Expanded Veils: Fan Ideas 2 (Patreon)
Content
Even more veil ideas submitted by fans! And two not submitted by fans! Do I count as my own fan? Thanks for the submissions everyone!
Bandolier of Warping
Descriptors: Teleportation
Class: Daevic, Eclipse, Guru, Kheshig, Stormbound, Vizier
Slot: Belt
Saving Throw: None
This bandolier is fitted with numerous hooks, pouches, and loops designed to hold all manner of throwable weapons. Once a weapon is attached, its edges begin to fray and blur as if its location in space was warped.
Shaping this veil grants you a bandolier that allows you to call weapons sheathed upon it quickly to your hands, and returns those weapons to the bandolier if they leave your grip. Up to two one-handed melee weapons or up to four light melee weapons can be sheathed in this veil (or two light weapons and one one-handed weapon). A weapon sheathed in the veil becomes attuned to it, gaining a number of benefits until a new weapon is sheathed in its place or until the veil is unshaped or suppressed. You can also sheathe a weapon produced by a veil in this bandolier, causing it to not dissipate after it leaves your grip for as long as it is attuned to the bandolier. It must still follow the normal rules for sheathing weapons in the bandolier.
You can draw an attuned weapon from the bandolier as a free action, even if it isn’t your turn. If an attuned weapon leaves your grip through your own actions (such as willingly dropping it), you can choose to have it immediately teleport itself back to its sheathe in the bandolier as a free action, even if it isn’t your turn. If you make a thrown weapon attack with an attuned weapon, you can choose to have that weapon automatically teleport back to its sheathe in the bandolier after the attack is resolved. If a weapon is removed from your person by another creature (such as if it is disarmed) the weapon’s attunement to the bandolier is broken until it is sheathed anew.
In addition, weapons attuned to this veil are constantly shifting through space, making them more difficult to strike. You gain a +2 bonus to your AC and CMD against attacks or combat maneuvers that would affect your attuned weapons.
Essence: For each point of essence invested in this veil, the range increment of weapons attuned to the bandolier increases by 10 feet, and the bonus to AC and CMD against attacks and combat maneuvers targeting your attuned weapons increases by 1.
Chakra Bind (Belt): Binding this veil to your Belt chakra dramatically increases the power of your thrown weapons, and allows any weapon sheathed in the bandolier to be thrown.
All weapons attuned to the bandolier gain the ability to be used as thrown weapons with a range increment of 10 feet.
Any weapon that already had the ability to be thrown instead has its abilities further enhanced by the veil. The thrown weapon deals damage as if it were one size category larger, and when thrown the weapon teleports to avoid obstacles. This allows the attack to ignore the effects of any cover between you and the target, though you must still have line of sight and effect to the target of your attack.
Submitter: Arioch
Collective Consciousness
Descriptors: Mind-affecting
Class: Guru, Radiant, Vizier, Volur
Slot: Headband
Saving Throw: Will negates
Glowing light forms symbols that circle your head much like a halo of runes. A single matching rune appears upon the brow of your allies, allowing mental communication between all those affected.
Shaping this veil allows you to form a network of consciousnesses that allow creatures to communicate telepathically across a distance. As a standard action, you may touch a number of creatures, up to your veilweaving modifier + 1 creature per three veilweaving levels, and place a glowing rune upon their brow. Using this ability again removes the rune from the first set of creatures. This is a mind-affecting effect.
Marked creatures within 100 feet of you can communicate telepathically with you, and with each marked creature within range of you. This telepathic communication is done via a language, and each affected creature within range (including you) is able to perceive the sent messages. While a creature is within this range and this veil is invested with essence, the rune upon their brow brightly glows and can be sundered or dispelled as if it were this veil. If this veil or one of its runes are suppressed, the veil and all of the runes it has applied are suppressed for the duration.
As a standard action, you can attempt to force an unwilling creature within Close range (25 feet + 5 feet per two veilweaver levels) into your network of consciousness and inflict their mind with distracting voices and sounds. That creature suffers a -1 penalty to Intelligence, Wisdom, and Charisma based skill checks and you and each creature marked with a rune within Close range of it can detect its surface thoughts, as the detect thoughts spell. At the end of each of its turns, it may make a new Will save to end this effect. If the creature has an Intelligence score higher than your veilweaving ability score + 10, when you use this ability on the target they automatically pass their saving throw, and you are stunned for 1 round.
Essence: For each point of essence invested in this veil the maximum range at which you and your marked creatures can communicate telepathically increases by 100 feet, and the penalty to skill checks inflicted on an unwilling creature drawn into your network of consciousness worsens by -1.
Chakra Bind (Headband): Binding this veil to your Headband chakra greatly expands the range at which you can mentally communicate with this veil, and allows you to construct detailed mindscapes through which you and your allies, and any unfortunate enemies draw into it, may interact.
The range at which you can communicate telepathically with marked creatures increases to 1 mile + 1 mile per point of essence invested in this veil.
You gain the ability to cast create mindscape as an at-will spell-like ability, using your veilweaving level as its caster level and using this veil’s saving throw DC in place of its normal DC. If you use this ability against an unwilling creature, they receive a Will save to negate the effect. If they save, the spell fails. Rather than its normal target, you can choose to target any number of your willing marked allies within telepathic range into the mindscape along with you. If an ally chooses not to join you in the mindscape, you and your allies may still telepathically communicate with them as long as they stay within range of your body. If you univest essence from this veil and it would cause a creature within this mindscape to leave the area of your network of consciousness, they are immediately ejected from the mindscape and are dazed for 1 round. You can choose to end the effects of this ability as a standard action.
Submitter: Krystal
Crown of the Wildspeaker
Descriptors: Compulsion
Class: Huay, Radiant, Stormbound, Vizier
Slot: Head
Saving Throw: See text
A crown of twisted branches, feathers, and gilded leaves rests upon your brow, marking you as a friend to nature.
You gain the effects of speak with animals as a continuous effect, and the starting attitude of animals with 2 or less Intelligence towards you is increased by one step (to a maximum of Helpful). When speaking with animals, you gain a +2 insight bonus on Bluff, Diplomacy, and Sense Motive checks.
Essence: For each point of essence invested in this veil the bonus to skill checks made while speaking with animals increases by 1.
Chakra Bind (Head): Binding this veil to your Head chakra grants you true dominion over the beings of nature. You gain the ability to use mass suggestion as an at-will spell-like ability, using your veilweaving level as your caster level and your saving throw with this veil in place of its normal saving throw, however you may only use this spell-like ability to affect animals. Animals with 2 or less Intelligence who have an attitude of Helpful towards you do not receive a saving throw against this ability. Creatures who succeed on their save against this ability cannot be compelled to perform the same action again for 24 hours, though you may attempt to use this ability on them again if you make a different suggestion.
Submitter: A. Liebert
Gloves of Repulsion
Descriptors: Force
Class: Nexus, Radiant, Vizier, Volur
Slot: Hands, Wrists
Saving Throw: None
These sheer gloves radiate with energy, pulsing out in waves that threaten to push objects from your grasp and to launch creatures touched.
Shaping this veil infuses your touch with energy that you can utilize to forcefully repel touched creatures. As a standard action, you can make a melee touch attack against a single creature. On a hit, that creature takes 1d4 points of force damage and you may make a special bull rush attempt against them as a free action. This doesn’t provoke an attack of opportunity, you use your veilweaving modifier in place of your Strength, your veilweaving level in place of your Base Attack Bonus, and you gain a +2 insight bonus to the check. If you are successful, this special bull rush pushes the target back 5 feet, plus 5 feet for every increment of 5 in which you beat the target’s CMD. Unlike a normal bull rush, you cannot move with the target.
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.
Essence: For each point of essence invested in this veil, the damage dealt by this veil’s touch attack increases by 1d4 and the insight bonus to its bull rush increases by +1. For every 3 points of essence invested, the distance this bull rush repels a creature increases by 5 feet for each increment. For example: at 3 essence, it would push 10 feet, plus 10 feet for every increment of 5 in which you beat its CMD.
Chakra Bind (Hands): Binding this veil to your Hands chakra improves the potency of your repelling touch and suffuses a repelled target with force, causing them to damage targets they are repelled into. Whenever a creature who you bull rush using this veil is pushed into another creature, if you beat that second creature’s CMD using this veil’s bull rush that creature takes 1d4 points of force damage, plus 1d4 per point of essence invested in this veil.
Additionally, when bull rushing a creature using this veil the maximum size of creatures you can bull rush increases by 1 step per 3 points of essence invested in this veil. For creatures two size categories larger than you, and for every size category larger than that, the distance you push them with each successful bull rush increment decreases by 5 feet, to a minimum of 5 feet. For example: If you are a Medium creature, and you invest 6 essence into this veil and bull rush a Huge creature, it would be pushed 10 feet on a successful bull rush, plus an additional 10 feet for every 5 you beat its CMD (+10 to each increment for 6 invested essence, -5 for it being two size categories larger). If the creature in the above example was Gargantuan, they would instead be pushed only 5 feet plus an additional 5 feet for every 5 you beat its CMD.
Chakra Bind (Wrists): Binding this veil to your Wrists chakra grants you the benefits of the Hands bind and allows you to repel objects as well. You gain the ability to infuse your repelling touch into objects and launch them at your foes. As a standard action, you can touch a number of unattended nonmagical objects up to your veilweaving level weighing no more than 25 pounds per veilweaving level total and launch them at a target as a ranged attack with a range increment of 50 feet + 5 feet per point of essence invested in this veil. When launching multiple objects, each object counts as a minimum of 25 pounds towards this maximum weight. When making this ranged attack, you use your veilweaving level in place of your Base Attack Bonus, your veilweaving modifier in place of your Dexterity, and you gain a +1 insight bonus to your attack roll per point of essence invested in this veil.
On a hit, the target takes damage ranging from 1 point per object (for less dangerous objects) to 1d6 points per object (for hard, dense, or otherwise dangerous objects). If you launch a weapon using this ability, it deals damage as the weapon instead, up to a maximum of 1d6 damage (a launched longword or greatsword would deal 1d6 points of damage, a launched dagger would deal 1d4). Launched ammunition deals 1d3 points of damage. The type of damage dealt by the objects is determined by the objects launched, but is usually bludgeoning damage. The objects then land in randomly determined spaces adjacent to the target. When launching objects that weigh more than 25 pounds, they deal an additional 1 to 1d6 damage for every 25 pounds they weigh.
As an example: if you use this ability at veilweaver level 8, you could launch up to 8 objects weighing up to a total of 200 pounds. If you launched four daggers, each would count as 25 pounds against your total, allowing you to launch another object up to 100 pounds. If you launched a 100 pound rock in addition to the daggers, you would deal 4d4 points of piercing damage plus 4d6 points of bludgeoning damage on a successful hit.
Submitter: Me :^)
Starcaller’s Bangles
Descriptors: Fire
Class: Huay, Lunar, Radiant, Stormbound, Vizier
Slot: Wrists, Neck
Saving Throw: Reflex half
Shards of meteoric iron and motes of stardust circle your wrists.
Shaping this veil grants you to call upon the power of the stars to conjure a meteor down upon your foes. As a standard action, you can conjure a meteorite to fall from the sky and strike a single target within Medium range (100 feet + 10 feet per veilweaver level) of you. The target takes 1d6 points of fire damage and 1d6 points of bludgeoning damage, halved on a successful Reflex saving throw. If used to target an unattended object, the fire damage caused by this veil is not halved and it ignores 2 points of the object’s hardness. If a target creature has hardness, this effect applies to that creature’s hardness as well.
Unlike other veils that target a creature, these conjured meteors are not subject to spell resistance.
Essence: For each point of essence invested in this veil, the conjured meteor deals an additional 1d6 points of bludgeoning damage and ignores an additional 2 hardness. For every even point of damage invested, the conjured meteor deals an additional 1d6 points of fire damage.
Chakra Bind (Wrists): Binding this veil to your Wrists chakra causes the meteors you conjure to explode with fire after impact. Each creature or unattended object within 5 feet of the meteor’s target takes 1d6 points of fire damage, plus 1d6 per point of essence invested in this veil. A successful Reflex save halves this effect. For every point of essence invested in this veil, you may increase the radius of this explosion by up to 5 feet. You can also choose to not have the meteor explode, if you wish.
Chakra Bind (Neck): Binding this veil to your Neck chakra grants you all of the benefits of the Wrists bind, save that now the explosion of the meteor now deals an additional 1d6 point of fire damage for every 2 points of essence invested in the veil.
Additionally, your conjured meteors become particularly powerful when used to dismantle structures, dealing 50% more damage against buildings and vehicles.
Submitter: Hicho
The Binding Mark
Descriptors: Brand
Class: Daevic, Kheshig, Volur
Slot: Wrists
Saving Throw: None
An ancient seal of binding glows upon the back of your hand. When applied to a foe, they are inexorably bound to you, forced to focus their ire on you or suffer the consequences.
You may apply the effects of this brand to a single creature as a free action on your turn, marking it with a seal which binds it to your essence. You suffer a -2 penalty to AC against the branded creature.
Whenever the branded creature targets a creature that isn’t you with an attack or hostile ability, or doesn’t include you in a hostile effect that targets multiple targets or affects creatures in its area, you may perform one of the following effects of your choice as an immediate action:
- You may teleport to a square adjacent to the branded creature and make a melee attack against it at your full base attack bonus. You gain a +1 insight bonus to damage rolls made with this attack, +1 per point of essence invested in this veil.
- After the branded creature resolves the action that didn’t target you, you may teleport it to a square adjacent to you and until the beginning of your next turn any creature that attacks that target is considered to be flanking it with you as long as you are adjacent to it. Successful attacks made against the creature that benefit from flanking using this ability gain a +1 insight bonus to damage rolls, +1 per point of essence invested in this veil.
- You may reduce the damage dealt by the ability that triggered this effect by a number of points equal to your veilweaving modifier (minimum 1) + 2 per point of essence invested in this veil.
Essence: Investing essence in this veil improves its effects, as described above.
Chakra Bind (Wrists): Binding this veil to your Wrists chakra makes punishing the actions of your branded foe much easier. You may now use the effects of this veil as a free action once per round, even if it isn’t your turn, rather than as an immediate action. For every 2 points of essence invested in this veil you may use the abilities of this veil an additional time each round.
Submitter: Me :^)