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A number of the following veils were pitched by members of the Studio M— Discord Server as part of this month’s veil submission event! If you want to participate in future events, keep up with brainstorming livestreams, or participate in the community you should join the discord server!

Bloodburst Blade

Descriptors: Enhanced (katana)

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

Slot: Hands

Save: None

The chipped and serrated edge of this katana draws the blood from your foes in explosive bursts, coating the battlefield in crimson gore.

Shaping this veil allows you to conjure a katana with a blade soaked in blood that causes the blood within a foe it strikes to build up before exploding in a violent burst. Whenever you damage a creature using this katana, they gain 1 blood point. A successful critical hit doubles the number of blood points they gain. A creature loses 1 blood point at the end of any round in which they did not gain any blood points. Creatures immune to bleed damage cannot gain blood points.

Whenever you would cause a creature to accumulate a total of 2 blood points using this veil, the creature’s blood explodes violently outwards, removing the blood points and dealing damage to that creature equal to your veilweaving modifier (minimum 1) multiplied by the number of blood points that creature had accumulated. This damage bypasses all forms of damage reduction or hardness, ignores temporary hit points, and cannot be negated or reduced.

Essence: Investing essence in this veil causes an explosion of blood caused by the veil to deal additional damage equal to twice the essence invested in this veil times the number of blood points the creature had accumulated. For example; if you have four points of essence invested in this veil, and you detonate two blood points, the blood explosion would deal an additional 16 points of damage (twice of 4 essence times 2 blood points).

Chakra Bind (Hands): Binding this veil to your Hands chakra allows you to further build up blood points within your foes towards an even more violent explosion. For every 2 points of essence invested in this veil, the maximum number of blood points you can apply to a creature using this veil increases by 1. You may choose to detonate the blood whenever you would increase a creature to 2 or more blood points using this veil. If you increase a creature to this maximum, it still detonates automatically.

Additionally, whenever you cause a creature’s blood to explode they are briefly weakened, causing them to be fatigued until the end of your next turn. If that creature had 5 or more blood points, they are exhausted instead. If they had 8 or more blood points, they are staggered as well.

Branded Mimicry

Descriptors: Brand, see text

Class: Volur, Vizier

Slot: Special

Saving Throw: See text

This veil’s form is particularly mutable, able to adapt to and take the shape of another brand you have shaped.

When shaping this veil, select another Brand veil you have shaped. This veil is shaped in the same slot as that veil, and copies that veil’s effects. It gains any descriptors that veil possesses, and counts as a unique veil for all purposes. This veil may share a slot with another veil without penalty.

If the copied veil is unshaped, this veil is suppressed until you spend an hour in meditation, allowing you to select a new Brand veil you have shaped for this veil to copy the effects of. If you have no such veil, this veil is suppressed until you rest and reshape your veils.

If this veil was shaped using the brandweaving class feature, it follows the rules of that class feature (even if the copied veil was not). If the copied veil was shaped using the brandweaving feature and this veil was not, this veil is considered to be shaped in the veil slot normally associated with the copied veil (or one of the slots of your choice, if it could be shaped in multiple) and may share that slot with another veil without penalty.

Essence: Investing essence in this veil functions as per investing essence in the copied veil.

Chakra Bind (Special): When you bind the copied veil to its chakra slot, this veil counts as being bound to its chakra slot as well when determining its effects.

If you shaped this veil using the brandweaving class feature, you must bind this veil using your brandbinding class feature instead. You may bind this veil in this way even if the copied veil is not bound.

If the copied veil is bound using the brandbinding class feature, and this veil is shaped using normal veilweaving rules, it only counts as bound if you have the ability to bind veils to the chakra it is currently treated as being shaped in.

Collective’s Sacrifice

Descriptors: Healing

Class: Guru, Nexus, Promethean, Radiant, Vizier, Volur

Slot: Headband

Saving Throw: See text

Pulses of translucent energy pulse from your brow outwards towards your allies before pulsing outwards from them, forming a network of rippling energy.

Shaping this veil allows you to form an akashic collective with your allies that allows you to monitor each other's health and request for them to sacrifice their own energy to aid you. As a standard action, you can join a number of willing creatures up to your veilweaving modifier (minimum 1) + 1/4 your veilweaving level (rounded down) within Medium range (100 feet + 10 feet per veilweaver level) of you into your akashic collective. You must have line of sight an effect to add a creature to your akashic collective, but once they have been added they no longer need to remain in line of sight or effect to maintain its benefits, as long as they stay within range. If they leave the range of your collective, they leave the collective. A willing creature can also choose to become unwilling and leave the collective as a free action on their turn. Using this ability additional times allows you to replace collective members with new willing creatures. You are always treated as a member of your own akashic collective.

Members of your akashic collective can sense the relative health, direction, and distance of each other member of the akashic collective, as per the status spell. Whenever a member of your akashic collective would regain hit points, that member can choose to divide those regained hit points as they see fit among the members of the collective.

Additionally; a member of the akashic collective can call for the collective’s aid as an immediate action. When they do so, they roll 1d6 + your veilweaving modifier (minimum 1). Members of the collective may sacrifice a total number of hit points up to or equal to that value to heal the member requesting aid for an equal amount. An individual creature may only request aid using this veil a number of times per day equal to 1 + your veilweaving modifier (minimum 2).

You may also heal another member of your akashic collective using this ability as a standard action. That use doesn’t count against the healed creature’s uses per day of the above ability, and members of the collective must sacrifice hit points to heal the damage as normal.

Essence: For each point of essence invested in this veil, the number of hit points that can be sacrificed to heal a member of the collective increases by 1d6.

Chakra Bind (Headband): Binding this veil to your Headband chakra allows you to pull unwilling creatures into your collective and sacrifice their energy to heal your allies.

As a standard action, you can attempt to add an unwilling creature into your collective. This creature receives a Will saving throw to negate the effect, and counts against the maximum number of creatures in your collective. If adding this creature would put you above your maximum, you must replace a member of your collective with the new creature.

An unwilling creature added to the collective cannot request the collective’s aid, and cannot sense other members of the collective. However, willing members of the collective can sense the creature’s health, distance, and direction. Whenever an unwilling creature regains hit points, they must make a Will saving throw or lose half the healing they would have gained (rounded up, minimum 0) and have that healing dispersed among the willing members of the collective as you see fit.

When healing a member of your collective as a standard action using this veil, you may attempt to heal your allies using the health of an unwilling member of your collective. If you wish to; choose one such creature when using the ability. That creature must make a Will saving throw, or have its HP sacrificed to heal the members of your collective. On a successful save, the creature suffers no damage and your collective is not healed.

Disk of Lifting

Descriptors: Force

Class: Guru, Nexus, Vizier, Volur

Slot: Feet, Belt

Saving Throw: None

Disks of force surround your feet, spiraling and merging to form a single large disk which you can stand upon.

Shaping this veil allows you to cast floating disk as an at-will spell-like ability using your veilweaving level as your caster level. You may only have a single disk created at a time using this veil; casting the spell an additional time while you already have the spell active ends the first casting of the spell.

Additionally, you can ride upon this floating disk so long as it has the capacity to support the weight of you and your equipment you are carrying. You can choose to step onto your disk as part of creating it, or by spending 5 feet or movement while adjacent to your floating disk. If you are Large size or larger, your disk increasing in size to support you upon stepping on it, and returns to its original size when you step off of it.

Riding your disk grants you a fly speed of 30 feet with average maneuverability, but the disk cannot move itself or you more than 5 feet above the ground at any time. You may use this to fly over liquids, treating them as solid ground. If the disk leaves solid ground (such as if you move the disk off of an edge), it drifts downwards slowly at a rate of 60 feet per round until you reach the ground. You may use your movement speed to glide horizontally while falling in this way.

Essence: For each point of essence invested in this veil, the maximum weight your disk can support increases by 100 pounds and the speed of your disk while you are riding it increases by 5 feet.

Chakra Bind (Feet): Binding this veil to your Feet chakra allows you to defy the effects of gravity while riding upon your floating disk. You are no longer restricted to flying within 5 feet of the ground using your disk, but if you end your turn more than 5 feet above the ground your disk falls towards the ground (as per the shape effect of this veil).

Chakra Bind (Belt): Binding this veil to your Belt chakra allows you to completely ignore gravity while riding upon your disk. Your fly speed while riding your disk increases to 60 feet with perfect maneuverability, and you no longer need to remain within 5 feet of the ground when flying in this way.

Halo of Rejuvenation

Descriptors: Healing

Class: Guru, Nexus, Radiant, Vizier, Volur

Slot: Head

Saving Throw: None

A halo of pure white energy surrounds your head, imbuing your very touch with purified rejuvenation.

Shaping this veil allows you to infuse your touch with healing and protective energy. As a standard action, you can touch a creature and heal it for 1d8 points of damage. Any healing in excess of their maximum hit points becomes temporary hit points. These temporary hit points persist for 10 minutes, plus 10 minutes per point of essence invested in this veil. A single creature may only benefit from this veil a number of times per day equal to 2 + your veilweaving modifier (minimum 3).

Essence: For each point of essence invested in this veil, you heal an additional 1d8 points of damage.

Chakra Bind (Head): Binding this veil to your Head chakra allows you to release a pulse of healing energy as a full-round action that provokes attacks of opportunity, affecting any number of willing creatures of your choice within 15 feet of you with the base effects of this veil. For every 2 points of essence invested in this veil, the range of this ability increases by 5 feet.

Integrated Firearm

Descriptors: Enhanced (weapon, see text)

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

Slot: Hands

Saving Throw: None

This veil melds seamlessly with one of your weapons, modifying it to contain a firearm of your design and choosing.

This veil is enhanced as if it were a firearm. When you shape this veil, you must select and hold a single mundane or magical manufactured melee weapon. You cannot select a weapon created by a veil or other supernatural effect. That weapon becomes modified by this veil to contain an akashic firearm based on the weapon’s type, as per the following:

  • Two-handed weapon: Musket.
  • One-handed weapon: Pistol.
  • Light weapon: Coat Pistol.

The creature wielding the weapon modified by this veil can use it as both the base weapon, and as the type of firearm it is modified with of the same size category as the modified weapon. The veil produces its own ammunition, but must be loaded as normal. These integrated firearms cannot misfire. The firearm integrated into the weapon is treated as this veil for the purposes of visibility and disguising it.

If the weapon is wielded by a creature other than you, it must remain within Close range (25 feet + 5 feet per two veilweaving levels) of you to maintain these properties. If a creature attempts to sunder this veil, that veil is considered to be in the space of the creature wielding the weapon (the veil still uses your CMD).

Special: In a setting where advanced firearms are commonplace, this veil instead modifies the weapon to contain one of the following akashic firearms based on the weapon’s type:

  • Two-handed weapon: Rifle.
  • One-handed weapon: Shotgun, but it is treated as a one-handed firearm.
  • Light weapon: Revolver.

You can always choose to use the early firearm option in place of the advanced firearm option in such a setting.

Essence: For each point of essence invested in this veil, the range of the firearm created by this veil increases by 5 feet, and attacks using the firearm gain a +2 insight bonus on damage rolls.

Chakra Bind (Hands): Binding this veil to your Hands chakra allows impacts made using the modified weapon to have a portion of their kinetic energy be used to reload the firearm integrated within it. Whenever the creature wielding the modified weapon makes a melee attack using the weapon, the firearm integrated within it is reloaded.

Lifetaker’s Runed Blade

Descriptors: Enhanced (weapon, see text)

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

Slot: Hands

Save: Will (see text)

Darkened runes etch the blade of this otherwise ordinary-looking sword, flaring to life with baleful red energy when life is sacrificed to the blade.

When you shape this veil, select one of the following options: greatsword, dueling sword, or shortsword. This veil produces a black-hued blade carved with infernal-looking runes of the chosen weapon type. If shortswords were chosen, it can produce up to two of them. This veil can be enhanced with any weapon properties that can apply to all three of these weapon types.

Whenever you reduce a creature to 0 HP or fewer who has at least half as many Hit Dice as your veilweaving level using a sword created by this veil, you are healed for a number of HP equal to twice that creature’s Hit Dice. This effect cannot trigger on a specific creature more than once every 24 hours, and it cannot be triggered against summoned creatures.

Additionally, whenever you successfully hit a creature using a weapon produced by this veil, you can make a sacrifice of your own life force to empower the blade. You can take a number of points of damage equal to your veilweaving level to ignore that creature’s temporary hit points, damage reduction, hardness and elemental resistances and immunities with that attack, and deal an additional 1d6 points of damage.

Essence: For each point of essence invested in this veil, you regain an additional 3 hit points when you reduce a creature to 0 HP or fewer using this veil, and the damage you deal when sacrificing your own life force increases by 1d6.

Chakra Bind (Hands): Binding this veil to your Hands chakra further drains the life force from foes you slay to empower yourself. Whenever you reduce a creature to 0 or fewer hit points using a sword created by this veil, that creature must make a Will saving throw or die. If they fail this saving throw, and have at least as many Hit Dice as half your veilweaving level, you gain a +2 profane bonus to your Strength and Dexterity scores for 10 minutes per Hit Die of the creature. This bonus increases by an additional +2 for every 10 Hit Dice the creature possesses.

Martyr’s Bulwark

Descriptors: Enhanced (heavy steel shield)

Class: Daevic, Kheshig, Soulforge, Stormbound, Vizier

Slot: Hands, Wrists

Saving Throw: None

Energy radiates from this shield, coalescing around your allies to ward them from harm by weakening your own defenses.

Shaping this veil allows you to conjure a heavy steel shield that allows you to protect your allies. As an immediate action or as a free action at the start of your turn, you can reduce any shield bonus to AC granted by this shield and grant it to an ally within Close range (25 feet + 5 feet per 2 veilweaving levels) of you until the beginning of your next turn.  You cannot reduce the bonus to shield AC granted by this veil to lower than zero, and you do not need to sacrifice your entire shield bonus if you do not wish to. When using this ability at the beginning of your turn you can choose to divide this bonus among multiple allies in range if you wish. You must be wielding the shield granted by this veil to use and maintain this ability; should you stop wielding the shield, your allies immediately lose any benefits granted by this veil.

If used as an immediate action in response to an ally being targeted by an attack roll, this ability can be used after the attack is rolled but before the damage is dealt, potentially negating the successful attack.

Essence: For each point of essence invested in this veil, the shield bonus to AC granted by this veil’s shield increases by +1.

Chakra Bind (Hands): Binding this veil to your Hands chakra allows you to use the protective powers of this veil to deflect attacks that target your allies, rather than increasing their AC. When you grant an ally a shield bonus to AC using this veil, you can reduce the bonus you grant to give attacks made against them a 5% miss chance per point of AC reduction, to a maximum of 50% miss chance. You choose the amount you wish to exchange for miss chance when using the ability. This miss chance does not stack with other sources of percentage-based miss chance, such as concealment. If this ability is used after an attack is rolled against your ally and the ally did not already have percentage-based miss chance applied against that attack, the attacker must roll against the allies new miss chance. If they fail, the attack is negated.

Chakra Bind (Wrists): Binding this veil to your Wrists chakra grants you all of the benefits of the Hands bind, and allows you to take some of the damage your allies would suffer in their place. Whenever one of your allies affected by this veil would take hit point damage, you can choose to take half the damage they would have taken in their place (the damage they take is rounded down, and the damage you take is rounded up). This damage cannot be reduced or negated in any way.

Powderjinxed Flintlock

Descriptors: Acid, Cold, Electricity, Enhanced (Blunderbuss) Fire, Force, Sonic

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

Slot: Wrists

Saving Throw: Reflex half

This archaic-looking firearm crackles with chaotic elemental energies and smokes ominously after firing, a portent to danger if ever there was one.

This veil produces a blunderbuss cursed with chaotic elemental matter that causes it to spew random bursts of elements rather than bullets. This firearm does not need to be loaded, but can only be used to make special scatter attacks. When making this special scatter attack, make a single attack roll and compare it to the touch AC of each creature in the cone. Confirm critical hits individually against each creature. This weapon deals an additional 1d6 points of damage, and deals elemental damage instead of its normal physical damage. The results of this 1d6 determine the type of elemental damage dealt, as per the following:

  1. Acid
  2. Cold
  3. Electricity
  4. Fire
  5. Sonic
  6. Force

If this attack roll is a misfire, instead of the normal effects of a misfire and the attack, the blunderbuss produces a destructive blast of elemental matter from its barrel. This acts as a cone of the same size as the scatter attack and deals 1d6 points of elemental damage. Choose a single d6 rolled as part of this blast (after the dice are rolled) and use it to determine the type of damage dealt (as above). Creatures in the area make Reflex saves to halve the damage. Enhancements bonuses to attack rolls applied to this blunderbuss increase the DC of this saving throw by an equal amount.

Essence: For each point of essence invested in this veil, the misfire chance of the blunderbuss created by this veil increases by 1, you gain a +2 insight bonus to damage rolls with the firearm’s scatter attacks, and the damage dealt as part of a misfire blast increases by +1d6. For every 2 points of essence invested in this veil, the damage dealt by this veil ignores the first 5 points of elemental resistance damaged creatures possess.

Chakra Bind (Wrists): Binding this veil to your Hands chakra further empowers the veil’s chaotic blasts of elemental material. If you misfire using this veil with a roll of 3 or higher, the attack resolves normally and then the blunderbus produces a misfire blast.

Prayer of the Mantis

Descriptors: Fleshwarp, Mind-affecting

Class: Huay, Promethean, Stormbound

Slot: Wrists

Save: Will (see text)

Your arms unfold into lengthened blades of sharpened chitin that can be spun in a dance to mesmerize your foes and leave them vulnerable to a fatal blow.

Shaping this veil allows you to reform your hands and forearms into wickedly sharp scythes reminiscent of a praying mantis’. Reforming your hands and forearms to or from these scythes is a swift action. When formed as scythes, your limbs are treated as primary claw attacks that deal 2d4 points of slashing damage on a hit and have a critical threat range of 20/x4. You cannot hold or wield weapons using your hands when they are in the shape of scythes. These scythes are both treated as claws and scythes for the purposes of feats and abilities.

If you have more than two arms, you may only transform two of them at a time using this veil.

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

Chakra Bind (Wrists): Binding this veil to your Wrists slot allows you to weave your scythes through the air to mesmerize your foes and leave them open for a devastating attack. Beginning this mesmerizing blade dance is a standard action, performed against a single creature within 30 feet of you that can see you. That creature makes a Will saving throw; if they fail, they are fascinated by you. The DC of this saving throw increases by +1 per 2 points of essence invested in this veil. You can maintain this effect as a standard action each round. The victim may only attempt a new save to escape this fascination if another threat appears (other than you), and the fascination ends automatically if a creature takes a hostile action against them. If you successfully fascinate a creature for 1 round, the next attack you make against that creature with one of your scythes automatically hits and is a critical hit, but it is only considered to have a x2 critical hit modifier for that attack. For each additional round you successfully fascinate a creature, this increases by x1, to a maximum of x4 after three rounds of successful fascination.

Words of Revergence

Descriptors: Healing

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

Slot: Neck

Saving Throw: None

Your words echo with the powers of the akashic record, able to revert a creature's health to a previous state.

Shaping this veil allows you to speak words to a creature that reverberate through their very being to the akashic record, causing parts of their being to revert to a previous state stored within.

As a standard action, you can speak to heal a creature of your choice within Close range (25 feet + 5 feet per two veilweaver levels) of you for 1d6 + your veilweaving modifier points of healing. A single creature can only be healed by this ability a number of times each day equal to 1 + your veilweaving modifier (minimum 2). You must be able to speak at a normal volume to use this ability, but the creature does not need to be able to hear you.

You can also use this ability as a swift action; when doing so, it only heals a number of hit points equal to your veilweaving modifier.

Essence: For each point of essence invested in this veil, the healing you provide a creature affected by this veil increases by 1d6+1. If the healing was provided as a swift action, it is only increased by +2.

Chakra Bind (Neck): Binding this veil to your Neck chakra allows you to further revert a creature’s state, albeit only temporarily, and allows you to revert a creature who has just died back to life.

When you heal a creature using this veil as a standard action, you may suppress any poisons, diseases, penalties caused by disease and poison, blindness, deafness, sickened, nauseated, negative levels, ability damage, ability drain, and ability score penalties that creature is suffering from for a number of rounds equal to 1 + 1 per 2 points of essence in this veil. This only applies to instances of these penalties applied before this ability is used. While suppressed, the duration of these penalties does not expire. If you heal a creature as a swift action, the penalties are instead suppressed until the end of your next turn. A creature can be healed of these conditions while they are suppressed through normal methods.

Additionally, you can use this veil to heal creatures who have died in the past minute. Treat them as if they have a number of negative hit points equal to their Constitution score when applying this healing. If the creature was suffering from another effect that caused them to die besides hit point loss (such as negative levels or Constitution damage), they are returned to life for the duration of the above ability, and then die again after the duration expires unless the effect that caused them to initially die is cured or removed.

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