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Avain’s Swordwhip

Descriptors: Enhanced (weapon: see text)

Class: Daevic, Helmsman, Kheshig, Soulforge, Stormbound

Slot: Hands

Save: None

A wickedly barbed sword appears in your grip, with a flick of your wrist the blade separates into a chain of bladed edges to surprise your foes with its extended reach.

Shaping this veil allows you to conjure a swordwhip. This bladed weapon can change its shape between that of a dueling sword and a scorpion whip as a free action, even when it isn’t your turn. When enhancing this veil, the enhancements must be able to be applied to both a dueling sword and a whip.

When used in its dueling sword form, it gains the disarm, performance, and trip properties.

When used in its scorpion whip form, you are considered to be proficient in both whips and scorpion whips, and you do not provoke attacks of opportunity while using it in melee.

Essence: For each point of essence invested in this veil, you gain a +1 insight bonus to your CMB with disarm and trip using the swordwhip, and to combat performance checks using it. For every 3 points of essence invested, while the swordwhip is in its dueling sword form it deals an additional 1d8 points of slashing damage, and while the swordwhip is in its scorpion whip form your reach with the weapon increases by 5 feet.

Hands: Binding this veil to your Hands slot allows you to impale distant foes with your swordwhip, allowing you to draw them towards you to make a followup slash.

As a standard action, you can change your swordwhip to its scorpion whip form and make a melee attack against a creature within it’s range. If you hit, that creature must make a Reflex saving throw; if it fails, it is pulled in a straight line into the closest adjacent free space to you. You may use the higher of your veilweaving modifier or the modifier for the ability score you used to make the attack with this veil when determining the saving throw DC of this effect. You may then make an additional melee attack against that creature using your swordwhip in its dueling sword form. The space you pull the creature to must be able to support the pulled creature. If it cannot, it is pulled to the nearest adjacent space that can support it. If no such space exists, the creature is not pulled.

For each point of essence invested in this veil, these attacks gain a +2 insight bonus to their damage rolls. For each even point of essence invested, these attacks gain a +1 insight bonus to their attack rolls, and the Reflex DC of this effect increases by +1.

Bushi’s Scabbard

Descriptors: Enhanced (spiked light shield)

Class: Daevic, Guru, Helmsman, Kheshig, Soulforge, Stormbound

Slot: Hands, Belt

Save: None

This dull scabbard is more than it appears, adjusting in size and shape to fit most hand-held weapons and then infusing them with potent magics.

Shaping this veil grants you a scabbard attached to your hip that can change its shape to hold any melee weapon. This scabbard can also hold [enhanced (weapon)] veils, causing them to not be dismissed when sheathed in the scabbard. When wielded in a free hand, this scabbard provides benefits as if it were a masterwork spiked light shield, and you are treated as having the Improved Shield Bash feat while using it as a shield. If this scabbard is removed from your grip it immediately dissipates and reappears on your waist. Grabbing the scabbard from your waist is a free action.

A weapon sheathed in this scabbard is infused with magic that allows it to be effortlessly drawn, allowing you to draw it forth as a free action, even if it isn’t your turn. If the scabbard is suppressed or unshaped while a weapon is sheathed in it, you may draw that weapon as part of it being suppressed or unshaped as a free action. Whenever you draw a weapon from the scabbard and immediately make an attack with it, you can sheathe it again in the scabbard after the attack is resolved.

You are considered to be threatening attacks of opportunity while you have a weapon sheathed in the scabbard. Whenever you make an attack of opportunity using a weapon you had sheathed in the scabbard, you may sheathe it again after the attack is resolved.

Essence: For each point of essence invested in this veil you gain an additional attack of opportunity each round that may only be used with a weapon sheathed in the scabbard, or with the scabbard itself.

Chakra Bind (Hands): Binding this veil to your Hands chakra allows you to utilize a weapon sheathed in the scabbard to make a blindingly fast attack. As a standard action, you can draw a weapon from the scabbard and make a melee attack against a single creature and then immediately sheathe the weapon again. The target of your attack is considered to be flat-footed against this attack, and takes an additional 1d6 points of damage per point of essence invested in the veil. This damage is of the same type as the weapon.

In addition, when making shield bashes using the scabbard it gains the benefits of any enhancement bonuses to attack and damage rolls from a weapon sheathed inside of it. If the scabbard is also enhanced as a weapon, you must choose which set of enhancements you use with the scabbard at the beginning of each turn.

Chakra Bind (Belt): Binding this veil to your Belt chakra grants you all the benefits of the Hands bind, and allows you to perform blindingly fast counter attacks. Whenever you are attacked by a foe within the reach of the weapon sheathed in the scabbard, you may make a blindingly fast counterattack against that foe as an immediate action. Make a melee attack against that foe using the sheathed weapon, treating that foe as flat-footed. You may make this attack after the foe’s attack is rolled, but before you take damage. If you hit, that foe suffers a -1 penalty to that attack per point of essence invested in this veil. If this reduction would cause the attack to miss you, you take no damage from the attack.

In addition, when making shield bashes using the scabbard it gains the benefit of any weapon special abilities the weapon sheathed inside of it is enhanced with. If an ability would not be usable with a shield bash (such as the keen or vorpal abilities), those abilities have no effect.

Explorer’s Exosuit

Descriptors: Enhanced (breastplate)

Class: Daevic, Eclipse, Helmsman, Kheshig, Nexus, Soulforge, Stormbound, Vizier

Slots: Head, Shoulders

Save: None

The knowledge of this suit is enigmatic, seemingly drawn from the records of a far-off time where survival in harsh and airless environs is the norm.

Shaping this veil envelopes you in a strange skin-tight fabric fitted with an armored chest plate that functions as a breastplate.

While wearing the armor produced by this veil you can exist comfortably in conditions between -50 and 140 degrees Fahrenheit (-45 and 60 degrees Celsius) without having to make Fortitude saves, and grants you a +1 insight bonus to your saving throws against effects with the following descriptors, or that deal damage of the following types: Acid, Cold, and Fire.

Essence: For each point of essence invested in this veil, the insight bonus to saving throws granted by the veil increases by +1.

Chakra Bind (Head): Binding this veil to your Head chakra grants the suit an armored helmet that produces its own air and better shelters you from the elements. You can dismiss or conjure the helmet provided by this suit as a swift action.

While the helmet is conjured the veil produces its own air for you to breathe (or any other gas or liquid which you can naturally use to breathe) and shields you from the outside atmosphere, including the ability to survive extreme pressure differences such as those found in incredibly deep water or in the airless void of space, or extreme hot or cold temperatures. You also gain immunity to effects that require you to breathe them in, as well as contact poisons.

You cannot consume food or drink while wearing the helmet, and your voice is muffled while wearing it causing creatures to take a -5 penalty to Perception checks to hear you speak.

Chakra Bind (Shoulders): Binding this veil to your Shoulders chakra grants you all the benefits of the Head bind, and amplifies the suit’s shoulders with gravity generators that allow you to effortlessly move when the environment or other creatures would attempt to impede you.

While wearing the armor granted by this veil, you gain the benefits of freedom of movement as a constant effect. You also gain the ability to move and fight in the void of space as if you are swimming.

The Heatwave

Descriptors: Fire

Class: Stormbound

Slot: Storm

Save: Fortitude (see text)

The air around you ripples and burns, steam beading off all those who stay within its area.

When at least 1 point of essence is invested in this veil the air within the veil becomes swelteringly hot, punishing those who exert themselves.

Whenever a creature takes a full-round action within the area of the storm or takes both a standard and move action in the same turn while in the area of the storm, they must make a Fortitude save or take 1d6 points of fire damage and become fatigued until the end of their next turn. A successful save halves the damage and negates the fatigued condition. The fatigue caused from this effect does not worsen another application of the condition to exhausted. If the creature fails their saving throw, they suffer the penalties from the fatigued condition to the triggering action.

Essence: For each point of essence invested in this veil beyond the first, the fire damage dealt by the veil increases by 1d6. For every 4 points of essence invested, the duration of the fatigued condition applied by this storm increases by 1 round.

Chakra Bind (Storm): Binding this veil to your Storm chakra intensifies the heat within your storm, further punishing those who dare exert themselves.

Creatures who take a full-round action or more than one of the following actions each turn within the area of your storm must make a Fortitude saving throw against its effects: move actions, standard actions, swift actions, immediate actions, and attacks of opportunity. For each additional action they take beyond the second in a turn (or beyond the first, if they took a full-round action), they take an additional 2 points of fire damage per point of essence invested in this veil (no save).

Additionally, if a creature fails their saving throw against this veil while already suffering from the effects of this veil their fatigue imposed by the veil worsens to the exhausted condition. This exhausted condition’s duration is extended each time they fail a saving throw against this storm while suffering from its effects.

Aether Wire

Descriptors: Enhanced (weapon: see text), Force

Class: Daevic, Eclipse, Guru, Helmsman, Nexus, Soulforge, Vizier

Slot: Hands, Wrists, Shoulders

Save: Reflex (see text)

A cloud of razor-sharp wire pools out from your wrists at your command, able to be wielded to deftly slice and entrap your foes.

Shaping this veil grants you the ability to wield the aether wire to slice and entrap your foes. This veil functions as a two-handed weapon, deals 1d6 points of slashing and piercing damage and 1 point of bleed damage on a successful hit, has a reach equal to your natural reach + 5 feet. You do not add your Strength modifier to damage rolls made using the aether wire, and you cannot deal precision damage using it or affect it with the Power Attack feat (or similar feats). The damage dealt by this veil does not change based on your size, and the bleed damage dealt by this veil stacks with itself, to a maximum of three times your veilweaving level, and other sources of bleed damage.

You can use the aether wire to make grapple checks with a +2 insight bonus to your CMB. You do not suffer the penalty for having no free hands when grappling in this way. You can also grapple multiple creatures at once using this ability, and maintain a grapple made using this veil in place of an attack made as part of an attack action, standard action, or full-attack action made using the aether wire. When maintaining a grapple by replacing such an attack you can only choose to deal damage using the aether wire, and you suffer a penalty on your grapple check equal to the penalty on the attack roll it is replacing (including iterative attack penalties).

You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with the aether wire, even though it isn’t a light weapon. If using your Dexterity to make attack rolls using the aether wire, you can use your Dexterity in place of your Strength for your CMB to grapple checks made using it.

You do not need to spend an action to draw the aether wire; it is part of the veil, and can be wielded as long as you have two free hands. It cannot be disarmed. The wires produced by this veil are formed of force and are nearly invisible. They are able to deal their full damage to incorporeal creatures and can grapple them as if they were not incorporeal.

Essence: For each point of essence invested in this veil, the aether wire deals an additional 1d6 points of slashing and piercing damage and 1 point of bleed damage on a successful hit, and the insight bonus to grapple checks made using the aether wire increase by +1. This damage is not multiplied on a critical hit. For every 3 points of essence invested in this veil, your reach using it increases by +5 feet.

Chakra Bind (Hands): Binding this veil to your Hands chakra allows you to attack more distant foes and entrap them in place. Your reach using the aether wire is doubled, however you do not threaten attacks of opportunity using this extended reach. For example: If your base reach with the aether wire is 15 feet, this ability would grant you an additional 15 feet of reach, however you would only threaten in the initial 15 feet.

Additionally, whenever you grapple a non-adjacent creature using the aether wire you can choose not to move them adjacent to you. When doing so, your hold on that creature is more tenuous and more easily broken. The grappled creature receives a Reflex save to automatically break the grapple at the start of each of its turns while grappled in this way, and if it is moved outside of your reach with the aether wire the grapple automatically ends. The creature can attempt to break the grapple through normal means as well. You may use the higher of your veilweaving modifier or the modifier of the ability score you used to grapple the foe when determining the saving throw DC of this ability. When you successfully maintain a grapple against a non-adjacent creature you are grappling, you may only perform one of the two actions:

  • You may deal damage to the creature with the aether wire.
  • You may move the creature adjacent to you.

Chakra Bind (Wrists): Binding this veil to your Wrists chakra allows you to weave a dangerous web of nearly invisible razor-sharp wires that threaten to slice foes who move within its area. This ability functions as the etheric shards spell, save that it has no maximum duration, uses your veilweaving level as your caster level, only has an area of one 5-ft. cube/level, and this veil’s saving throw DC in place of the spell’s. The area of this ability must be contiguous. The Perception DC to find these wires is equal to 25 + 1/2 your veilweaving level. Using this ability does not provoke attacks of opportunity. You can move freely in the area of this effect without risking damaging yourself.

You may only have one instance of this ability active at a time; using it an additional time ends the first effect. If this veil is unshaped or suppressed, the effects of this ability immediately end.

Chakra Bind (Shoulders): Binding this veil to your Shoulders chakra grants you the benefits of both the veils Hands and Wrists binds. Additionally, the wires that make up the veil become particularly potent at stopping magical means of escaping them. Creatures grappled by your aether wire have the effects of freedom of movement, or similar effects that allow a creature to automatically escape a grapple, suppressed. Whenever a creature grappled by your aether wire or inside the area of your etheric shards created by this veil attempts to teleport, you can take 1 point of essence burn to affect them as the dimensional anchor spell for 1 round. This ability is subject to spell resistance, and you must be able to see or otherwise perceive the affected creature to use this ability (such as through blindsense or blindsight).

Stinging Shroud

Descriptors: Poison

Class: Daevic, Eclipse, Huay, Nexus, Promethean, Stormbound, Vizier, Volur

Slot: Head, Shoulders

Save: Fortitude

Stinging insects circle you in a buzzing, winged mass, stinging and poisoning those who grow to close.

Shaping this veil allows you to emit an aura of stinging insects that you can use to harm your foes. Activating this aura is a standard action, and it persists until you choose to disable it as a standard action, or you lose the ability to take non-free actions. If you fail a Reflex saving throw against a damaging area-of-effect attack, your aura also ends and you cannot reactivate it for 1d4 rounds.

This aura has a radius of 10-feet. Your enemies within the aura suffer a -2 penalty on Perception and concentration checks while in the area of this aura. As a standard action, you can cause the insects within the aura to sting and bite each enemy within the aura; this functions like a swarm attack. Each affected creature automatically takes 1d6 points of piercing damage.

If another friendly creature within this aura has this veil shaped and this aura active, the radius of this aura increases by an additional 10 feet for each of those allies, and the damage dealt by the veil increases by 1 + 1 per point of essence invested in this veil for each of those allies. The maximum number of such allies you can benefit from is equal to your veilweaving modifier.

Essence: For each point of essence invested in this veil, creatures within your aura suffer an additional -1 penalty to Perception and concentration checks, and the damage of the swarm’s attack increases by 1d6.

Head: Binding this veil to your Head chakra causes your form to be blurred by your swarm of insects. While the aura of this veil is active, you gain concealment. Unlike other sources of concealment, you cannot use this veil alone to make Stealth checks. For each ally within your aura that has this veil shaped and the aura active, the miss chance imposed by this concealment increases by 10%, to a maximum of 50%. The miss chance imposed by this veil does not stack with other sources of concealment or percentile miss chance.

Shoulders: Binding this veil to your Shoulders chakra infuses your swarm with a debilitating venom. When using the swarm attack by this veil, you can choose to have your swarm focus their venom on a single creature affected by the attack. That creature must make a Fortitude saving throw. If they fail, they are nauseated and sickened until the end of your next turn. If they succeed, they are sickened until the end of your next turn instead. For each ally within your aura that has this veil shaped and the aura active, the DC of this saving throw increases by +2, and the penalties of the sickened condition applied by this veil worsen by -1.

Appendix

Etheric Shards

School evocation [force]; Level occultist 4, psychic 5, spiritualist 4

Casting

Casting Time 1 standard action

Components S, M (broken glass)

Effect

Range medium (100 ft. + 10 ft./level)

Area one 10-ft. cube/level

Duration 1 hour/level (D)

Saving Throw Reflex partial or Reflex negates (see text); Spell Resistance no

Description

You harden interpenetrated ethereal substance into deadly transdimensional razors that are invisible to normal sight. Movement through an area of etheric shards is halved, even for incorporeal creatures, and creatures entering a 5-foot cube filled with etheric shards take 1d8 points of piercing and slashing damage and must succeed at a Reflex save or take 1 point of bleed damage. This bleed damage stacks with itself and other sources of bleed damage. A creature standing within an area of etheric shards takes no damage as long as it remains completely motionless, but even the minor movements involved in attacking or defending in combat force a stationary creature to attempt a Reflex save. If a stationary creature succeeds at this save, it avoids damage completely for that round, but if it fails, it takes hit point damage and bleed damage as though it had moved through the square.

A creature forcibly moved through an area of etheric shards, such as by a bull rush or drag combat maneuver, takes a –4 penalty on its saving throw, but a creature able to see invisible or ethereal objects gains a +4 bonus, and damage to it is completely negated on a successful Reflex save.

Etheric shards are considered a magical trap, and a creature with trapfinding can use Perception to find them. The DC of this check is equal to 25 + the spell’s level. Etheric shards can’t be disabled with the Disable Device skill.

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