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Expanded Forged Souls

A soulforge normally only has access to the souls associated with pathfinder’s eleven core classes. At 1st level, they can choose to replace their access to any number of these souls with an equal number of souls presented below. Once made, this choice cannot be changed.

Soul of the Alchemist

Associated Skills: Appraise, Craft (alchemy), Disable Device, Knowledge (arcana), Use Magic Device

Associated Veils: Chameleon Skin, Fleshling Growth, Leaping Gait, Lenses of the Seer, Mindspan Nexus, Priming Touch, Toxinlungs, Waxen Combs of Honeyed Healing

Mutagan (Su)

At 1st level, tapping into the soul of the alchemist allows you to create a potent mutagen to enhance yourself. You automatically create a mutagen as part of shaping this soul, but otherwise creating a mutagen takes you 10 minutes of meditation. You can only maintain one dose of mutagen at a time, if you create a second the first is destroyed. When you create a mutagen, choose a single physical ability score (Strength, Dexterity, or Constitution). You gain a bonus to that ability score when you drink the mutagen, and a penalty to its associated ability score. Strength is associated with Intelligence, Dexterity is associated with Wisdom, and Constitution is associated with Charisma.

Drinking a mutagen is a standard action, and it grants you a +4 alchemical bonus to the chosen ability score, a -2 penalty to its associated ability score, and a +2 natural armor bonus for 10 minutes per class level. The effects of a mutagen do not stack. Whenever you drink a mutagen, the effects of any previous mutagen immediately end. If this soul is unshaped, you also lose the benefits of any mutagens granted by this soul.

A creature other than you who drinks one of your mutagens must make a Fortitude save (DC 10 + 1/2 your class level + your Wisdom modifier) or become nauseated for 1 hour.

Mutagenic Discoveries

At 3rd level, you gain the benefit of a single alchemist discovery. You may only select discoveries that modify your created mutagens. You treat your class level as your alchemist level when meeting the prerequisites for these discoveries. At 7th level, and every 4 levels thereafter, you gain the benefits of an additional alchemist discovery of your choice, following the above restrictions. If you unshape this soul and then shape it again before the next time you rest to reshape your veils, you gain the same discoveries you previously selected.

Soul of the Cavalier

Associated Skills: Diplomacy, Knowledge (history), Knowledge (local), Ride, Sense Motive

Associated Veils: Bindings of the Immortal, Citadel Banner, Courtesan’s Cloak, Deathgrip Gauntlets, Diadem of Pure Reflection, Guardian Sash, Rider’s Boots, The Binding Mark

Cavalier’s Challenge (Su)

At 1st level, tapping into the soul of the cavalier allows you to challenge a foe you can see as a swift action. You gain a bonus on weapon damage rolls against the target of your challenge equal to your class level, however your AC and CMD are treated as 2 lower against the challenged target’s attacks and maneuvers. You may only challenge a single creature at a time, and cannot use this ability to challenge a new creature until the target of your challenge has been reduced to 0 HP or fewer, or at least 1 minute has passed after combat has ended.

When you challenge a creature using this ability, you may move up to your speed towards that creature. This movement does not provoke attacks of opportunity from your challenged target, and each space of movement must take you closer to your target.

Inspiring Presence (Su)

At 5th level, your presence is so inspiring that it calms the hearts of your allies. You, and allies that can see you, gain a +2 morale bonus on saving throws against fear effects. This bonus increases by an additional +1 at 9th level, and every 4 levels thereafter.

Retributive Challenge (Ex)

At 9th level, whenever the target of your challenge makes an attack against a creature other than you, that attack provokes an attack of opportunity from you.

Clarifying Presence (Su)

At 13th level, your presence becomes so inspirational that it prevents your allies from falling under the sway of mental effects. In addition to fear effects, your inspiring presence now grants its bonus to saving throws against mind-affecting effects.

Demanding Challenge (Su)

At 17th level, your challenge becomes so demanding upon the concentration of your challenged target that they suffer a -2 penalty to AC and CMD against the attacks and maneuvers of creatures other than you.

Soul of the Gunslinger

Associated Skills: Acrobatics, Bluff, Knowledge (local), Sleight of Hand

Associated Veils: Abductor’s Shadow, Bands of the Void, Blindman’s Folds, Brume Treads, Impulse Earrings, Lightdash Bindings, Nothingness Shroud, Trailing Shadow

Gunslinger’s Grit (Ex): At 1st level, tapping into this soul grants you a pool of grit which you can draw upon to perform daring deeds inspired by gunslingers of eld. When you shape this soul, you gain a number of grit points equal to your Wisdom modifier (minimum 1). Your grit can go up or down throughout the day, but it cannot go higher than your Wisdom modifier (minimum 1). Additionally, you can expend your grit as if it were panache for the purposes of items and abilities that utilize panache.

You can regain grit in the following ways:

Critical Hit with a Weapon: Each time you confirm a critical hit with a weapon attack while in the heat of combat, you regain 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half your character level does not restore grit.

Killing Blow with a Weapon: When you reduce a creature to 0 or fewer hit points with a weapon attack while in the heat of combat, you regain 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half your character level to 0 or fewer hit points does not restore any grit.

Daring Deeds (Ex): At 1st level, you gain access to a number of daring deeds which you can expend grit to perform. At 5th level, and every 4 levels thereafter, the deeds you gain access to expand.

1st Level Deeds

Gunslinger's Dodge (Ex): At 1st level, you gain an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against you, you can spend 1 grit point to move 5 feet as an immediate action; doing so grants you a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, you can drop prone to gain a +4 bonus to AC against the triggering attack.

Gunslinger’s Resolve (Ex): At 1st level, you can tap into your grit to shrug off serious attacks. When you are subject to a critical hit or sneak attack, you can spend 1 grit point as an immediate action to attempt to negate the critical hit or sneak attack damage. At 1st level, you have a 25% chance of doing so. At 9th level, the chance increases to 50%. At 15th level, the chance increases to 75%. While this ability does not stack with the fortification armor special ability (or similar abilities), it does work in concert with that armor special ability or similar effects, so you can use this ability even after the fortification effect has failed to negate the critical hit or sneak attack damage.

Vigilant Loading (Ex): At 1st level, while you have at least 1 point of grit you can reload ranged weapon without provoking attacks of opportunity.

5th Level Deeds

Gunslinger’s Initiative (Ex): At 5th level, while you have at least 1 point of grit you gain a +2 bonus on initiative checks.

Gunslinger’s Precision (Ex): At 5th level, you can tap into your grit to deliver a particularly precise shot. When you make a weapon attack, you can spend 1 point of grit to ignore concealment (but not total concealment) and cover (but not total cover) with that attack.

On Your Feet (Ex): At 5th level, while you have at least 1 point of grit, you can stand up from prone as a move action without provoking an attack of opportunity. You can perform this as a free action instead by spending 1 grit.

9th Level Deeds

Distracting Maneuver (Ex): At 9th level, when you make a weapon attack you can choose to spend 1 grit and intentionally miss your target to distract them, denying your target their Dexterity bonus to AC until the end of your next turn. You must be in range of your target to use this ability.

Gunslinger’s Mobility (Ex): At 9th level, while you have at least 1 point of grit you take no penalty for moving at full spell when you use Acrobatics to attempt to move through a threatened area or an enemy’s space. By spending 1 grit as part of a move action, your movement during that action does not provoke attacks of opportunity.

Targeted Strike (Ex): At 9th level, as a standard action, you can spend 1 grit and make a weapon attack and choose part of the body to target. You gain the following effects depending on the part of the body targeted on a successful attack in addition to the damage dealt by the attack. If a creature does not have one of the listed body locations, that part cannot be targeted. Creatures that are immune to sneak attacks are immune to these effects.

  • Arms: On a hit, the target drops one carried item of your choice, even if the item is wielded with two hands. Items held in a locked gauntlet are not dropped on a hit.
  • Head: On a hit, the target is also confused for 1 round. This is a mind-affecting effect.
  • Legs: On a hit, the target is knocked prone. Creatures that have four or more legs or that are immune to trip attacks are immune to this effect.
  • Torso: On a hit, the target is staggered for 1 round.
  • Wings: On a hit, the target must make a DC 20 Fly check or fall 20 ft.

13th Level Deeds

Bleeding Wound (Ex): At 11th level, when you hit a creature with a weapon attack, as a free action you can spend 1 grit to have that attack deal additional bleed damage equal to the ability score modifier of the ability score used to make that attack (Strength modifier if you used Strength for your attack roll, for example). Alternatively, you can spend 2 grit to deal 1 point of Strength, Dexterity, or Constitution bleed damage instead (your choice). Creatures that are immune to sneak attacks are also immune to these types of bleed damage.

Evasive Maneuvers (Ex): At 13th level, while you have at least 1 point of grit you gain the benefits of the evasion, uncanny dodge, and improved uncanny dodge rogue class features. You use your class level as your rogue level for improved uncanny dodge.

Vigilant Shooter (Ex): At 13th level, while you have at least 1 point of grit you do not provoke attacks of opportunity when making ranged weapon attacks.

17th Level Deeds

Dizzying Defense (Ex): At 17th level, you can spend 1 point of grit to fight defensively as a swift action instead of a standard action. When fighting defensively in this manner, the dodge bonus to AC gained from that action increases to +4, and the penalty to attack rolls is reduced to –2.

Gunslinger’s Edge (Ex): At 17th level, while you have at least 1 point of grit you can take 10 on any Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check, even while distracted or in immediate danger.

Slinger's Luck (Ex): At 17th level, you can spend grit to reroll a saving throw or a skill check. It costs 2 grit points to reroll a saving throw, and 1 grit point to reroll a skill check. You must take the result of the second roll, even if it is lower. This deed's cost cannot be reduced by the Signature Deed feat, or any other effect that reduces the amount of grit a deed costs.

Soul of the Inquisitor

Associated Skills: Knowledge (arcana), Knowledge (dungeoneering), Knowledge (nature), Knowledge (planes), Knowledge (religion)

Associated Veils: Bane of the Unfaithful, Blindman’s Folds, Chain of Binding Commandments, Greaves of Skirmishing, Iron Crown, Monster Hunter’s Cloak, Sentinel’s Helm, Shackles of Perdition

Monster Lore (Ex)

At 1st level, tapping into the soul of the inquisitor grants you insight into the inquisitor’s wealth of lore of monsters, allowing you to add your Wisdom modifier (minimum +1) as a bonus on Knowledge checks to identify the weaknesses and abilities of creatures.

Cunning Initiative (Ex)

At 1st level, the soul of the inquisitor grants you insight into outmaneuvering your monstrous foes, granting you a bonus on initiative checks equal to your Wisdom modifier.

Detect Alignment (Sp)

At 1st level, you can use detect chaos, detect evil, detect good, or detect law as at-will spell-like abilities. You can only use one of these at any given time.

Bane (Su): At 5th level, you can imbue one of your weapons with the bane weapon special ability as a swift action. You must select one creature type when you use this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while you wield the weapon. If dropped, taken, dismissed, or suppressed (in the case of a weapon produced by a veil), the weapon resumes granting this ability if it is returned to you before the duration expires. At the beginning of each of your turns you can choose to end this effect as a free action, even if you are not wielding the weapon at the time. You may use this ability for a total number of rounds per day equal to your Wisdom modifier + your class level. These rounds do not need to be consecutive.

Discern Lies (Sp)

At 5th level, you can discern lies, as per the spell, for a number of rounds per day equal to your Wisdom modifier + your class level. These rounds do not need to be consecutive. Activating this ability is an immediate action.

Stalwart (Ex)

At 9th level, tapping into the inquisitor’s soul has granted you insight into utilizing mental and physical resiliency to avoid certain attacks. If you make a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, you instead avoid the effect entirely. If you are helpless you do not gain the benefit of this ability.

Greater Bane (Su)

At 13th level, whenever you use your bane ability, the amount of bonus damage dealt by the weapon against creatures of the selected type increases to 4d6.

Exploit Weakness (Ex)

At 17th level, the soul of the inquisitor grants you insight into how to take advantage of any opportunity that presents itself. Whenever you score a critical hit, you ignore any damage reduction or elemental resistances or immunities the target might have with that attack. In addition, if the target has regeneration, the creature loses regeneration on the round following the critical hit and can die normally during that round. Creatures whose regeneration always functions are immune to this ability.

Additionally, if you deal energy damage to a creature with vulnerability to that energy type, you deal +1 point of damage of that energy type per class level.

Soul of the Magus

Associated Skills: Acrobatics, Knowledge (arcana), Spellcraft, Use Magic Device

Associated Veils: Crown of Elemental Mastery, Disquieting Gaze, Gloves of Repulsion, Gorget of the Wyrm, Ionizing Scarf, Mai’ry’s Band, Stellar Stompers, Timebinder’s Touch

Magic Strike (Su)

At 1st level, tapping into the soul of the magic allows you to more easily combine your magical and martial abilities. Whenever you activate a magic ability (casting a spell, manifesting a power, or activating a veil ability) that delivers its effects using a melee or ranged touch attack as a standard action, you can deliver that ability through a weapon you are wielding instead. You do not need a free hand to activate this ability if it normally requires one, and if you activate a spell using this ability that requires somatic components you can provide those components using your weapon.

Instead of the touch attack normally granted by the ability, you can make one free attack with an appropriate weapon (melee weapons for melee touch attacks, ranged weapons for ranged touch attacks) at your highest base attack bonus as part of using the ability. If this attack hits, the attack deals its damage as well as the effects of the ability. If this ability allows you to make multiple attacks, you may only replace one of them with a free weapon attack.

Abilities delivered using this ability are only considered to be critical hits if the attack roll was a natural 20 (or on a 19 or 20, if your weapon is benefiting from the keen property, the Improved Critical feat, or a similar effect) and the ability only deals x2 damage on a successful critical hit regardless of the weapon’s own critical modifier.

Mobile Striker (Su)

At 5th level, as a full-round action you may move up to your speed and use one of the following abilities that costs a standard action at any point during that movement: cast a spell, manifest a power, or activate a veil ability. You may use your magic strike with this ability, if applicable. This movement provokes attacks of opportunity.

Magic Combat (Su)

At 11th level, as full-round action, you can make all of your attacks with your main-hand weapon at a -2 penalty (as if making a full-attack) and can also activate a magical ability that costs a standard action (casting a spell, manifesting a power, or activating a veil ability). You may use your magic strike with this ability, if applicable. Any attacks made as part of this magical ability suffer this -2 penalty to attack rolls as well. You can choose to activate this ability first or make the weapon attacks first. When making more than one attack, you can choose to activate the ability between attacks if you wish.

If you cast a spell defensively using this ability, you can choose to take an additional penalty on your attack rolls, up to your Wisdom bonus, and add the same amount as a circumstance bonus on your concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty.

This ability cannot be combined with Rapid Shot, Manyshot, Two-Weapon Fighting, flurry of blows, or similar abilities that grant additional attacks as part of a full attack, but it does benefit from haste and effects similar to it.

Mobile Combatant (Su)

At 17th level, when you use your magic combat ability you may move up to your speed. This movement provokes attacks of opportunity, and your movement can be divided between attacks you make and abilities you activate during your magic combat.

For example; you could move 10 feet, activate an ability and make one attack, move 10 feet, make two attacks, and then move the final 10 feet of your movement.

Sidebar: Soul of the Magus and Magic Abilities

The soul of the magus only lists a brief number of magical abilities that it is compatible with for the sake of brevity and balance, only focusing on those available to a character utilizing base pathfinder rules combined with Dreamscarred Press’ material.

At your GM’s discretion, what qualifies as a magical ability for this forged soul could be expanded. For example; if you are playing a kineticist, your kinetic blast used as a standard action may qualify as a magical ability for the abilities of this forged soul.

It is also recommended by GMs to expand what is usable by this soul based on any additional 3PP subsystems that are being used at your table, such as allowing a spherecaster from the Spheres of Power subsystem to use their standard action magical sphere effects with the abilities of this forged soul.

New Optional Rules: Adept Soul Forger

When using this optional ruleset, when a character reaches 3rd level they can choose to become an adept soul forger, allowing them to gain the ability to forge a soul available to the soulforge in exchange for a number of their feats as they increase in level.

When a character chooses to become an adept soul forger, they lose their feat gained at character level 3, and do not gain a feat at 7th, 11th, 15th, and 19th level. The character chooses a single forged soul available to the soulforge; they gain the benefits of that soul, treating their effective soulforge level as their character level -2 when determining its effects. Once this choice has been made, it cannot be changed.

They treat their forged souls associated skills as class skills, but they do not gain any skill ranks to assign to those skills. The character does not gain the ability to shape their forged soul’s associated veils, nor do they add them to their veil list.

If the character has the ability to shape veils, or later gains the ability to shape veils, they add their forged soul’s associated veils to their veil list.

A character who wishes to become an adept soul forger must also meet the following prerequisites:

  • Wisdom score of 13 or higher.
  • Must have the Skill Focus with one of their selected forged soul’s associated skills.
  • Must not already be able to forge a soul.

If the character later gains the ability to forge a soul, they lose the benefits of being an adept soul forger, immediately gaining any feats they traded away for this ability.

New Feats

Improved Soul Access

Your knowledge of souls has expanded, allowing you access to a new  forged soul.

Prerequisites: Ability to forge a soul, Skill Focus with an associated skill of the forged soul you select for this feat (see below)

Benefits: Select one forged soul available to the soulforge or from the expanded forged souls list; you add that forged soul to the list of forged souls available to you.

If you are a soulforge (or if you gain the ability to forge multiple different souls from another source) this soul is added to the list of souls you may forge each day.

If you are an adept soul forger or only have the ability to forge a single soul, by getting 8 hours of rest you choose which of your forged souls available to you that you wish to forge by meditating for 1 hour (or as part of meditating to shape your veils, if you are a veilweaver).

Special: This feat can be selected multiple times, selecting a different forged soul each time it is selected.

Soul Forged Veils

You have learned to better utilize the veils of your forged souls.

Prerequisites: Ability to forge a soul, Wisdom 13

Benefits: If you have the ability to shape veils, when you forge your soul each day you add your forged soul’s associated veils to your veil list.

If you do not have the ability to shape veils, you gain the ability to shape 1 veil each day and use your Wisdom as your veilweaving modifier and your Hit Dice as your veilweaving level. Each day, you may shape a single one of your forged soul’s associated veils using this veil slot.

If you have the ability to change your forged souls and it would cause you to lose the ability to shape a veil you have shaped using this feat, that veil is unshaped and a veil associated with your newly forged soul is shaped in its place. If you have the ability to bind the newly shaped veil, you may do so as part of this process.

Special: A soulforge who takes this feat and shapes a veil associated with their forged soul in one of their normal veil slots invests essence in the veil as per a normal veil, rather than the veil benefiting from essence invested in their forged souls. The soulforge’s forge capacity class feature increases the essence capacity of these veils as well.

Appendix

The following veils are on the associated veil list of forged souls presented in this article but have yet to be posted to a wiki; they are reprinted here for your convenience.

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.

Priming Touch

Descriptors: Fire, Force

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

Slot: Hand

Saving Throw: Reflex, see text

With a touch, you can prime an object with explosive power, detonating it at any time.

As a standard action, you can touch a creature, an object, or an object you are holding and prime it with explosive power. If used against an unwilling creature or an object held or worn by an unwilling creature, you must make a melee touch attack against that creature to prime it or the object it is holding or wearing. You must have a free hand to prime a creature or object unless you are infusing an object you are holding. You may only have a single creature or object primed at a time, and if this veil is suppressed or unshaped any ongoing infusions end. A primed target may not know they have been primed unless they identify the effects of this veil, however a primed target does give off a faint aura of evocation when viewed using detect magic. A successful Knowledge (arcana) check with a DC equal to the DC to identify this veil can reveal the effects of a primed explosion when such an aura is viewed.

As a free action, even outside of your turn, you can cause the primed creature or object to explode. This explosion deals 1d6 points of damage to the primed creature or object and every other creature within 5 feet of it. Half of this damage is fire, and half is force. The primed creature or object receives no saving throw to avoid this damage, but all other affected creatures in range may make a Reflex saving throw to halve the damage. If you prime a piece of ammunition or a thrown weapon, you can cause it to detonate in its target's space whether or not the attack misses.

Essence: Each point of essence invested in this veil increases the damage caused by the veil’s explosions by 1d6. For every 2 points of essence invested in this veil, you may increase the range of explosions by 5 feet when you detonate them, and you may prime an additional creature or object at a time. If you remove essence from this veil and have more primed creatures or objects than your new maximum, you must choose which creatures or objects to remove your infusion from or to detonate.

Chakra Bind (Hands): Binding this veil to your Hand chakra allows you greater control over your explosions, allowing you to protect yourself and the primed creature or object and allowing you to set conditions for your primed targets to automatically detonate. You no longer take damage from your explosions unless you wish to. Whenever you detonate a target, you can choose for the primed creature or object to take no damage from the explosion as well.

Additionally, when you prime a target you can set a condition in which the target will automatically explode; This condition must be a single short coherent sentence which you must confirm with your GM. You do not have to alert your target to the condition of the explosion unless you wish to. Some examples are as follows:

“Explode when this [creature/object] touches a creature.”

“Explode when the [creature/object] is more than 50 feet away from me.”

“Explode when this [creature/object] is exposed to light.”

If you can perceive the primed target when a condition would automatically trigger, you can choose to not have the target explode if you wish, delaying the explosion until you choose to stop doing so. You know when one of your primed targets automatically detonates, waking you if you are asleep. If this veil is invested with 2 or more essence and you are capable of taking mental actions you may also choose to adjust the explosion size, otherwise it explodes at its maximum possible size.

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.

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.