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Mageslayer’s Greatblade

Descriptors: Divination, Enhanced (greatsword)

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

Slot: Hands

Saving Throw: None

The wide blade of this greatsword is engraved with runes whose origins are unknown. The blade glows softly in the presence of magic.

Shaping this veil allows you to call forth a rune-carved greatsword that is particularly deadly when used against magic users. While you are wielding the greatsword created by this veil, the runes engraved in the sword glow while you are within 10 feet of a creature other than yourself that can cast spells, use psionic powers, or shape veils. When attacking such a creature using this greatsword, it deals its physical damage as a pulse of akashic power that bypasses damage reduction and resistances.

Additionally, while you are holding this greatsword in both hands, you gain the ability to use detect magic as an at-will spell-like ability.

Essence: For each point of essence invested in this veil, this weapon deals an additional 2 points of damage on a successful hit, and the range at which the sword glows in the presence of mages increases by 5 feet. This additional damage is doubled against creatures that can cast spells, use psionic powers, or shape veils, and is the same type of damage as the greatsword. It is not multiplied on a critical hit.

Chakra Bind (Hands): Binding this veil to your Hands chakra denies the ability for a mage to escape your blade and further allows you to detect your presence. In addition to glowing when a mage is within range, you also gain the ability to sense mages within that range, as blindsense. Additionally, whenever you damage a magic user (as per above) using the greatsword created by this veil, until the end of your next turn whenever that creature attempts to teleport, they must make a Will saving throw or have the effect fail.

Assassin’s Magekillers

Descriptors: Divination, Enhanced (dagger), Variant

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

These sleek daggers feature handles inscribed with runes that cool substantially in the presence of mages.

This veil is a variant of the Mageslayer’s Greatblade veil, save that it allows you to call forth up to two daggers instead of a greatsword. When thrown, these daggers reappear in your hand after the attack is resolved. Rather than glowing in the presence of magic users, the handles of these daggers cool noticeably, allowing you to detect magic users without revealing yourself. You only need to be holding a single dagger produced by this veil to use the veil’s detect magic ability.

These daggers otherwise gain all of the abilities normally granted to the greatsword provided by the Mageslayer’s Greatblade veil.

Essence: These daggers only gain +1.5 points of damage per point of essence invested in this veil (rounded down). I.e: 1 point at 1 essence, 3 at 2 points, 4 at 3 points, 6 at 4 points, and so on. They gain the other benefits of investing essence in this veil (as per Mageslayer’s Greatblade) as normal.

Staff of the Evoker

Descriptors: Acid, Cold, Electricity, Enhanced (quarterstaff), Fire

Class: Guru, Huay, Kheshig, Nexus, Soulforge, Stormbound, Vizier

Slot: Hands

Saving Throw: See text

Elemental energies coalesce around this intricately carved staff, able to be channeled to strike down your foes.

Shaping this veil allows you to call upon a quarterstaff imbued with the powers of the elements. While wielding this staff in two hands, as a ranged attack you can evoke an elemental blast to strike your foes as a ranged touch attack. This attack has a range increment of 60 feet, and deals 1d6 points of damage on a successful hit. When you make this attack, choose from one of the following elemental types: acid, cold, electricity, or fire. The blast deals damage of the chosen type. Weapon enhancements applied to this veil apply to these elemental blasts as well. For the purposes of feats and abilities, these attacks are considered a ranged weapon (such as for Rapid Shot) and also benefit from feats and abilities that apply to quarterstaves (such as Weapon Focus), but do not benefit from any feats or abilities that only affect melee attacks made using a quarterstaff.

Essence: For each point of essence invested in this veil the damage dealt by your elemental blasts increases by 1d6. This damage is not multiplied on a critical hit.

Chakra Bind (Hands): Binding this veil to your Hands chakra further infuses your elemental blasts with your power, and allows you to unleash a burst of elemental chaos. Your elemental blasts now add your veilweaving modifier to their damage rolls.

Additionally, as a standard action you can release a chaotic burst of elemental chaos in a 10-foot radius burst within 60 feet, a 30 foot line, or a 15 foot cone. Creatures in this area suffer damage as if struck by your elemental blast, but the damage of the blast is considered to be whichever of the four choices of elements they are most vulnerable to. If they are equally vulnerable to multiple types, they take damage of a type of your choice. A successful Reflex save halves this damage, and any enhancement bonuses to attack rolls applied to this veil apply to the DC of this veil as well.

Arm of the Void

Descriptors: None

Class: Daevic, Eclipse, Nexus, Promethean

Slot: Wrists

Saving Throw: Reflex

Your arm is able to breach the walls of reality itself, coming out the other side as a mass of tendrils to harry your foes.

As a standard action, you may temporarily pass your arm through a tear in reality, only to emerge as a mass of tendrils to assault a foe within Close range (25 feet plus 5 feet per two veilweaver levels) of you. This is treated as a melee tentacle natural attack, with a damage die of 1d6 if you are Medium sized (1d4 Small, 1d8 Large).

Additionally, a struck creature must make a Reflex saving throw or become coated in a sticky, black, foul-smelling slime that makes it difficult for them to concentrate or cast spells for a number of rounds equal to your veilweaving modifier. Whenever the creature would cast a spell or manifest a power, they must make a concentration check as if they took damage equal to your veilweaving modifier while casting the spell. Multiple applications of this ability stack with itself.

Essence: For each point of essence invested in this veil, the saving throw DC of this veil increases by +1, and the damage die of your tentacle increases by one step on the following progression: 1d6 -> 1d8 -> 1d10 -> 2d6 -> 2d8 -> 3d6 -> 3d8 -> 4d6 -> 4d8 -> 6d6 -> 6d8 -> 8d6 -> 8d8 -> 12d6 -> 12d8 -> 16d6. This stacks with any increases to your size, to a maximum of 16d6.

Chakra Bind (Wrists): Binding this veil to your Wrists chakra allows you to keep your arm extending through the tear in reality to continuously assault your foe. Instead of making an attack roll using your tentacles, you may make a grapple attempt using them. On a successful grapple attempt, the creature takes damage as if struck by your tentacles and must make a Reflex save against the effects of this veil. When making grapple checks using this veil, you gain a +1 insight bonus to your grapple check and are treated as one size larger when determining the size of creatures you can grapple per 2 points of essence invested in this veil.

Unlike a normal grapple attempt; the creature is not moved to a space adjacent to you. As long as you maintain the grapple, neither you nor the grappled creature can move from your current space. The creature can attempt to break the grapple as normal. If they would successfully gain control of the grapple, it instead ends. This veil is also treated as being in your space and the grappled creature’s space for the purpose of sundering as long as the grapple is maintained. If you suffer from forced movement, the grapple ends. If your target suffers from an effect that would force them to move or allows them to teleport out of the grapple, you may make a grapple check against them as an attack of opportunity to negate that movement or teleportation on a successful check. If you fail, the grapple ends and the creature is moved or teleported.

You may only maintain this special grapple as a standard action, even if you possess an ability that would allow you to start or maintain a grapple at a lower action cost. Whenever you maintain a grapple in this way, you may only choose to deal damage using your tentacle to them (requiring them to make a Reflex save against the effects of this veil as well).

Envoy of the Lord

Descriptors: None

Class: All

Slot: Head

Saving Throw: None

A crown of gleaming akasha forms upon your brow, allowing you to call upon an envoy of servants who bow to your every whim.

Shaping this veil grants you the benefits of the rajah’s house of servants class feature, using your veilweaving modifier in place of the rajah’s initiation modifier and your veilweaving level in place of the rajah’s class level when determining the effects of the ability.

If you already have the house of servants ability, you instead gain the benefits of the Extra Heraldry feat treating your veilweaving level as your rajah level and your veilweaving modifier as your initiation modifier when meeting prerequisites and determining the effects of the chosen heraldry. You must choose a heraldry that affects your servants or grants them a new ability, and you may change the chosen heraldry each time you shape this veil.

Essence: For each point of essence invested in this veil, you gain the ability to create an additional servant and their effective Strength scores increase by +1.

Chakra Bind (Head): Binding this veil to your Head chakra further empowers your servants. You gain the benefits of the Extra Heraldry feat treating your veilweaving level as your rajah level and your veilweaving modifier as your initiation modifier when meeting prerequisites and determining the effects of the chosen heraldry. You must choose a heraldry that affects your servants or grants them a new ability, and you may change the chosen heraldry each time you shape this veil.

Veil of the Lost Dead

Descriptors: None

Class: Guru, Promethean, Vizier, Volur

Slot: Headband

Saving Throw: Will

This somber veil covers one’s face, worn to mourn the dead. When raised, the veilweaver is lost among them.

As a move action, you may lower the veil to cover your face and choose a single creature you can perceive, forcing them to make a Will saving throw. A creature who fails this check does not realize they have been affected by an ability, and you cannot be perceived by that creature for a number of rounds equal to your veilweaving modifier. You may only have a single creature affected by this ability at a time, and it ends if you take a hostile action against the affected creature.

If you use this ability against a creature that was aware of your presence, they may make a new Will saving throw to end the effect early at the end of each of their turns.

Essence: Each point of essence invested in this veil extends the duration of the effect by 1 round. For every 3 points of essence invested in this veil, you may choose up to one additional creature to affect using this ability and the maximum number of creatures you can affect using this ability at once increases by the same amount. When multiple creatures are affected, a hostile action only breaks the effect against the creature that was acted against.

Chakra Bind (Headband): Binding this veil to your Headband chakra allows you to act with hostile intentions towards those who cannot sense your presence. Taking a hostile action against a creature affected by this veil no longer automatically breaks the effect, instead that creature makes a Will save against the effect after the action is resolved. If the creature was damaged or affected by the action, they make this saving throw with a +5 bonus. If they fail this saving throw, and were not aware of your presence prior to using the effects of this veil they do not know the source of the effects they received. If they fail the saving throw and you also fail to affect them with your action, they do not know you even attempted to act upon them.

Bindings of the Goddess

Descriptors: None

Class: Huay, Nexus, Promethean, Radiant, Stormbound, Vizier, Volur

Slot: Special (see text)

Saving Throw: None

Silken ribbons ensnare the veilweaver. Those who struggle, suffer, but those who embrace them feel the warmth of a loving goddess.

This veil can be shaped in any non-obscure chakra slot (i.e. not Blood, Ring, etc). You can also choose to shape this veil to multiple of these chakra slots. It is still treated as only a single veil shaped, but is also considered to be a veil shaped in each of those chakra slots.

While this veil is shaped the bindings of the goddess significantly restrict your movement. Your movement speed is reduced as if you were wearing heavy armor, you receive a -4 armor check penalty to skill checks. This stacks with armor check penalty of armor you wear, and this movement speed reduction cannot be negated by your abilities. You suffer these penalties as long as the veil is shaped and not suppressed, however, these bindings prevent you from otherwise being restrained; you gain immunity to the entanglement condition, and cannot be tied up or otherwise restrained by physical or magical objects (you can still be grappled by creatures).

As a standard action, you may lash out with one of the goddess’s ribbons to attempt to ensnare one of your foes' chakras. This is made as a ranged touch attack against a creature within Close range (25 feet + 5 feet per 2 veilweaving levels), using the higher of your veilweaving modifier and your Dexterity when determining your attack bonus. A struck creature takes 1d8 points of damage. This damage is bludgeoning, slashing, and piercing damage. You may treat this ribbon as if it were a ranged weapon for the purposes of feats that modify your weapon attacks, and may choose this ribbon as a specific weapon type for the purposes of feats such that only affect specific weapons (e.g. Weapon Focus [goddess’s ribbon]).

A creature struck by the ribbon must also make a Reflex saving throw to avoid having a chakra ensnared. When you use this ability, select a chakra you have this veil shaped into. This determines the target’s chakra you ensnare on a failed save, as per the following:

  • Hands: The creature’s hands are bound, greatly reducing their grip strength and imposing a -2 penalty penalty on weapon damage rolls (minimum 1 damage). This penalty is worsened by -1 per point of essence invested in this veil.
  • Feet: The creatures legs and feet are bound, imposing a -10 foot penalty to their modes of movement (minimum 5 feet). This penalty worsens by -5 feet per 2 points of essence invested in the veil.
  • Head: The creature's mind becomes clouded, imposing a -2 penalty to Will saving throws, plus an additional -1 per 2 points of essence invested in this veil.
  • Wrists: The creature’s wrists are bound by cloth that tries to pull their strikes off target, imposing a -2 penalty on attack rolls, plus an additional -1 per 2 points of essence invested in this veil.
  • Shoulders: Heavy weight binds the target’s body, treating them as if they were carrying a medium load (or a heavy load, if they are already carrying a medium load).
  • Headband: The perception is shrouded, causing them to treat all other creatures as if they had 20% concealment.
  • Neck: The creature’s flow of oxygen is stifled as they must gasp to draw in breaths, causing them to become fatigued and imposing a 20% spell failure chance for spells with verbal components.
  • Belt: The creature’s actions between their upper and lower halves become disjointed, imposing a -2 penalty on Reflex saving throws, plus an additional -1 per 2 points of essence invested in this veil.
  • Chest: The flow of essence through the creature’s chest is bound, imposing a -2 penalty to Fortitude saving throws.
  • Body: The flow of life energy through the creature’s body is bound, dealing 1d8 points of untyped damage at the start of each of the creature’s turns, plus an additional 1d8 per point of essence invested in this veil.

A single creature can be affected by multiple different bindings at the same time, and can remove a single binding from themself as a move action. These effects also end if you end your turn further than Close range from the creature.

Essence: For each point of essence invested in this veil, you gain a +1 insight bonus to attack and damage rolls made using the veil’s ribbons. For every 3 points of essence invested in this veil, you may choose an additional chakra to ensnare when you use this veil.

Chakra Bind (Special): Binding this veil to one or more of your chakra slots imposes greater suffering on yourself to grant you a greater boon. You may choose to treat this veil as bound to any slot you have it shaped in that you have the ability to bind veils to. For example; if you have this veil shaped in the Hands, Feet, and Headband slots, but can only bind Hands slot veils, you would only be able to treat it as bound to the Hands slot.

You gain the following benefits and penalties based on the chakra slots you have this veil bound to:

  • Hands: Silken ribbons bind your hands and fingers, making them impossible to use. However, you gain the ability to manipulate the ribbons of this veil almost as well as your hands. You increase your natural reach using your hands by 5 feet, plus 5 feet per 3 points of essence invested in this veil, but you suffer a -4 penalty on attack rolls and skill checks that would normally utilize your hands.
  • Feet: Your steps are light and unhindered, leaving motes of light in your wake. Your movement speed increases by 10 feet, plus 5 feet for every point of essence invested in this veil, but you may not make Stealth checks.
  • Head: Silken ribbons blind you, but you gain Blindsight out to 30 feet plus 5 feet per point of essence invested in this veil.
  • Wrists: Your wrists are bound together, restricting how you utilize your hands but allowing you to better wield your ribbons. You are only considered to have a single free hand for the purposes of holding or wielding items or utilizing natural attacks. In exchange, the damage dice of your ribbons increases from 1d8 to 1d10, you add your veilweaving modifier when dealing damage with them, and you may use them as if they were a ranged weapon instead of only being able to use them as a standard action; you may still only ensnare a creature’s chakra once per turn using your ribbons, choosing whether you with to ensnare their chakra or not after you successful hit your target.
  • Shoulders: You are encumbered, as if carrying a medium load, but can no longer be forcefully moved by the drag maneuver, by a creature grappling you, by a bull rush, or by similar physical forms of forced movement. You are also immune to being knocked prone. Whenever you would be affected by such an ability, you may choose to allow the effect to move you or knock you prone if you wish.
  • Headband: The goddess removes doubt and lies from you. You are unable to tell lies (whether verbally or otherwise), but gain a +4 bonus to Charisma based skill checks.
  • Neck: Silken ribbons wrap around your neck. You can no longer speak, but you no longer need to breathe. You may cast spells that require verbal components as if they were affected by the Silent Spell metamagic.
  • Belt: Your body from the waist down is tightly bound in cloth, making it impossible to walk but allowing you to move without the need to. Rather than penalizing your movement as if wearing heavy armor, you gain a fly speed equal to half your base movement speed with perfect maneuverability (rounded up to the nearest 5 feet increment). However, you cannot use your base movement speed to walk.
  • Chest: Ribbons bind your chest, warding you against death and blight but weakening you in exchange. You gain immunity to death effects, disease, energy drain, paralysis, poison and stunning. You also gain immunity to any effects that require a Fortitude save, unless those effects also work on objects or are harmless. However, your maximum hit points are reduced by 2 for each of your Hit Dice (to a minimum of 1 hit point per Hit Die).
  • Body: Your entire body is wrapped in binding cloth. You gain all of the abilities and penalties granted by each other chakra bind without having to shape this veil or bind this veil in your other chakra slots. Additionally, you gain freedom of movement as a constant effect, your blindsight can detect magical auras (as greater arcane sight), and you gain immunity to all effects both mundane and magical that would attempt to move you from your current position, such as teleportation or plane shift effects.

Sleeves of Holding

Descriptors: Enhanced (weapon: see text)

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

Slot: Chest

Saving Throw: None

This veil takes the form of a jacket with oversized sleeves which are able to hide a surprising amount within their folds.

Shaping this veil grants you a jacket with oversized sleeves that hide openings to an extradimensional space. This extradimensional space can store up to 50lbs of items per veilweaving level, but may only store items which you can fit through the openings of the sleeves (which are roughly twice as wide as sleeves sized normally for you). Storing an object you are holding or retrieving an item from the space into a free hand only requires a free action. Should you be slain, or this veil is unshaped, any objects stored within the veil pour safely into your surrounding spaces.

This veil also features a number of hidden weapons already stored within it, which you can cause to appear from the sleeves to attack your foes as an appropriate weapon attack. This veil can be enhanced with weapon enhancements that can be applied to any type of weapon, and those enhancements apply to these hidden weapons. Attacks made with hidden weapons do not provoke attacks of opportunity and can be drawn or stored within the veil as a free action, even outside of your turn.

  • Cannon: As a ranged weapon attack, a small cannon appears from within the sleeves and launches a miniaturized cannonball. This cannon has a range increment of 100 feet, and deals 1d10 points of bludgeoning and piercing damage on a successful hit. It benefits from any feats or abilities that can affect firearms or crossbows, and is considered a two-handed weapon requiring two free hands to wield. However, it does not target touch AC in its first range increment and cannot misfire. It is always treated as loaded with ammunition the veil produces.
  • Chains: The veil produces up to two lengths of spiked chains from its sleeves which function as scorpion whips. You are considered to be proficient with both whips and scorpion whips when wielding these chains.
  • Knives: The veil produces kukris from its sleeves, which are also treated as thrown weapons with a 20 foot range increment. You may either launch these knives as thrown weapons, or wield them in a free hand. Launched knives disappear after the attack is resolved. If you are wielding more than one knife at a time, they suffer the normal penalties for conjuring multiple weapons using an Enhanced descriptor veil.

You may also store other mundane nonmagical weapons you are proficient with inside of the veil, treating them as hidden weapons. These weapons gain the benefits of this veil, treating them as masterwork weapons, granting them any enhancements applied to the veil, and allowing them the benefits applied to the veil’s hidden weapons. Ranged weapons that require ammunition require you to provide 50 pieces of mundane nonmagical ammunition as part of storing them, which are not expended as part of making attacks with the hidden weapon. Thrown weapons made into hidden weapons using this veil disappear after their thrown attack is resolved and reappear inside the veil. If you wield multiple hidden weapons at the same time, they suffer the normal penalties for conjuring multiple weapons using an Enhanced descriptor veil. Alchemical items and other mundane objects and weapons (other than ammunition) that are destroyed after a single use cannot be treated as hidden weapons.

Essence: For each point of essence invested in this veil, you gain a +2 insight bonus to damage rolls with your hidden weapons. For every 2 points of essence invested, you gain a +1 insight bonus to attack rolls with your hidden weapons.

Chakra Bind (Chest): Binding this veil to your Chest chakra allows you to better wield your hidden weapons in surprising and unexpected combinations. Once per round, when you hit a creature with one of your hidden weapons, you may make an additional attack against that creature with a different hidden weapon at a -2 penalty.

Timebinder’s Touch

Descriptors: None

Class: Nexus, Promethean, Vizier

Slot: Wrists, Neck, Body

Saving Throw: Will negates

Silvery sand flows in a gentle arc around your wrist before suddenly stopping and reversing its flow backwards through time.

Shaping this veil allows you to touch a creature and manipulate the flow of time they experience briefly. As a standard action, you may touch a creature and apply one of the following effects to them. An unwilling creature receives a Will saving throw to negate the effect:

  • Reversed Time: At the start of your next turn, the touched creature returns to the space they were previously in when you used this ability. This is not a teleport effect, and this movement does not provoke attacks of opportunity. If their previous space is no longer free, they are instead moved to the nearest space to their previously-free space from their current space.
  • Slowed Time: The touched creature suffers the penalties of the slow spell until the end of your next turn.

Essence: For each point of essence invested in this veil, the duration of this veil’s effects increase by 1 round. For the reversed time effect, the effect triggers each round as the beginning of your turn during this duration.

Chakra Bind (Wrists): Binding this veil to your Wrists chakra grants you even greater control over the flow of time you can grant to your target. When using the ability of this veil, you add the following to your choices available:

  • Freeze Time: The touched creature becomes frozen in time until the beginning of your next turn. It cannot act on its initiative while it experiences frozen time, does not perceive events while its time is frozen, cannot be interacted with or interacted with by any abilities and effects, and is immune to all forms of damage. Any effects with a duration currently affecting the creature (other than this ability) have their durations paused while the creature’s time is stopped. The exact length of this stopped time is partially random; any actions readied to affect a creature immediately after this effect ends suffer one of the following two penalties: creatures who ready an attack roll their attack roll twice and take the worse result (including critical confirmation rolls), and if the creature is forced to make a Reflex saving throw against a readied action they roll twice and take the better result. If this ability's duration is extended by essence invested in this veil, every round after the first an unwilling frozen creature may make a new save to end the effect at the beginning of each of their turns. You can also choose to end this ability early at the beginning of each of your turns while it is active.

Chakra Bind (Neck): Binding this veil to your Neck chakra grants you all the benefits of the Wrists bind, and grants you a mastery over the flow of time, allowing you to slow reality around a creature to allow it to perceive and think at incredible speeds, and allowing you to put willing creatures in temporal stasis. When using the ability of this veil, you add the following to your choices available:

  • Time Stasis: A touched willing or unconscious creature can be put in a form of temporal stasis; this functions as the freeze time effect, but its duration is 1 day, plus 1 day per point of essence invested in this veil. The creature in stasis does not age, or perform any other biological functions while in stasis (such as needing to eat, sleep or breath). You can end this effect early as a free action, and it automatically ends if this veil is unshaped. An unconscious creature who would normally be unwilling receives a Will saving throw against this effect, and receives a new Will saving throw to end the effect early every hour.

Chakra Bind (Body): Binding this veil to your Body chakra grants you the benefits of the Neck bind, and has granted you perfection over your own flow of time.

As a standard action, you can use one of the following abilities on yourself:

  • Perfected Time Stasis: This ability functions as the time stasis ability of this veil. When using the ability in this way it has no maximum duration, and you choose whether you retain your ability to perceive reality while you are in stasis when you activate this ability. You can choose to give this ability a set duration when you activate it, or when choosing to perceive reality while it is active you can end the ability at any time as a free action.

Appendix: Variant Descriptor Veils

Veils with the variant descriptor have similar effects to an existing veil, as noted in their description. These veils cannot be shaped at the same time as the veil they are a variant of.

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