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Akashic Threads

Descriptors: Enhanced (rope dart)

Class: Sphereshaper

Slot: Hands

Save: None

Threads of akasha wind themselves in the air around your hands. With a gesture it's sharpened point springs out towards your foes.

You gain the Lancer sphere and Ranged Impale talent. You do not gain the ability to make impales as part of a melee attack or with any other weapon than the rope dart created using this veil unless you have the Lancer sphere from another source.

Shaping this veil allows you to conjure a rope dart that can be used to impale your foes from range and quickly tear free to inflict bleeding wounds. This rope dart is conjured as a free action, and disappears if it and its rope leaves your hands. Whenever you impale a creature using the rope dart with Ranged Impale, you can end the impale as part of the same action to retrieve your rope dart (normally a free action).

Essence: For each point of essence invested in this veil the range of your rope dart conjured by this increases by 5 feet, and the bleed damage you inflict with it when ending an impale increases by 1.

Chakra Bind (Hands): Binding this veil to your Hands chakra allows you to forcefully pull an impaled creature to yourself, or yourself to that impaled creature. You gain the Get Over Here! talent as a bonus talent. Unless you have the Lancer sphere from another source you may only use this talent with the rope dart conjured by this veil. When making a drag combat maneuver as part of this talent using this veil’s rope dart you gain a +1 insight bonus to your CMB plus an additional +1 per point of essence invested in the veil. If you succeed on this maneuver, you choose whether to drag the creature to you, or whether you drag yourself to the closest adjacent square to that creature. This movement does not provoke attacks of opportunity. You cannot choose to use this ability to drag yourself to creatures two or more sizes smaller than you. You can also use this special drag maneuver on creatures two or more sizes larger than you, but you may only drag yourself adjacent to them when doing so. This otherwise follows the normal restrictions for this talent.

Bomber’s Bandolier

Descriptors: Acid (see text), Cold (see text), Electricity (see text), Fire (see text)

Class: Sphereshaper

Slot: Wrists, Belt

Save: See text

A bandolier of woven akasha wraps itself around your waist or your wrist. Stored within its many folds are numerous tiny gemstones that expand into ominously glowing palm-sized orbs when drawn.

You gain the Alchemy sphere with the Formulae package, selecting the Cherry Bomb talent as your free [formulae] talent. Unless you possess the Alchemy sphere from a non-veil source you do not gain ranks in Craft (alchemy), you cannot create formulae through normal means, and you cannot gain the Poison package.

The Bomber’s Bandolier comes loaded with an infinite supply of cherry bombs (as the talent), using your veilweaving level in place of your ranks in Craft (alchemy) when determining their damage and their saving throw DC. They are always treated as being crafted at their lowest DC when otherwise determining their saving throw and effects.

Unlike normal cherry bombs, the bombs created by this veil are considered a supernatural effect. You can draw these bombs from the veil as part of the action you use to attack with them at no additional action cost. If you have the ability to create cherry bombs of differing elements, you may choose which element the cherry bomb is as you draw it from the belt. These cherry bombs cannot be used with the Chemical Coating talent or vial arrows (or similar abilities or items).

Essence: For each odd point of essence invested in this veil, the thrown range of the cherry bombs created by it increases by 5 feet. For every even point invested, the saving throw DC of cherry bombs created by this veil increases by +1.

Chakra Bind (Wrists): Binding this veil to your Wrists chakra allows you to throw a cluster of bombs as part of a single attack and imbue them with elemental energies. Choose one of the following descriptors: Acid, Cold, Electricity, Fire. This veil gains that descriptor, and whenever you draw a cherry bomb from the veil you can choose to replace its damage type with the damage of the selected descriptor.

As a special attack action you can draw and throw two cherry bombs. Each attack takes a -2 penalty to their attack rolls. Each cherry bomb can be of a different damage type if you wish. Only the first of the thrown cherry bombs benefit from your abilities that modify an attack action (chosen before the attack rolls are made).

Chakra Bind (Belt): Binding this veil to your Belt chakra grants you all the benefits of the Wrists bind, and further enhances their potency. This veil now gains all four of the selectable energy descriptors, and when you draw a cherry bomb you may replace its damage type with any one of those damage types.

When throwing a cluster of cherry bombs as a special attack action, you can instead choose to throw three bombs, each suffering a -4 penalty to attack rolls.

Collar of Companionship

Descriptors: None

Class: Sphereshaper

Slot: Neck

Save: None

Soft leather wraps around your neck, a gentle pulse reminiscent of a heartbeat echoing within it.

You gain the Beastmastery sphere and the Broad Skills and Pet talents. Unless you have the Beastmastery sphere from a non-veil source you do not select a package and cannot gain one. You cannot shape this veil if you already have a familiar.

Each time you shape this veil you may change the type of familiar granted by this veil. You use your veilweaving level as your arcane spellcaster level when determining the abilities of the familiar granted by this veil, your veilweaving level as your base attack bonus when determining its attack bonus, and its Intelligence is increases as normal for a familiar (instead of the normal rules for the Pet talent). You cannot apply a familiar archetype to the familiar granted by this veil.

If this veil is suppressed your familiar dissipates until the suppression ends, after which it reappears in your space. Its corpse also dissipates if slain, and it reappears in your space if returned to life using this veil.

By spending 10 minutes in meditation and binding 1 point of essence to this veil you may return your familiar to full HP (and restore it to life, if it was slain). It is also returned to full HP (and to life, if slain) automatically when you meditate to shape your veils each day, or the next time you shape this veil.

Essence: For each point of essence invested in this veil the familiar granted by this veil gains a +1 insight bonus to attack rolls, AC, and saving throws, a +2 insight bonus to damage rolls, and 5 temporary hit points. If lost, these temporary hit points recover at a rate of 1 hit point per round.

Chakra Bind (Neck): Binding this veil to your Neck chakra allows your companion to take nebulous and arcane forms as well as strengthening your magical connection to it. You gain the Improved Pet talent. As a standard action you can view the world through your familiar’s senses. This persists for as long as you concentrate (a standard action each turn). You see and hear what your familiar sees, but your own body is blind and deaf while concentrating on this effect. You do not benefit from any special senses you might possess while using your familiar’s senses, instead benefitting from the familiar’s special senses. You may use this ability at any range as long as your familiar is on the same plane as you.

Dragoon’s Diving Halberd

Descriptor: Air, Enhanced (halberd)

Class: Sphereshaper

Slot: Wrists

Save: None

A spear of legend imbued with the powers of the sky itself. Call upon its powers to leap into the air to strike down upon your foes!

You gain the Athletics sphere with the Leap package and the Diving Strike talent. Unless you have the Athletics sphere from a non-veil source, you may only use Diving Strike with the halberd conjured by this veil.

Shaping this veil allows you to conjure the halberd of a legendary dragoon of myth, granting you the ability to perform the devastating leaping dives that was their legacy. As a full-round action you can make a special jumping charge attack using this halberd that benefits from the effects of your Diving Strike talent. All movement as part of this charge must be made via jumping; you treat this jump as if you had a running start, and the DC to jump horizontally is equal to 5 feet per 1 point of DC, and the DC to jump vertically is equal to 1 foot per 1 point of DC. Your movement as part of this jump can exceed your normal maximum movement for the round. When you land after this special Diving Strike you do not take fall damage (this does not negate the ability’s damage) and you do not fall prone or take damage if your attack misses.

Essence: For each point of essence invested in this veil you gain a +5 insight bonus to Acrobatics checks made to jump as part of this veil’s jumping charge.

Chakra Bind (Wrists): Binding this veil to your Wrists chakra grants you the full jumping prowess of the dragoon that once bore it. You gain Skillful Charge and Dragoon Leap as bonus talents (even if you do not meet their prerequisites). You may only use Skillful Charge as part of your jumping charge made using the ability of this veil unless you have the talent from a non-veil source. When using Dragoon Leap you gain a +1 insight bonus to Acrobatics checks made using the talent per point of essence invested in this veil.

Eyes of the Daring Artillerist

Descriptors: None

Class: Sphereshaper

Slot: Head, Headband

Save: None

Akasha focuses your eyesight, allowing you to pinpoint the weak points of your nearby foes and fire upon them without retaliation.

You gain the Barrage sphere and Close Combat Specialist as bonus talents. Unless you have the Barrage sphere from a non-veil source, you cannot use the barrage ability and melee archer only applies against creatures within 5 feet of you.

You gain the benefits of Close Combat Specialist even if you do not have martial focus, and the bonuses granted by your melee archer apply to all of your ranged attacks (instead of only your ranged weapon attacks). The damage dealt by melee archer on a non-weapon attack is the same type as the attack.

Additionally, whenever you make a ranged attack against a creature within 5 feet of you, you gain a +2 shield bonus to AC against that creature until the start of your next turn.

Essence: For each odd point of essence invested in this veil, the damage bonus of melee archer increases by +2. This is considered an insight bonus to damage rolls. For each even point invested, the shield bonus granted by this veil increases by +1.

Chakra Bind (Head): Binding this veil to your Head chakra further enhances your eyesight, allowing you to capitalize on the movement of your foes. You gain the Vigilant Sharpshooter talent. For each point of essence invested in this veil, you gain an additional attack of opportunity each round that can only be used with attacks of opportunity made using that Talent.

Chakra Bind (Headband): Binding this veil to your Headband chakra grants you all the benefits of the Head bind, and increases the distance at which you can capitalize on the weakness of your foes. You gain the Vigilant Sharpshooter talent a second time, and the effects of this veil (including melee archer) apply against creatures within 10 feet who you attack with a ranged weapon, rather than only those within 5 feet.

Mask of the Luchador

Descriptors: None

Class: Sphereshaper

Slot: Head, Headband

Save: None

A brilliantly-colored full-head mask conceals your identity, marked in patterns of your choice.

You gain the Wrestler sphere. Unless you have the Wrestler sphere from another source you do not increase your unarmed strike damage from possessing Wrestling sphere talents.

While this veil is invested with no points of essence it is completely invisible and cannot be detected through magical means.

While this veil is invested with at least 1 point of essence it forms a mask that best represents you that obscures your identity, as well as subtly altering your clothing and the appearance of your shaped veils to match your mask. The appearance of this mask and your altered clothing is the same every time you shape the veil, though significant life events may cause its appearance to permanently change (at your GM’s discretion). You essentially have two “identities”: your masked identity, and your unmasked identity. Each has the same alignment, and the same apparent sex and species. As long as you give your masked identity a unique name, Knowledge checks about your masked identity do not reveal information about your unmasked identity, and vice versa. While masked using this veil, creatures cannot identify your face or voice (even with magic), and any attempts to locate you via magic only work if you are currently in the identity the creature is trying to locate (unless they know both of your identities are the same person).

You always know how to appear and act exactly like your current identity as long as you have this veil shaped, the magic of the veil providing you a +20 circumstance bonus to Disguise checks to appear and act as your current identity. If a creature sees you invest essence in this veil while it was invested with no essence you do not receive these bonuses against that creature.

If this veil is suppressed or unwillingly unshaped while your mask is active, you can choose to maintain your mask, the alterations to your clothing and veils, and the veil’s bonus to your Disguise checks until you choose to end this effect as a swift action, until the veil is restored and has its essence removed, or until you rest to shape your veils for the day. These effects persist in areas of antimagic as well.

Essence: Whenever you successfully snag a creature they suffer 2 points of damage per point of essence invested in this veil. This damage is from a pulse of akasha that bypasses any resistances, immunities, or hardness.

Chakra Bind (Head): Binding this veil to your Head chakra grants you greater prowess at snagging your foes. Whenever you use the snag ability, you can choose to make it as a melee combat maneuver instead of as a melee touch attack. This combat maneuver is treated as a grapple for determining your bonus with it. If you hit, that creature suffers the effects of the snag ability as normal, and until the end of your turn you can attempt to grapple that creature as a move action with a +1 insight bonus per 2 points of essence invested in this veil.

Chakra Bind (Headband): Binding this veil to your Headband chakra grants you all the benefits of the Head bind, and grants you further mastery over the arts of wrestling. You gain two (slam) talents of your choice.

Whenever you successfully grapple a creature using the move action grapple granted by this veil, you may use one of your (slam) talents against that creature as a free action. This ends the grapple, as normal.

Toxin Flesh

Descriptors: Poison

Class: Sphereshaper

Slot: Shoulders

Save: See text

Your flesh begins to fizzle with effervescent akasha, its magic threatening to burst forth to to inflict virulent toxin upon your foes.

You gain the Alchemy sphere with the Poison package as well as two (toxin) talents of your choice. Unless you have the Alchemy sphere from another non-veil source, you cannot create poisons using normal methods and do not gain any ranks in Craft (alchemy).

Your flesh is imbued with the effects of one (toxin) talent you know, or the base poison effects of the Poison package. You can change which effect it is imbued with once each turn as a free action. Once each turn, whenever a creature successfully deals damage to you with a melee weapon attack you can choose to spray them with poisonous akasha from your wound, affecting them with the chosen effect and treating it as a contact poison. You use your veilweaving level in place of your ranks of Craft (alchemy) when determining the saving throw DC of this poison. The effects of these poisons are a supernatural effect.

Essence: For each point of essence invested in this veil, the number of times you can spray poison when wounded each round increases by 1. For every even point of essence invested, the DC of poisons applied by this veil increases by +1.

Chakra Bind (Shoulders): Binding this veil to your Shoulders slot imbues it with deadly potency, affecting even creatures normally immune to toxins. This veil ignores immunities to poison, as well as any abilities that grant a saving throw bonus against poisons, and can affect creatures that are normally immune to Fortitude saving throws (such as undead or constructs). The effects of the poison also ignore any condition immunities the target might possess.

Appendix

Beastmary Sphere Legendary Talents

Improved Pet

Prerequisites: Beastmastery sphere; Beastmastery sphere (Pet) or ability to acquire a new familiar, compatible alignment, sufficiently high level (see details).

Benefit: You may grant your familiar all the normal benefits of being a familiar, as the wizard’s arcane bond option (including type, Intelligence bonus, and special abilities), but doing so incurs the normal replacement cost should your familiar die. In addition, when choosing a familiar, you may choose from the creatures available through the Improved Familiar feat. Your effective arcane spellcaster level must be sufficiently high enough to choose a familiar with this talent. You may choose a familiar up to one step away on each alignment axis (lawful through chaotic, good through evil).

An improved familiar is otherwise treated as a regular familiar and always counts as an animal ally, with two exceptions: if the creature’s type is something other than animal, its type does not change to magical beast, and improved familiars do not gain the ability to speak with other creatures of their kind (although many of them already have the ability to communicate).

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