Expanded Veils: Trickster's Toolkit (Patreon)
Content
Deck of the Four Seasons
Descriptors: Acid, Cold, Electricity, Enhanced (50 darts), Fire, Force
Class: Daevic, Guru, Nexus, Stormbound, Vizier
Slot: Belt
Save: See text
A deck of cards marked with glyphs representing the four seasons rests at your hip, producing cards which flare with their seasons element when thrown.
Shaping this veil grants you a deck which contains forty cards divided into four suits, autumn, spring, summer, and winter. Each suit has 10 cards, numbered one through ten. This deck can be used as a deck would, but it's true powers shine when it is used as a weapon.
You can draw a card from the deck and throw it as if it were a dart, which returns to the deck after the attack is resolved. Any enhancements applied to this veil are applied to these thrown cards. Unlike a normal dart, these cards have a damage die of 1d10 which cannot be modified through any means. These cards can be drawn as part of making the attack, as if they were ammunition. You can choose to use these cards as a light weapon while two-weapon fighting, and can draw cards with each of your hands. If you do so, those cards suffer the normal penalties for using multiple weapons produced by a veil with the [enhanced: weapon] descriptor.
When you make an attack using one of these cards, roll 1d4. This determines the card's suit, and the damage dealt by the card. Any physical damage that would be normally dealt using this card is instead of the type determined by its suit:
- Autumn: Acid damage.
- Spring: Electricity damage.
- Summer: Fire damage.
- Winter: Cold damage.
You may take a point of essence burn as a free action at the start of your turn to instead align the deck to a season of your choice. If you do so, all cards you throw until the beginning of your next are treated as if you had rolled the selected suit.
Essence: For each point of essence invested in this veil, the range increment of your thrown cards increases by 5 feet and they deal an additional 1 point of damage of their rolled suit’s type.
Chakra Bind (Belt): Binding this veil to your Belt chakra further improves the power of your deck, unlocking new and more potent cards. Each of the deck’s suits gains two new cards: a herald, and a ruler.
The cards thrown using this veil have their damage die increased to 1d12. Whenever you roll an 11 or 12, you have rolled a herald (11) or a ruler (12). These cards apply an additional effect to the struck target, based on the suit you rolled. These effects are applied after the damage of the attack is resolved.
Only one d12 you roll as part of the attack counts when determining this effect, if you have the ability to roll multiple damage dice (such as if you are using Vital Strike) or if your attack is a critical hit. The d12 you use to determine this effect is chosen before the dice are rolled.
When you draw a herald (11), the target gains vulnerability to the rolled suit’s element for 1 minute. If the target is immune or resistant to that damage type, it instead loses that immunity or resistance for 1 minute.
When you draw a ruler (12), the target suffers an additional effect based on the rolled suit, as determined below:
Ruler Card Effects
- Autumn: The target is covered in a sticky corrosive acid. For the next minute, the target’s hardness and damage reduction are reduced by 5 (to a minimum of 0) and at the beginning of each of the target’s turns they take 2 acid damage per point of essence invested in this veil. The target can rid themselves of this effect by submerging themselves in water, or cleaning themselves using magic. This damage and reduction in hardness and damage reduction stacks with itself, and each additional application resets its duration.
- Spring: The target is affected by a dangerous buildup of electricity. Whenever the creature takes a full-round action or standard action, it must make a Reflex save or take 1d12 points of electricity damage, plus 2 points per point of essence invested in this veil. A successful save halves the damage and ends the effect. This ability stacks with itself, increasing the damage taken for each additional application.
- Summer: The target catches fire. At the start of each of their turns, they must make a Reflex save or take 1d6 points of fire damage, plus 2 points per point of essence invested in this veil. A successful save halves the damage and ends the effect. A creature can attempt to douse the fire as a standard action, allowing them to make another Reflex save to end the effect. They don’t take additional damage from doing so. This ability stacks with itself, increasing the damage taken for each additional application.
- Winter: The target is covered in a thick layer of frost. The target is entangled for 1 minute. If they were on the ground or touching a solid surface, they are anchored to their current space by this entanglement. At the beginning of each of their turns they spend entangled, they take 2 points of cold damage per point of essence invested in this veil. As a standard action and at the end of each of their turns they can make a Reflex save to end this effect on a successful save. The damage dealt by this effect stacks with itself, and each additional application resets its duration.
Ribbon of Displacement
Descriptors: Glamer, Teleportation
Class: Eclipse, Guru, Nexus, Radiant, Stormbound, Vizier, Volur
Slot: Wrists
Save: Will negates
A glimmering ribbon of shifting energies wraps your arm, lashing out to displace you and your foes with illusionary magics.
As a move action, you can cause this veil to lash out and attempt to displace you and another creature within 20 feet. You may then choose a combination of the following effects to affect you and that creature:
- You may choose to teleport yourself and the creature, swapping your spaces. If you and the target are of differing sizes, you choose which square within their spaces you and that creature appear in.
- You may choose whether you gain an illusion disguising yourself as the other creature, that creature to be disguised with an illusion to look like you, or both, until the end of your next turn. You may make a Bluff check as part of creating this illusion to pretend to be the swapped creature, or to convince that creature’s allies that the other creature is you. Creatures who interact with your illusion get a Will save to recognize it as such.
If you disguise yourself or the target, creatures who perceive this ability do not recognise the effects you chose unless they can see through illusions. You can choose not to use one of these effects as well (you could teleport yourself and the creature without creating an illusion, or disguise you or the target with an illusion without teleporting).
If your target is unwilling, they may make a Will saving throw to negate the effects of this veil.
Essence: For each point of essence invested in this veil, the range of this veil increases by 10 feet, and you gain a +2 insight bonus on your Bluff checks made as part of using this veil’s abilities. For every even point of essence invested, the saving throw DC of this veil increases by +1.
Chakra Bind (Wrists): Binding this veil to your Wrist chakra improves the speed at which you can use its effects. You may now use this veil’s effects as a move action, swift action, or immediate action.
You may use this veil as an immediate action when you are targeted by an attack roll. If you switch places with a creature and disguise either you or that creature with an illusion, that creature is targeted by the attack instead. The attacker may make an opposed Sense Motive check against your Bluff check. If they beat your Bluff check, they can choose a new target for their attack (if any are in range) or they can choose not to make their attack instead.
Trickster’s Overcoat
Descriptors: Enhanced (armored coat)
Class: Daevic, Eclipse, Guru, Nexus, Stormbound, Vizier
Slot: Shoulders
Save: None
The armored coat provided by this veil is unnaturally light and maneuverable, it doesn’t reduce your maximum speed and has a Max Dex Bonus of +6.
As a standard action you can turn this overcoat inside out, causing its physical appearance to change to match your desires; however it always resembles a long coat of some type. This ability grants you a +2 insight bonus to Disguise checks when using the overcoat as part of a disguise, and a +2 insight bonus to Stealth checks made to hide in a crowd if your cloak is changed to resemble typical outerwear of other creatures in the crowd.
Unlike a normal veil, the Trickster’s Overcoat always appears to be a mundane item, no matter how much essence is invested in it. It also resists being detected as magical by supernatural means, such as detect magic or similar effects. Only an arcane sight spell or a similarly or more powerful effect can bypass this ability.
The Trickster’s Overcoat can also conceal your alignment from prying magical effects, allowing you to choose what alignment you detect as for the purpose of effects that would detect your alignment. You may change which alignment you detect as whenever you invest essence in this veil.
Essence: For each point of essence invested in this veil, the insight bonus to Disguise and Stealth checks granted by the veil increases by +1. For every three points of essence invested, the action cost to change the overcoat’s appearance is reduced by 1 step on the following progression: Standard > Move > Swift > Free.
Chakra Bind (Shoulders): Binding this veil to your Shoulders chakra allows it to obscure the magical nature of all of your veils, not just the overcoat. While you have this veil shaped, all of your other veils that aren’t invested with essence appear as either mundane objects, or are completely invisible (your choice for each veil).
This effect, and the mundane nature of the overcoat itself, can only be bypassed by a greater arcane sight spell, or similarly or more powerful effect.