they suffer the effects of a curse (as bestow curse) with effects determined as part of the contract. This curse is removed 24 hours after the creature resumes following the contract.
A contract (and the curse it applies) can be ended by break enchantment, limited wish, remove curse, miracle, or wish. Dispel magic does not affect a contract created by this veil, and an anti-magic field (or similar effect) only suppresses the effects of the contract (and its curse) while the creature is within its area. If a creature’s contract is broken via magic, all other creatures affected by the contract are alerted to it.
Essence: For each point of essence invested in this veil, the duration of your commands increase by 1 round. At the end of each of an affected creature’s turns, they can make another saving throw to end this effect early.
Chakra Bind (Neck): Binding this veil to your Neck chakra imbues your words with even more power and allows you to bind unwilling creatures into contracts. When you cast command as a spell-like ability using this veil, you can choose to target an additional creature per 3 veilweaving levels with that command. Each creature suffers the effects of the same command.
You also gain the ability to form contracts that include unwilling creatures. Doing so requires 10 minutes, instead of 1 minute, and requires the unwilling creature to be either restrained or helpless for the duration. The creature must be conscious for this duration, and must be fully understanding of the terms of the contract. After this 10 minute period, the creature makes a Will saving throw. If they succeed, they negate the effects of this veil and gain an immunity to further attempts to force them into an unwilling contract for up to a week. You know when a creature passes or fails this saving throw.
Submitter: Abrodynamic
Hardlight Reinforcements
Descriptors: None
Class: Daevic, Guru, Helmsman, Stormbound
Slot: Hands, Wrists
Saving Throw: None
Glowing bands of hardened light sheathe your wrists, surging outwards to wrap around your weapons and reinforcing them with energy.
When you shape this veil, choose a single one of your manufactured weapons, one of your natural attacks, or your unarmed strikes. The chosen weapon or natural attack cannot have been created by a veil or other supernatural effect. You can change the selected weapon, natural attack, or unarmed strike as a free action once per turn.
The chosen weapon is reinforced by hardlight, altering its shape and function and amplifying the damage it deals. The reinforced weapon counts as magic for the purpose of bypassing damage reduction, you gain +2 bonus to CMD against sunder attempts made against the chosen weapon, and its hardness increases by an amount equal to this veil’s hardness. This hardlight reinforcement also alters the weapons shape, allowing it to better serve your needs. Choose a weapon ability from the following list: blocking, brace, deadly, disarm, distracting, grapple, nonlethal, sunder, trip. The weapon gains that ability. You can change the granted ability as a free action once per turn.
If you choose to apply the effects of this veil to a melee manufactured weapon, you may choose the reach ability in addition to the normal selection of weapon abilities. If the manufactured weapon already had reach, you can instead choose to remove its reach ability in place of a selected weapon ability.
If you choose to apply the effects of this veil to a ranged weapon, the selected weapon ability applies to ammo fired by that weapon as well. In addition, you can choose to have the weapon produce its own ammunition formed from hardlight rather than choosing a weapon ability. This causes the weapon to automatically reload after each shot is fired. This hardlight ammo dissipates after striking or missing its target.
Essence: For each point of essence invested in this veil, the reinforced weapon deals an additional 1 point of damage. For every even point of essence invested, any numerical bonuses provided by weapon abilities granted by this veil are increased by +1. For example: if you invest 2 points of essence and choose the distracting ability, its bonus on Bluff checks to feint would be increased from +2 to +3.
Chakra Bind (Hands): Binding this veil to your Hands chakra allows you to reinforce a greater number of weapons or to further enhance only a single weapon. You now apply the effects of this veil to all manufactured weapons you wield, as well as your unarmed strikes and all of your natural attacks. These effects only apply to manufactured weapons and natural attacks not created by a veil or supernatural effect. Each weapon may have its own selected ability, and you may change the selected abilities of all of your weapons as a free action.
Alternatively, you can continue applying the effects to only one of your weapons. This choice must be made when you shape this veil. If you do, that weapon deals an additional 1 point of damage per essence invested in this veil (in addition to the normal damage from invested essence).
Chakra Bind (Wrists): Binding this veil to your Wrists chakra grants you all of the benefits of the Hands bind, and further increases the variability and utility of your hardlight reinforcements.
You may select two weapon abilities for each of your reinforced weapons, rather than only one, and you can change your weapons ability as many times as you wish each turn, rather than only once per turn, allowing you to change weapon abilities between your attacks.
Additionally, in place of one selected ability you may change the type of damage dealt by the weapon to one of the following types: bludgeoning, slashing, or piercing.
In addition, you may select two weapon abilities to apply to each weapon, and each of your weapons may have a different ability.
Submitter: Kenneth Rea (Nikolsi)
Maw of the Starving Beast
Descriptors: None
Class: Daevic, Huay, Stormbound
Slot: Head
Saving Throw: None
A maw of armored akasha envelopes your mouth and jaw, granting you a fearsome bite and a hunger for flesh.
Shaping this veil grants you a primary bite natural attack that deals 1d8 points of damage (1d6 small, 2d6 large). If this is your only natural attack, when using it as a primary natural attack you add 1.5 times your Strength bonus to its damage rolls.
Essence: For each point of essence invested in this veil you gain a +1 insight bonus to attack and damage rolls made with your bite attack.
Chakra Bind (Head): Binding this veil to your Head chakra increases the viciousness of your bite and infuses you with the hunger of a starving beast. Your bite attack deals damage as if it were one size larger (1d8 small, 2d6 medium, 2d8 large). If it is your only natural attack, when using it as a primary natural attack you add 2x your Strength bonus to its damage rolls.
Once per turn when you successfully damage a living creature using your bite, you can feast on its flesh to heal yourself for half the damage you dealt (rounded down). This flesh is consumed by the veil and does not provide you sustenance or expose you to any diseases, poisons, or other negative consequences of consuming the target’s flesh.
Submitter: Alan L.
Shroud of the Spectre
Descriptors: None
Class: Daevic, Eclipse, Kheshig, Nexus, Vizier
Slot: Shoulders, Neck
Saving Throw: None
This flowing translucent shroud conceals your body within its ghostly folds, deceiving your foes and allowing you to strike when they least expect.
As a move action, you may gain the effects of the gaseous form spell as a supernatural ability. These effects persist until you end the effect as a free action (even if it isn’t your turn) or this veil is suppressed. While under the effects of this veil all of your other veils except for this one are suppressed, but you may still invest or reinvest your essence freely between them despite this. You still threaten while in your gaseous form, but you must end the effects to make your attacks. Whenever you could make an attack while in your gaseous form, you can end your gaseous form as a free action (even if it isn’t your turn) to gain a +2 insight bonus on that attack roll. You may only gain the benefits of this effect once per round.
If you have the Spectre’s Hooded Guise veil shaped, you gain the effects of that veil when entering the gaseous form provided by this veil, and vice versa, and neither are suppressed by entering gaseous form. The increase to the fly speed granted to your gaseous form by investing essence in each veil stacks.
Essence: For each point of essence invested in this veil the fly speed granted by its gaseous form increases by 5 feet, and the insight bonus to attack rolls provided by this veil increases by +1. When at least 3 points of essence are invested in this veil, the damage reduction provided by gaseous form becomes DR/cold iron and magic. At 6 essence, it improves to DR/epic and magic. (DR/epic can only be overcome by weapons with a +6 enhancement bonus or greater, including the enhancement value of weapon special abilities.) At 9 essence, it improves to DR/—.
Chakra Bind (Shoulders): Binding this veil to your Shoulders chakra allows you to briefly flicker between your physical and gaseous form to strike your foes. You may make weapon attacks while in your gaseous form, briefly ending the effect to make your attack and then immediately regaining its effects. If this attack would provoke an attack of opportunity, or if a creature readies an attack to attack you as you attack, it is made against your physical form.
Additionally, when using the ability to end your gaseous form to gain an insight bonus to an attack roll, you may immediately regain your gaseous form after that attack is resolved. You may still only use that ability once per round.
Chakra Bind (Neck): Binding this veil to your Neck chakra grants you total mastery over your gaseous form, granting you all the benefits of the Shoulders chakra and allowing you to effortlessly change between your gaseous and physical forms. You may now briefly return to your physical form before taking any action rather than only when making weapon attacks, and then return to your gaseous form immediately after. This can allow you to use the abilities of your veils, cast spells, or interact with physical objects. Any objects you weren’t carrying when you first entered gaseous form do not become gaseous when you become gaseous again, instead falling to the ground in your space. If your space takes up more than one 5-foot square, you may drop it in a 5-foot square within your space of your choice.
Submitter: Arioch
Spectre’s Hooded Guise
Descriptors: None
Class: Eclipse, Kheshig, Nexus, Vizier, Volur
Slot: Head, Headband
Saving Throw: None
This hood of translucent silk obscures your features with its ghostly form, hiding your form and protecting you from harm.
As a move action, you may gain the effects of the gaseous form spell as a supernatural ability. These effects persist until you end the effect as a free action (even if it isn’t your turn) or this veil is suppressed. While under the effects of this veil all of your other veils except for this one are suppressed, but you may still invest or reinvest your essence freely between them despite this. While in this form, your translucent body makes you difficult to perceive, making it easier to hide yourself and your appearance and granting you a +1 bonus to Disguise and Stealth. If you don’t have an active disguise when you use this ability, you are considered to be disguised as if you took 10 on the skill check.
If you have the Shroud of the Spectre veil shaped, you gain the effects of that veil when entering the gaseous form provided by this veil, and vice versa, and neither are suppressed by entering gaseous form. The increase to the fly speed granted to your gaseous form by investing essence in each veil stacks.
Essence: For each point of essence invested in this veil the fly speed granted by its gaseous form increases by 5 feet, and the bonus to Disguise and Stealth checks granted by your gaseous form increase by 1. When at least 3 points of essence are invested in this veil, the damage reduction provided by gaseous form becomes DR/cold iron and magic. At 6 essence, it improves to DR/epic and magic. (DR/epic can only be overcome by weapons with a +6 enhancement bonus or greater, including the enhancement value of weapon special abilities.) At 9 essence, it improves to DR/—.
Chakra Bind (Head): Binding this veil to your Head chakra further empowers the veil’s ability to hide you from sight. You may now enter gaseous form as a move, swift, or immediate action. While in gaseous form you gain concealment, causing attacks made against you to suffer a 20% miss chance and allowing you to use Stealth to hide while otherwise observed. The ability to see invisible creatures negates this concealment, and automatically reveals you to that creature if you attempt to hide from them without other sources of cover or concealment. You also gain the evasion ability while in gaseous form, as the rogue class feature. You may use the abilities of this veil to enter gaseous form as an immediate action in response to making a Reflex save, allowing you to apply the evasion ability provided by your gaseous form against that effect.
Chakra Bind (Headband): Binding this veil to your Headband chakra grants you all the benefits of the Head bind, save that the concealment it grants is increased to 50%, as if you had total concealment, and it now grants the improved evasion ability, as the rogue class feature. Unlike actual total concealment, this does not prevent enemies from targeting you normally. The concealment granted by your gaseous form is also more difficult to detect with magical effects, requiring true sight or similar effects, rather than only the ability to see invisible creatures.
Submitter: Arioch
Shifting Moon Glaive
Descriptors: Darkness, Enhanced (glaive), Glamer, Light
Class: Daevic, Eclipse, Kheshig, Nexus, Radiant, Stormbound, Vizier
Slot: Hands, Wrists
Saving Throw: None
The crescent shaped blade of this glaive glows with the faint light of the waning moon.
When you roll initiative, select one of the following states: new, waxing, full, or waning. The glaive begins combat in that state. At the end of each of your turns, the Shifting Moon Glaive changes its state in the following order: new -> waxing -> full -> waning. This cycle repeats after reaching its end. Depending on the glaive’s current state, it grants you unique abilities, as described below:
New Moon Glaive: Once per turn as a free action, you can cause the darkness of the new moon to radiate outwards in a 10-foot burst. Each ally within this area, including yourself, is shrouded in darkness which grants each affected ally concealment until the beginning of your next turn. Attacks made against concealed creatures suffer a 20% miss chance. For each point of essence invested in this veil, the radius of this darkness increases by 5 feet. For every 2 points of essence invested, the duration of this ability increases by 1 round. The ability to see through illusions negates this concealment.
Waxing Crescent Glaive: Whenever you successfully hit a foe with the glaive, you may cause the light of the waxing crescent to blossom around you and take the form of an illusory duplicate of yourself. This duplicate functions as the mirror image spell. Each successful attack grants you 1 duplicate that persists until the beginning of your next turn, plus 1 round per point of essence invested in this veil. This effect stacks with itself, to a maximum number of illusory duplicates equal to your veilweaving modifier (minimum 2).
Full Moon Glaive: Once per turn as a free action, you can cause the light of the full moon to shine brightly in a 10-foot radius burst. Enemies within this area are surrounded by motes of moonlight and are dazzled and lose the benefit of any concealment they might possess until the beginning of your next turn. For each point of essence invested in this veil, the radius of this light increases by 5 feet. For every 2 points of essence invested, the duration of this ability increases by 1 round and the penalties of the dazzled condition applied to them are worsened by -1.
Waning Crescent Glaive: Whenever you successfully hit a foe with the glaive, you may cause the shadows of the waning crescent to enshroud the struck creature’s vision. Make a Bluff or Stealth check with a +2 insight bonus. This check counts as a feint attempt for the purposes of feats that increase your bonuses to feint attempts. Until the beginning of your next turn, the next attack made against that creature is treated as if the attacker had made a feint attempt against that creature using the results of your check. For each point of essence invested in this veil the insight bonus to this veil’s Bluff and Stealth checks increases by +2, and the duration of this effect increases by 1 round (the veil’s effects still only apply to the next attack made against them during this duration).
Essence: Investing essence in this veil improves the effects of each glaive’s state, as described above.
Chakra Bind (Hands): Binding this veil to your Hands chakra grants you greater control over the state of your glaive. At the end of each of your turns, you may choose the state your glaive enters. You cannot choose the same state it is currently in.
Chakra Bind (Wrists): Binding this veil to your Wrists chakra grants you all the benefits of the Hands bind, and further empowers the abilities of the veil.
New Moon Glaive: You may make a Stealth check to hide as part of activating the ability of the new moon glaive, treating yourself and all allies affected by the ability as hidden using that roll. Allies who take actions are automatically revealed unless they choose to make their own Stealth check to hide normally. Creatures that can see through illusions detect creatures who are hiding using this ability if they don't have other sources of cover or concealment.
Waxing Crescent Glaive: Whenever you strike a foe with the glaive you gain two illusory duplicates instead of one.
Full Moon Glaive: The light of your full moon glaive now also suppresses the effects of the invisibility spell (and similar abilities) and affected creatures suffer a -1 penalty to Stealth checks for the duration of the effect. This penalty worsens by -2 for each point of essence invested in this veil.
Waning Crescent Glaive: The shadows of the waning moon further shroud your foe, making them more susceptible to damage. Whenever a foe is affected by this effect, the next attack made against them before the beginning of your next deals an additional 2 points of precision damage on a successful hit (even if the feint attempt was unsuccessful). This damage is increased by an additional 2 per point of essence invested in this veil.
Submitter: Yue Ryong