Tome of Veils: Week Four (Patreon)
Content
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!
Bane of the Unfaithful
Descriptors: Light, Variant
Class: Guru, Nexus, Vizier, Volur
Slot: Body
Saving Throw: Will (see text)
Baleful glowing runes form around your heart and stretch outwards in orderly patterns before spreading outwards to your foes, inflicting them with a bane for rejecting your faith.
This veil is a variant of the Heaven’s Blessing veil and cannot be shaped alongside it. It can, however, be shaped alongside the Blessings of Faith veil.
Shaping this veil grants you an aura of faintly glowing runes that hinder your foes and weakens their resolve. You shed dim light out to 60 feet, and each of your foes who begin their turn within the aura must make a Will saving throw or suffer a -1 penalty on attack rolls, weapon damage rolls, and Wisdom-based skill checks. These penalties persist for as long as the enemy remains within 60 feet of you, and for 1 round thereafter. A creature who has failed their save against this effect does not make further saves until the effect ends.
You may deactivate this aura as a free action, and activate it as a standard action.
Essence: For each point of essence invested in this veil the penalty to your enemies weapon damage rolls and Wisdom-based skill checks worsen by an additional -1. For every 3 points of essence invested, the penalty to attack rolls worsens by -1
Chakra Bind (Body): Binding this veil to your Body chakra further weakens the powers of those you deem unfaithful; creatures who fail their saving throw against this veil are staggered and have their movement speeds halved until the beginning of their next turn. Your enemies must now make a saving throw against this veil each turn, even if they are already under its effects.
Blademaster's Waltz
Descriptors: None
Class: Daevic, Eclipse, Helmsman, Kheshig, Nexus, Stormbound
Slot: Wrists, Shoulders
Saving Throw: None
Sheer prowess veils your movements with an ephemeral energy, your sword arm dancing to an unseen rhythm as it burns through the air at incredible speeds.
While wielding a melee weapon in one hand while having all of your other hands free, you can utilize the powers of this veil to attack with a flurry of lightning-fast strikes. As a standard action, you can make two attacks with your main-hand weapon at your full base attack bonus. One of these attacks is considered an off-hand attack, only adding half your Strength bonus to damage rolls, and these attacks take a -2 penalty to attack rolls. If you wield a two-handed weapon in one hand, or a weapon not sized appropriately for you, these penalties worsen to -4.
If you make a full-attack while meeting the criteria of this veil, if you only make attacks with your primary weapon during that full-attack you may make an additional attack with your primary weapon at your full base attack bonus, but all of your attacks made during the full-attack suffer a -2 penalty to attack rolls, or a -4 penalty if you wield a two-handed weapon in one hand or wield a weapon not sized appropriately for you. This additional attack is treated as an off-hand attack, only adding half your Strength bonus to damage rolls.
Essence: Whenever you take an action to make an attack with a light weapon or one-handed weapon sized appropriately for you while all of your other hands are free, you gain a +2 insight bonus to damage rolls per point of essence invested in this veil.
Chakra Bind (Wrists): Binding this veil to your Wrists chakra allows you to even more quickly deliver blows with your primary weapon. When making a full attack using the effects of this veil, if your base attack bonus is 6 or higher, you may make an additional attack with your primary weapon at a -5 penalty. If it is 11 or higher, you may make an additional attack at a -10 penalty. If it is 16 or higher, you may make an additional attack at a -15 penalty. These penalties stack with the base attack penalties of this veil, and these attacks are considered attacks made with an off-hand weapon.
Chakra Bind (Shoulders): Binding this veil to your Shoulders chakra allows you to move in a sudden burst of blinding speed, striking all in your wake. While meeting the criteria of this veil, as a full-round action you may move up to your speed, making a single attack with your primary weapon against each enemy you move in range of during this movement. These attacks are made at -2 penalty if your primary weapon is light, otherwise they suffer a -4 penalty. This movement does not provoke attacks of opportunity from creatures you attack during this action. For every point of essence invested in this veil, your movement speed increases by 5 feet during this action.
Blessings of Faith
Descriptors: Light Variant
Class: Guru, Nexus, Vizier, Radiant
Slot: Body
Saving Throw: None
Glowing runes spiral out from your navel before spreading outwards to your allies, blessing them with the power of your faith.
This veil is a variant of the Heaven’s Blessing veil and cannot be shaped alongside it. It can, however, be shaped alongside the Bane of the Unfaithful veil.
Shaping this veil grants you an aura of faintly glowing runes that bolster you and your allies and empower your diplomatic abilities. You shed dim light out to 60 feet, and you and each of your allies in this area gain a +1 insight bonus to attack rolls, weapon damage rolls, and Charisma-based skill checks.
You may deactivate this aura as a free action, and activate it as a standard action.
Essence: For each point of essence invested in this veil the bonus to yours and your allies weapon damage rolls and Charisma-based skill checks increases by +1. For every 3 points of essence invested in this veil, the bonus to you and your allies attack rolls increases by +1.
Chakra Bind (Body): Binding this veil to your Body chakra further empowers those who you deem faithful. You and your allies have your movement speeds increased by +30, and whenever you or your allies use the full attack action they may make an additional attack at their highest base attack bonus. This doesn’t stack with the speed weapon property, the haste spell, or similar abilities.
Catching Edge
Descriptors: Enhanced (swordbreaker dagger)
Class: Daevic, Eclipse, Guru, Kheshig, Soulforge, Stormbound
Slots: Hands
Saving Throw: None
The edge of this blade seems to blur in the air, dragging your hand to deflect and catch attacks directed your way.
Shaping this veil grants you the ability to conjure a swordbreaker dagger whose edge is enchanted to better allow you to catch and hold your foes’ weapons. When you are attacked by a melee weapon by a creature within your reach while wielding the swordbreaker dagger conjured by this veil, you can attempt to deflect or catch that weapon as an immediate action. When you do so, make an attack roll with the dagger as if you were making an attack of opportunity. You suffer a -2 penalty to this attack roll for each size category the attacker is larger than you.
If your attack roll is higher than your foes, you deflect the attack and cause it to miss you. If your attack is 10 or higher than your opponents, you can also choose to catch their weapon. A caught weapon is trapped within the swordbreaker dagger. A creature wielding that weapon cannot move out of your reach, and suffers a -5 penalty to attack any creature other than you using that weapon. The creature wielding that weapon can choose to release it as a free action to negate this effect, or they can break it by disarming the dagger created by this veil. If the swordbreaker dagger created by this veil leaves your hand through other means, the effect also ends. If the caught weapon is a natural attack or an unarmed strike, the creature cannot choose to release it, they must disarm the dagger to end the effect. If the creature releases their weapon and you have a free hand, you can choose to take hold of the weapon in that hand, otherwise it falls to the ground in your space.
Additionally, you gain a +1 insight bonus to CMB with disarm attempts using the swordbreaker dagger and when making attack rolls using this veils special ability, you gain a +1 insight bonus to your CMD against attempts made to disarm the swordbreaker dagger, you do not provoke attacks of opportunity when making disarm attempts using the swordbreaker dagger, and if you successfully disarm a foes’ weapon or an object they are holding using the swordbreaker dagger you can choose to catch the weapon or object, as above, instead of disarming it.
Essence: When you have caught a creature’s weapon, the penalty to attack a creature other than you with that weapon worsens by the number of points of essence invested in this veil. For every 2 points of essence invested in this veil, the insight bonus to attacks, CMB, and CMD granted by this veil increases by +1.
Chakra Bind (Hands): Binding this veil to your Hands chakra allows you to further bind a weapon you have caught, making it difficult for it to attack you as well as your foes. Creatures wielding a weapon you have caught suffer a -1 penalty to attack rolls against you, and a -1 penalty to weapon damage rolls using that weapon. This penalty to damage rolls worsens by 1 for every point of essence invested in this veil, and this penalty to attack rolls worsens by -1 per 2 points of essence invested in this veil.
Crown of Storms
Descriptors: Electricity
Class: Guru, Helmsman, Nexus, Vizier
Slot: Headband
Saving Throw: Reflex (see text)
Electricity crackles upon your brow, forming the shape of a crown that denotes your standings over its power.
Shaping this veil grants you a +2 insight bonus to damage rolls made with your attacks and abilities that deal electricity damage. This additional damage dealt is electricity damage. Whenever you attack a creature with an ability or weapon that deals electricity damage, if that creature is wearing metal armor or wielding a metal weapon you gain a +1 insight bonus to attack rolls against them with that attack.
Essence: For each point of essence invested in this veil, the insight bonus to damage granted by this veil increases by +2, and the insight bonus to attack rolls grants by this veil increases by +1.
Chakra Bind (Headband): Binding this veil to your Headband chakra allows you to imbue creatures with a powerful electric charge that discharges painfully if overly disturbed. As a standard action, you can create a 15-foot radius burst of electricity within Medium range (100 feet + 10 feet per veilweaving level) of you. Creatures in this area must make a Reflex saving throw or become charged with a powerful electric charge for 1 round per point of essence invested in this veil. Creatures wearing metal armor or wielding a metal weapon suffer a -5 penalty to this saving throw. If an electrically charged creature takes a full-round action, or takes both a standard and move action in the same turn, the electricity discharges, causing them to suffer 1d6 points of electricity damage, plus 1d6 per point of essence invested in this veil. If a creature that is already charged fails a saving throw against this effect, the first charge is painfully discharged and then they are charged anew.
Elemental Reinforcements
Descriptors: Acid, Cold, Electricity, Fire, Variant
Class: Daevic, Huay, Stormbound, Vizier
Slot: Hands, Wrists
Saving Throw: None
Bands of elemental matter flow around your hands and wrists, coating the weapons you wield with their energy.
This veil is a variant of the Hardlight Reinforcements veil.
When you shape this veil, choose one of the following elements: acid, cold, electricity, or fire. This veil gains that descriptor, and the chosen element affects the abilites of this veil. Additionally; choose a single one of your manufactured weapons, one of your natural attacks, or your unarmed strikes. The chosen weapon or natural attack cannot have been created by a veil or other supernatural effect. You can change the selected weapon, natural attack, or unarmed strike as a free action once per turn.
The chosen weapon is coated with elemental matter; half of the physical damage it would deal is instead dealt as elemental damage of the type you selected when shaping this veil. The weapon also counts as magic for the purposes of overcoming damage reduction.
This elemental matter also alters the weapon’s shape to better suit your needs, as per the Hardlight Reinforcements veil.
Essence: Investing essence in this veil functions as per the Hardlight Reinforcements veil, save that the bonus damage dealt is of the elemental type selected when shaping this veil.
Chakra Bind (Hands): Binding this veil to your Hands chakra functions as the Hands bind ability of the Hardlight Reinforcements veil, save that bonus damage dealt by this ability is of the elemental type selected when shaping this veil.
Chakra Bind (Wrists): Binding this veil to your Wrists chakra functions as the Wrists bind ability of the Hardlight Reinforcements, save that instead of being able to change the your weapons damage type in place of a selected ability, you can choose to alter your weapons to deal 100% of their physical damage as elemental damage in place of a selected ability.
Mantra of Reprisal
Descriptors: None
Class: Nexus, Promethean, Radiant, Vizier, Volur
Slot: Neck
Saving Throw: None
Prayer beans drape from your neck, inscribed with a mantra that decries those who would dare strike you with due retaliation.
As a standard action you can begin a mantra of reprisal. Until the beginning of your next turn you gain a +1 insight bonus to AC and CMD, and whenever a creature within 5 feet of you makes an attack against you, you may use the powers of your mantra to retaliate against them. Make an attack roll against them, using your veilweaving level in place of your base attack bonus and adding your veilweaving modifier to your attack roll. If your attack roll is higher than your foes, you cause their attack to miss and deal 1d6 points of damage to them. This damage bypasses all forms of damage reduction, hardness, or damage resistance.
Essence: For each point of essence invested in this veil, you gain a +1 insight bonus to attack rolls made using this veil, the insight bonus to AC and CMD granted while using the effects of this veil increases by +1, the damage dealt by this veil increases by 1d6. For every 2 points of essence invested, the range at which you can affect creatures who attack you using your mantra increases by 5 feet.
Chakra Bind (Neck): Binding this veil to your Neck chakra allows your mantra to threaten retaliation against foes who dare to strike your allies as well. While using your mantra, if an ally within 5 feet of you is attacked by an enemy within the veil’s range you may use the powers of the veil to attempt to protect your ally and retaliate against the attacker, as the base effects of this veil.
Shoulders of Atlas
Descriptors: None
Class: Daevic, Eclipse, Helmsman, Huay, Kheshig, Nexus, Promethean, Stormbound, Vizier, Volur
Slot: Shoulders
Saving Throw: None
A shimmering force builds around your shoulders, allowing you to carry the weight of the world safely upon them.
Shaping this veil allows you to move while wearing Medium or Heavy armor or while carrying a medium or heavy load without a penalty to your movement speed. In addition, you treat your Strength score as 8 points higher when determining your carrying capacity, you gain a +1 insight bonus on Strength checks.
Essence: For each point of essence invested in this veil, you treat your Strength as 2 higher when determining your carrying capacity and the bonus to Strength checks granted by this veil increases by +1.
Chakra Bind (Shoulders): Binding this veil to your Shoulders chakra allows you to carry dramatically more, and allows you to use your brute strength to temporarily shatter magical effects. You are treated as one size category larger for the purposes of determining your carrying capacity and your size bonus to break or burst items (if you are a Colossal creature, you multiply your carrying capacity by x36).
Additionally, you gain the ability to attempt to break magical effects as if they were an object. Doing so is a standard action, and magical effects have a break DC equal to 15 + half the effect’s caster level + the caster’s spellcasting ability modifier. A broken magical effect is suppressed for 1d4+1 rounds. These rounds of suppression count against the effects duration. If touching or entering the space of the magical effect would cause it to affect you, you suffer those affects before you make this check. You must be able to perceive the magical effect you wish to break using this ability. You can also use this effect to break veils and effects produced by veils; veils and their effects use the veilweaver’s veilweaving level and veilweaving modifier in place of their caster level and spellcasting ability modifier when determining their break DC.
Veil of Corrosion
Descriptors: Acid
Class: Guru, Helmsman, Nexus, Vizier
Slot: Headband
Saving Throw: None
A veil of acid shrouds your face without burning your flesh, showing your mastery over corrosion to all who face you.
Shaping this veil grants you a +2 insight bonus to damage rolls made with your attacks and abilities that deal acid damage. This additional damage dealt is acid damage. Whenever you deal acid damage to a creature, any damage reduction they possess is reduced by 1 for 1 minute (minimum 0). Multiple applications of this effect stack, and each application refreshes its duration.
Additionally, any acid damage you deal is not halved against objects.
Essence: For each point of essence invested in this veil, the insight bonus to damage granted by this veil increases by +2, and the reduction in damage reduction caused by this veil increases by 1.
Chakra Bind (Headband): Binding this beil to your Headband chakra allows you to infuse your touch with a form of acid that is capable of dissolving nearly anything. As a standard action, you can make a melee touch attack against a creature or object that deals 1d10 points of acid damage, plus 1d10 per point of essence invested in this veil, and ignores hardness less than 20. This ability can also be used against veils; this attack target’s the veilweaver’s touch AC instead of their CMD, and ignores half the veil’s hardness.
New Veil Set: Akashic Apiaries
This veil set contains the following veils, as well as the Honeycomb Necklace veil.
Hivebuilder’s Cloak
Descriptors: None
Class: Huay, Promethean, Stormbound, Vizier, Volur
Slot: Shoulders
Saving Throw: See text
A honey-yellow cloak patterned with hexagonal embroidery drapes from your back that trails faint honeycomb-shaped energy in the air in your wake.
Shaping this veil allows you to conjure hexagonal walls of akasha that glow with a faint yellow light. As a standard action, you can create a single 5-foot wide by 5-foot tall by 3-inch thick wall formed of hexagons in an unoccupied location within Close range (25 feet + 5 feet per veilweaving level) of you in any orientation. At least one side of this wall must be supported by another solid anchored object (including other walls created by this veil). This wall has hardness equal to your veilweaving level, and hit points equal to your veilweaving modifier + your veilweaving level. Each square of wall created by this veil can support a number of pounds of weight equal to 20 times your veilweaving ability score, attempting to support more than this weight destroys the space of the wall. These walls glow with the brightness of a torch.
Walls created using this veil persist until they are destroyed, or until you use the ability of this veil again. If a square of wall loses its support, it is destroyed as well.
If you create one of these walls adjacent to a creature, they can choose to make a Reflex saving throw to interfere with the creation of the wall. If they succeed, one square of wall adjacent to them is destroyed as it is created.
Essence: For each point of essence invested in this veil, you may create an additional wall as part of using this ability of this wall. Each square of wall created by this veil must be adjacent to at least one other wall created by the wall, and each square of wall after the first can treat other walls created by this veil as their support material.
Chakra Bind (Shoulders): Binding this veil to your Shoulders chakra fills the walls with a viscous akashic honey that further fortifies their strength, rebuilds them if damaged and allows them to persist for an extended period. Walls created by this veil can now support weight equal to 40 times your veilweaving score, and they gain fast healing 5 + the number of points of essence invested in this veil. This healing based on essence invested is determined each round, not when the walls are created. Walls produced by this veil can now be reduced to a number of points of negative HP equal to twice your veilweaving level before truly being destroyed; a wall at 0 HP or fewer only counts as difficult terrain, rather than blocking movement or line of effect, and is still treated as supporting any walls attached to it.
Additionally, when you use the ability of this veil you can take 1 point of essence burn. When doing so, the walls you create using this instance of the veil’s ability do not count against the walls you can create using this ability, and they instead persist until they are destroyed, this veil is unshaped, or until you recover the essence burned as part of using this ability. If temporary essence was burned to use this ability, they instead persist for 10 minutes or until destroyed. When resting to reshape your veils, you can choose not to recover any essence burn spent on this ability to maintain your walls if you wish.
Retaliatory Swarm
Descriptors: Brand, Poison
Class: Huay, Promethean, Radiant, Stormbound, Vizier, Volur
Slot: Chest
Save: See text
Buzzing insects surround you like a shroud, once directed they harry a foe and retaliate should they try to harm you.
You may brand a creature using this veil as a standard action, they receive no saving throw to negate this brand’s application.
Whenever that creature targets you with an attack or targeted ability, you may cause this brand to swarm them with stinging insects as an immediate action. That creature suffers 1d6 points of piercing damage, and must make a Fortitude saving throw. On a failed save, they suffer a -1 penalty to attack rolls against you, a -2 penalty to weapon damage rolls against you and a -1 penalty to the DC of their abilities against you until the start of their next turn. This is a poison effect.
Essence: For each point of essence invested in this veil, this veil deals an additional 1d6 points of damage, and the penalty to damage rolls against you worsens by -2. For every two points of essence invested, the penalty on attack rolls against you and the DC of their abilities against you worsens by an additional -1.
Chakra Bind (Chest): Binding this veil to your Shoulders chakra allows you to more easily punish those who would dare attack you using your swarm. You may punish a creature who attacks or targets you as an immediate action, or as an attack of opportunity. Additionally, you gain 1 additional attack of opportunity each round per 3 points of essence invested in this veil that may only be used on the abilities of this veil.
The Final Sting
Descriptors: Enhanced (drow razor), Poison
Class: Daevic, Eclipse, Huay, Soulforged, Stormbound
Slot: Wrists
Save: Fortitude (see text)
This long pointed blade is slightly curved and resembles the stinger of some sort of massive insectoid creature.
Shaping this veil allows you to conjure a drow razor that deals piercing damage instead of slashing damage. The first time you strike an individual creature with this weapon each turn, or whenever you critically hit a creature with this weapon, they must make a Fortitude saving throw or become inflicted with a mildly paralytic venom, sickening them and causing them to suffer a -5 penalty to all of their movement speeds (minimum 5 feet) until the end of your next turn. This penalty to movement speeds stacks with itself; each time a creature fails their saving throw, the duration of this ability refreshes. If the first attack you make against an individual creature in a round is a critical hit, they suffer double the movement penalty on a failed saving throw. This is a poison effect, and can be removed by effects that remove poison (such as neutralize poison).
Essence: For each point of essence invested in this veil, creatures who fail their saving throw against this veil suffer an additional 1d6 points of damage. This damage bypasses damage reduction, damage resistance, and hardness.
Chakra Bind (Wrists): Binding this veil to your Wrists chakra imbues this veil with even more potent paralytic power. Whenever you strike a creature poisoned by this veil with the weapon created by this veil, their movement speeds are reduced by an additional -1. This only has an effect on their movement speed when it reaches -5, -10, and so on. If you critically hit such a creature, they suffer a -2 penalty instead. This movement speed penalty lasts for as long as the creature is poisoned by this veil.
In addition, if the movement speed penalty imposed by this poison is equal to or higher than the affected creature’s highest mode of movement speed, they are paralyzed for the duration of the poison as well. The total reduction to their movement speed when determining this effect is compared to their maximum movement speeds; reductions in movement speed from multiple sources do not count when determining whether this poison paralyzes them.
Waxen Combs of Honeyed Healing
Descriptors: Healing
Class: Huay, Promethean, Radiant, Stormbound, Vizier, Volur
Slot: Belt
Saving Throw: None
A belt of waxen combs wraps your waist, each cell of wax filled with honey that can nourish wounds and cure illness.
Shaping this veil allows you to draw upon the magical honey produced by this veil to heal your allies wounds. You can extract this honey as a standard action, directly feeding it to yourself or an ally or storing it within a container that can store at least one ounce of liquid. When stored; the honey remains magical for 1 hour, after which it dissipates away into nothingness. You may only have a number of ounces of stored honey equal to your veilweaving modifier, and consuming an ounce of stored honey takes a standard action.
Whenever a creature consumes an ounce of stored honey, they regain 1d8 hit points. A specific creature may only benefit from the effects of this honey a number of times per day equal to 1 + ½ your veilweaving level (minimum 2).
Essence: For each point of essence invested in this veil, the amount healed by consuming the veil’s honey increases by +2. This bonus is applied when the creature consumes the honey, not when a dose of honey is removed from the veil.
Chakra Bind (Belt): Binding this veil to your Belt chakra further imbues the honey produced by this veil with healing properties. Whenever a creature consumes an ounce of honey produced by this veil, they are affected by one of the following spells of their choice in addition to being healed, using your veilweaving level in place of your caster level when determining their effects: neutralize poison, remove curse, remove disease. Alternatively, the creature can heal 1d4 points of ability damage, or be cured of fatigue.