Home Creators Posts Import Register Favorites Logout

Content

Veil Descriptors

Brand Descriptor Veils

A veil with the [brand] descriptor is placed by its veilweaver on a creature. When a veilweaver shapes a veil with the [brand] descriptor, it does not appear on their body, no matter how much essence they invest. It is instead stored, inert, until the veilweaver brands a creature within Close range as a standard action. It then materializes on the branded creature. A brand occupies a slot on its veilweaver as normal, even if it has been used to brand an enemy, and are bound to chakra slots as normal. A veilweaver can attempt to place a brand they have already placed onto a new creature, but doing so removes it from the first. Additionally, they can choose to remove one or more of their brands from any creatures affected by them any time they reallocate their essence.

[Brand] veils are normally placed on a creature within Close range (25 feet plus 5 feet per two veilweaver levels) as a standard action, though some [brand] veils may have special ways to apply them, and some feats or class abilities may alter the way they are applied as well. Most veils have saving throws to avoid being branded (specified in the veil’s description), and spell resistance applies to thwart a brand’s application. A creature may have any number of brands applied to them at a time, and they do not occupy slots on the branded creature. A single creature cannot be branded by a specific veil more than once, even if that specific brand is applied by multiple veilweavers. Once a creature has been branded, the brand remains as long as the creature is within Close range of the veilweaver, unless otherwise specified by the veil. If the branded creature leaves that range, the brand persists until the end of the veilweaver’s next turn, at which time the veil and its effects become suppressed until the veilweaver is once again within Close range of the creature. Even if the effects are suppressed, the veilweaver can still interact with the veil, such as by investing essence in or out of it or unshaping it.

Once a brand has been applied to a creature they can be identified and sundered as normal for veils. A creature who is affected by a brand knows they can sunder it to end the effects. When sundering a brand, it is considered to be shaped on the creature affected by it, but it uses the CMD of the veilweaver who shaped it. [Brand] veils can only be sundered while they are branding a creature. Attempting to sunder a brand does not provoke an attack of opportunity. Sundering or suppressing a brand removes it from the branded creature. If the veilweaver falls unconscious, the effects of their placed brands are suppressed. Destroying or killing the veilweaver removes the effects of their brands from all affected creatures.

Shatter Descriptor Veils

Veils with the shatter descriptor can be shattered for an additional or improved effect. When shattered, a veil is normally suppressed for 10 minutes unless otherwise specified by the veil or one of your abilities. You can choose to keep your veils shattered for longer than 10 minutes, if you wish. After this 10 minutes has passed, you can unsuppress a shattered veil as part of investing your essence. If one of these veils grants a benefit while it is shattered, or if shattering the veil produces an ongoing effect, those effects or benefits end when the veil is unsuppressed.

Unless otherwise specified by the veil, shattering a veil burns the essence invested in it to provide an additional effect. This essence cannot be recovered while the veil is suppressed, and is automatically recovered when the veil is unsuppressed.

If a veil with the [shatter] descriptor has an effect that triggers on being shattered, such as if it contains the text “When this veil is shattered” or “While this veil is shattered”, that effect triggers if it is shattered from any source, not just from the effects of a veil. For example; if a spellweaver shatters a veil to cast a spell, a veil with the above text would have its shatter effect triggered. If the effects granted by shattering a veil have a specific activation requirement or trigger requirement (such as needing to spend an action to shatter the veil), that effect only activates when the appropriate action is spent or trigger is met. If shattering a veil causes an effect that requires a saving throw, the DC of that saving throw is 10 + your veilweaving modifier + the number of points of essence burned as part of shattering the veil (unless specified otherwise by the veil).

Dimensional Bridge

Descriptors: Brand, Teleportation

Class: Eclipse, Guru, Promethean, Nexus, Stormbound, Volur, Vizier

Slot: Wrists

Saving Throw: Will negates

Your magic can bridge dimensions between those who bear your brand, allowing you to transport yourself between their locations.

You may apply the effects of this brand to a single creature once per turn as a free action; that creature makes a Will saving throw to resist the application of this brand. If you apply this brand to a willing creature they do not need to make a saving throw against its effects. Unlike a normal brand veil, you may apply this veil’s brand to a number of creatures up to your veilweaving modifier + 1 (minimum 2). You must brand each creature individually. If you would apply this brand to a creature and doing so would put you beyond this limit, you must choose a creature to remove the brand from as part of attempting to apply it to the new creature.

If a creature sunders or dispels the brand that it is affecting a branded target, instead of suppressing the veil the effect of the brand upon that target ends, and they become immune to the effects of this veil for a number of rounds equal to the duration the veil would have been suppressed. If the effect would have permanently unshaped the veil, that creature instead becomes immune to the veil's effects for 24 hours.

While you have at least one creature branded using this veil, this veil also appears upon your person and may be sundered or dispelled as if it were a normal veil. Doing so ends the effects of all brands applied by it.

You gain the following abilities as part of shaping this veil:

  • As long as you can see at least one creature branded by this veil, you can see each other creature branded by this veil and you can see out to an area of 5-foot radius surrounding them. If a branded creature is concealed or otherwise magically hidden from view (such as from fog, darkness, or an invisibility spell), they still gain concealment as normal but you can still see the area surrounding them and you are considered to have automatically pinpointed their location. Effects that block teleportation or portals block this effect.
  • If you target a branded creature with an effect or attack, you can redirect that effect to a different branded creature. You are considered to have line of sight and effect to every creature branded by this veil as long as you have line of sight and effect to your initial target. You make any attack rolls against the target the effect or attack has been redirected to, applying any concealment as normal. This does not apply to effects that target an area, and you cannot affect the same creature multiple times with abilities that target multiple creatures. Effects that block teleportation or portals block this effect.
  • While you are adjacent to a branded creature, as a free action once per turn you can teleport to a location within 5 feet of a branded creature.

Essence: For every 2 points of essence invested in this veil, the range at which you can see and teleport to around branded creatures increases by 5 feet.

Chakra Bind (Wrists): Binding this veil to your Wrists chakra further includes you among those affected by your dimensional bridging. You are considered to be branded by this veil, granting you the following properties:

  • You can see other branded creatures and the spaces surrounding them without needing to be able to see another branded creature. You cannot see branded creatures in this way while blinded.
  • You can target yourself with effects or attacks and redirect them to another branded creature.
  • You are always considered to be adjacent to a branded creature for the purposes of this veil’s teleportation ability. You cannot use this ability to teleport to a space within range of yourself.

Haunting Shadow

Descriptors: Brand, Darkness, Death

Class: Eclipse, Promethean, Nexus, Volur, Vizier

Slot: Hands, Shoulders

Saving Throw: Will negates

Your body becomes living darkness that suffuses and haunts the shadows of another.

When you brand a creature using this veil, your body becomes darkness that enters the target’s shadow, allowing you to hide within it or surge your dark powers to obfuscate them. You cannot brand creatures that do not cast a shadow with this veil. A creature does not notice if they fail a saving throw against this veil, and using it against a creature unaware of you does not reveal your presence. A willing creature does not need to make a saving throw against this brand. A creature unaware of your presence treats this veil as if it is invisible.

You become intangible and teleport into the creature's shadow, allowing you to make a Stealth check with a +2 insight bonus using the higher of your Dexterity or your veilweaving modifier to remain unnoticed. While in this state you share the creature’s space, and move when it moves (including magical forms of movement such as teleportation, this movement does not provoke attacks of opportunity). If a creature can perceive you, you can be attacked in this state but you gain an insight bonus to your AC equal to your veilweaving modifier. This bonus to AC applies against touch attacks and while you are flat-footed but does not benefit your CMD when attempting to sunder this veil. You can still be perceived using special senses while in this state (such as blindsense or tremorsense) unless you have an ability from another source that would negate your ability to be detected by those special senses. You cannot be unwillingly moved from the branded creature’s space as long as that creature is branded, even using magic. If you choose to be moved, the brand ends, and any movement you are forced to take is determined with you starting in the branded creature’s space. You can still be affected by effects that affect an area while in this state.

You cannot take normal actions in this state, but you can choose to end this brand as an immediate action, or as a free action on your turn, appearing in a space adjacent to the once-branded creature of your choice. You may choose to take this immediate action as another action is declared, but before the results are rolled. You must be aware of the creature making the action to interrupt it. If the brand ends through any other method (such as if the brand is sundered), you also appear in such a way as well.

While inhabiting a creature’s shadow you can choose to reveal yourself as a free action (even if it isn’t your turn), shrouding an area with a 5-foot radius of the branded creature in dim light. This is considered magical darkness, negating the effects of natural and magical light with a spell level equal to or lower than the number of points of essence invested in this veil. Spaces of this shroud that intersect with magical light of a higher level are suppressed. You can sense creatures and objects within this area as per blindsense. You can suppress this effect and make a Stealth check to hide yourself (as above) as a move action, even if you are being observed.

As a standard action while inhabiting a creature’s shadow, you can attempt to brand another creature using this veil. If you succeed, the brand ends on the current creature and you inhabit the new creature’s shadow. If you fail, the brand against the currently branded creature does not end, and your presence is not revealed. The creature who succeeded on the saving throw is notified of such, and may make a Perception check as an immediate action with a +5 bonus to spot you.

Essence: For each point of essence invested in this veil, the insight bonus to Stealth checks made to hide in a branded creature’s shadow increases by +2, and the radius of darkness you may shroud using this veil increases by up to 5 feet. You can change the radius of the shroud between its minimum and maximum radius once per turn as a free action.

Chakra Bind (Hands): Binding this veil to your Hands chakra causes the shroud of shadows produced by this veil to consume the energy of your foes in its area. While shrouding an area in dim light using this veil, as a standard action you can attempt to consume the energy of any number of creatures you can sense within the area of your shroud of dim light, causing each to take 1d6 points of negative energy damage, plus an additional 1d6 points per point of essence invested in this veil. Creatures healed by negative energy are not healing or damaged by this effect, and constructs are immune to it. A successful Will saving throw halves this damage, and it is considered a death effect.

Chakra Bind (Shoulders): Binding this veil to your Shoulders chakra allows you to further deepen the shroud of shadows you produce, causing it to become darkness instead of dim light. Your ability to sense creatures within this darkness improves as well, as per blindsight. When you create the shroud, you can choose to particularly concentrate the darkness around the eyes of the branded creature, causing them to be unable to see through this darkness using darkvision. You can choose whether you shroud the area in darkness or dim light as part of shrouding the area, and then once per turn thereafter as a free action.

Sensory Corruption

Descriptors: Brand, Pain

Class: Promethean, Vizier, Volur

Slot: Headband

Saving Throw: Will (see text), Fortitude (see text).

Your brand corrupts the senses of your target, altering their perceptions of what they feel, hear, and see.

A creature receives a Will saving throw to resist the application of this brand. When you apply this brand to a target, choose one of the following effects to inflict them with. You can change the selected effect, or suppress the effects, as part of reinvesting your essence. If you apply this brand to a willing creature they need not make a saving throw, and can choose to end the effects of this brand as an immediate action. You choose the function of these applied effects when you first brand the creature, and then may change the chosen effects once each turn thereafter as a free action if you wish.

  • Hearing: You cause the target to hear sounds of your choice. This can be used to cause the target to take a penalty on hearing-based Perception checks equal to 2 + 2 per point of essence invested in this veil by overloading their hearing with loud or off-putting sounds, or you can choose to have them hear specific sounds, as per ghost sound with a caster level equal to your veilweaving level from a distance and direction of your choosing, once per round as a free action. Using this ability is not an illusion, and only the branded creature can hear the sounds. Using this ability you can also cause the branded creature to hear specific voices, allowing you to speak to them or deliver messages. These voices are perceived as if heard by the creature from a direction and distance of your choice, and may be delivered by mimicking the voice of any creature you have heard before. If you can’t see the branded creature, you must declare the distance and direction any sounds by this veil are produced. Whenever you cause a creature to hear a sound in this way, they make a Will saving throw to determine to disbelieve it. Creatures immune to mind-affecting effects automatically pass this saving throw, and bonus to saves against mind-affecting effects apply to this saving throw. If the sound is obviously fake they automatically pass this saving throw. These sounds persist for as long as it takes to deliver them, until you use this ability to produce a new sound, or if you change which sense you are affecting.
  • Touch: You can corrupt the target’s sense of touch to either cause them great pain, or dull their sense of touch altogether. When causing pain, you may choose to have the target suffer 1d6 points of nonlethal damage, plus 1d6 per point of essence invested in this veil, at the end of each of its turns. A successful Fortitude saving throw halves this damage, and this is considered a pain effect. This damage bypasses damage reduction, hardness, and resistances. When dulling their senses, they gain a +2 insight bonus on saving throws against pain effects and coups de grace, +1 per point of essence invested in this veil. You can also choose to inflict this bonus as a penalty on skills that rely on touch, such as Disable Device or Sleight of Hand.
  • Vision: You can cause the target to suffer visions.These visions can either be particularly distracting, causing the target to take a penalty on vision-based Perception checks equal to 2 + 2 per point of essence invested in this veil, or you can have them see specific things, as per silent image with a caster level equal to your veilweaving level, once per round as a free action. Using this ability is not an illusion, and only the branded creature can see the images. These images are perceived as if seen by the creature from a direction and distance of your choice. If you can’t see the branded creature, you must declare the distance and direction any images by this veil are produced. If the creature interacts with the image they may make a Will saving throw to realize it is not real. Creatures immune to mind-affecting effects automatically pass this saving throw, and bonus to saves against mind-affecting effects apply to this saving throw. These images persist until you use this ability to create a new image, or if you change which sense you are affecting.

Essence: Investing essence in this veil empowers the effects of the veil as determined by which sense you are effecting, as per above.

Chakra Bind (Headband): Binding this veil to your Headband chakra allows you to corrupt up to all three of the senses this veil can corrupt, rather than only choosing one. You can combine multiple abilities in such a way to make your visions more believable; you can create an image that produces sound, and provides tactile feedback to the afflicted creature. When combining both sound and images, the creature makes a single Will saving throw to disbelieve both effects. You can choose up to three of these senses to affect upon branding the creature, and may change which you are affecting as part of reinvesting your essence.

Additionally, you can choose to use the branded creatures' affected senses in place of your own. Doing so is a standard action, and you may end the effect as an immediate action, or as a free action on your turn. If you choose to use their vision, your body is blinded. If you choose to use their hearing, your body is deafened. If you choose to use their touch, you cannot feel using your body. If you take damage while using an affected creature’s touch, you can end this effect as an immediate action. You can choose to use any or all of the above senses in place of your own when you use this ability.

For example; you could create a realistic image of a warrior that attacks the afflicted creature with a sword; The creature would make a Will saving throw to disbelieve the sound and image, and at the end of their turn would suffer pain, as per the touch ability of this veil, and if they failed their Will saving throw would believe the damage they suffer to be inflicted by the image.

You could also use this ability to create images before the affected creature and speak using those images, though you would not be able to hear any responses to those messages without another way to hear the creature.

Sigil of Antipathy

Descriptors: Emotion, Mind-affecting, Shatter

Class: Guru, Promethean, Radiant, Vizier, Volur

Slot: Chest

Saving Throw: Will

Sigils flow around your chest, pulsing with an energy that folds inward upon itself in an unnatural way that causes extreme discomfort when viewed or approached.

When this veil is invested with at least 1 point of essence, creatures of your choice that you perceive cannot approach within 5 feet of you. When such a creature attempts to, they must make a Will saving throw. If they fail, they cannot willingly move within 5 feet of you until the beginning of their next turn (through any method). If you deal damage to a creature or affect them with a hostile targeted ability, they automatically pass saving throws against this veil until the beginning of your next turn. Forced movement ignores this effect. Failing a saving throw against this ability does not negate the creature’s movement, they can choose to use their movement (or ability that would have moved them within 5 feet of you) to move to a different location of their choice.

You can shatter this veil as an immediate action, briefly empowering the feelings of antipathy given off by this veil. Until the end of your next turn you maintain the base effects of this veil (treating it as if it were invested with essence equal to the amount of essence burned). Additionally, until the end of your next turn creatures cannot physically look at you. You may choose to exclude any number of creatures from this effect upon activating this ability. Creatures affected by this ability treat you as if you have total concealment (50% miss chance), but they are treated as automatically pinpointing your location (unless you are hidden through other means). You cannot use this effective concealment alone to hide from affected creatures.

While this veil is shattered, lingering runes distort your appearance in a way that is uncomfortable to perceive. When a creature perceives you, and then at the beginning of each of their turns thereafter, they must make a Will saving throw. On a failed save, the creature is forced to avert their eyes from you, treating you as if you had concealment (20% miss chance). This effect persists until the creature removes you from their line of sight, and then for one minute thereafter. If the creature perceives you again within this minute, they are automatically affected by this ability anew without a saving throw. For every point of essence burned, the miss chance caused by this concealment increases by 5% (to a maximum of 50%). Creatures automatically pinpoint your location (unless you are hidden through other means) when affected by this ability, and you cannot use this effective concealment alone to hide from affected creatures.

Essence: For every 5 points of essence invested in this veil, the range at which creatures cannot approach you increases by 5 feet.

Chakra Bind (Chest): Binding this veil to your Chest chakra further enhances the feelings of antipathy created by the veil. Creatures now must make a saving throw to approach within 10 feet of you, plus 5 feet per point of essence invested in this veil (this replaces the base range of this veil). When a creature begins their turn in this area, they must make a Will saving throw or be forced to use an action of their choice to move outside of the area before taking other actions, and cannot attempt to willingly enter the area again until the beginning of their turn. Creatures recently damaged or affected by a hostile targeted ability by you automatically pass this saving throw, as per the base effects of this veil.

Sigil of Radiance

Descriptors: Light, Shatter

Class: Guru, Radiant, Vizier

Slot: Head

Saving Throw: Fortitude (see text)

Brilliant white sigils frame your brow, glowing with a pure light that can be focused into a scouring beam.

While this veil is invested with at least 1 point of essence, you glow with bright light out to a range of 30 feet. This illumination increases the light level for an additional 30 feet by one step (darkness becomes dim light, dim light becomes normal light, and normal light becomes bright light). Creatures that take penalties in bright light take them while within the first radius of this magical light.

As a standard action, you can focus this light into a narrow beam of scouring energy against a single creature or object within 60 feet of you. This line must have an unobstructed path to that creature; soft cover blocks this effect, but partial cover does not. The affected creature or object takes 1d6 points of damage; a successful Fortitude saving throw halves this damage. This damage bypasses damage reduction and resistances, but not hardness, and objects take half damage from its effects. Creatures that take penalties from bright light roll their Fortitude saving throw against this ability twice and take the lower result.

You can shatter this veil as a standard action to fire a further-empowered beam of light that affects each creature in a 60-foot line. This further-empowered beam deals 1d6 points of damage per veilweaving level, plus an additional 1d6 points of damage per point of essence burned. A successful Fortitude saving throw halves this damage. Creatures that take penalties from bright light roll their Fortitude saving throw against this ability twice and take the lower result.

While this veil is shattered, remnants of the veil’s sigils continue to shed bright light out to a range of 15 feet, plus 5 feet per point of essence beyond the first, and they raise the light level by one step for an additional 15 feet, plus 5 feet per point of essence burned beyond the first.

Essence: For each point of essence invested in this veil, the veil’s beams of light deal an additional 1d6 damage. For every point of essence invested beyond the first, the range of both steps for the light it produces increases by 10 feet.

Chakra Bind (Head): Binding this veil to your Head chakra causes the veil’s light to scour away darkness and effects that would hide one’s true form. Whenever the light produced by this veil overlaps with an area of magical darkness, if that effect has a spell level equal to or less than the essence invested in this veil, that effect is temporarily suppressed for as long as the two effects overlap. Darkness effects created by a veil are treated as having a spell level equal to the number of points of essence invested in them. This applies to light produced by shattering the veil as well, treating the essence burned as essence invested when determining this effect.

Whenever a creature or object fails a saving throw against this veil’s scouring beam of light, any ongoing illusion or polymorph effects the target is affected by are suppressed until the end of your next turn.

Any target who fails a saving throw against the veil’s empowered beam of light has any ongoing illusion or polymorph effects it is benefiting from suppressed for 1 minute, and cannot gain the benefits of other such effects during that time.

Sigil of Speed

Descriptors: Shatter

Class: Daevic, Eclipse, Guru, Helmsman, Huay, Promethean, Stormbound, Vizier

Slot: Feet

Saving Throw: None

Sigils flow around your feet and calves at a rapid pace, allowing you to utilize their power to dash forward in quick bursts.

You can utilize the powers of this veil to rapidly dash forward in a straight line as a move action. During this dash, all of your existing movement speeds become 30 feet, your movement does not provoke attacks of opportunity, and you can move through the spaces of other creatures without needing to make an Acrobatics check. If this movement begins and ends in a space of cover or concealment, you may make a Stealth check as part of this movement at a -5 penalty. If you jump as part of this movement, you are considered to have a running start, but any jumps made as part of this movement cannot exceed the dash’s maximum distance.

You can shatter this veil as a free action, changing your existing movement speeds to 60 feet + 20 feet per point of essence burned, as per the base ability of this veil. You cannot use this ability in the same round you used this veil’s move-action ability.

While this veil is shattered, you gain a +5 foot increase to all of your modes of movement per point of essence burned.

Essence: For each point of essence invested in this veil, the distance you may move up to when using this veil increases by 10 feet.

Chakra Bind (Feet): Binding this veil to your Feet chakra allows you to rapidly act as part of the veil’s movement.

When using this veil’s move-action ability, you can perform a standard action at any point during that movement. This action, or attacks made as part of this action, doesn’t provoke attacks of opportunity if it normally would.

When using this veil’s shatter ability as a free action, you can perform a standard or full-round action at any point during that movement. This action, or attacks made as part of this action, doesn’t provoke attacks of opportunity if it normally would.

If you make a Stealth check as part of these movements and take an action that affects a creature other than yourself, you take an additional -20 penalty to your Stealth check. This penalty is reduced by any of your abilities that reduce your penalties to Stealth checks for sniping.

Sigil of Terror

Descriptors: Fear, Mind-Affecting, Shatter

Class: Nexus, Promethean, Vizier, Volur

Slot: Belt

Saving Throw: Will (see text)

Ominous sigils flow about you like an aura, causing uneasy feelings of stress and fear to those nearby you.

Shaping this veil allows you to inspire fear in the hearts and minds of your foes. You gain a +2 insight bonus to Intimidate checks. As a standard action, you can make a special demoralize attempt against a creature within Close range (25 feet + 5 feet per 2 veilweaver levels) of you. The creature does not need to be able to see or hear you, and you may use the higher of your veilweaving modifier or your Charisma modifier when making this check. If you cannot see the target, you can still affect them if you can perceive them using another sense (such as blindsense or tremorsense) or by pinpointing their location using hearing or smell.

You can shatter this veil as a standard action to make a special demoralize attempt against any number of creatures you can perceive within Close range of you, as per the base effect of this veil. You treat the essence burned as invested in this veil when determining your insight bonus to Intimidate and the duration of any shaken conditions applied by this demoralization attempt.

While this veil is shattered, the lingering terror imposed by its sigils makes it particularly difficult to interact with you or discern your words. Creatures suffer a -1 penalty to attack rolls and Sense Motive checks made against you per point of essence burned. If you attack a creature or affect them with a hostile action, that creature is not affected by this ability until the beginning of your next turn. This is a mind-affecting fear effect.

Essence: For each point of essence invested in this veil the insight bonus to Intimidate granted by this veil increases by +1, and the duration of any shaken condition applied by the effects of this veil increases by 1 round.

Chakra Bind (Belt): Binding this veil to your Belt chakra dramatically worsens the terror you can inflict upon your foes.

If you successfully demoralize a creature using this veil who is already shaken, they become frightened of you for 1 round + 1 round per 3 points of essence invested in this veil in addition to extending the duration of the shaken condition. This applies when using the veil’s shatter effects as veil, treating any essence burned as invested when determining the effects of this ability.

Additionally, you can shatter this veil as a standard action to attempt to strike abject horror into the mind of a single creature within Close range of you. Make a special demoralize attempt (as per the base shatter ability of this veil), save that if you succeed the creature is panicked, fleeing from you for 1 round, +1 round per 5 points you beat the DC, +1 round per point of essence burned. If the creature flees a great enough distance that they can no longer perceive you, they can attempt to break their fear at the end of their turn by making a Will saving throw. If they succeed, they are instead shaken for the remaining duration.

Sigil of Wind

Descriptors: Air, Shatter

Class: Daevic, Guru, Huay, Nexus, Stormbound, Vizier, Volur

Slot: Neck

Saving Throw: None

Translucent sigils drift around your neck to trail behind you like a scarf, stretching outwards to catch the wind to slow your falls or aid your jumps.

Shaping this veil grants you a +5 insight bonus on Acrobatics checks made to jump, and you weigh half your normal weight. This veil also causes you to fall more slowly, and allows you to glide when you fall. You fall at a rate of 60 feet per round, and you take no damage from falling. For every 5 feet you fall, you can glide 5 feet laterally. If you jump into the air with a high jump (or intentionally fall or jump off a ledge or similar location), you can fall and glide on your turn using this veil. When you fall, you can choose not to activate the effects of this veil. When doing so, you may fall up to a distance you decide and then activate this ability as an immediate action to slow your fall and allow you to land safely.

You can shatter this veil as an immediate action to utilize the power of this veil to briefly transform into wind to avoid damage. Until the beginning of your next turn, you gain DR 5/— and are immune to poison, sneak attacks, and critical hits. The DR granted by this ability increases by 5 for every point of essence burned.

While this veil is shattered, the lingering effects of its shattered sigils cause winds to drive away attacks made against you, granting you DR/— equal to the number of points of essence burned.

Essence: For each point of essence invested in this veil, the insight bonus to Acrobatics checks made to jump granted by this veil increases by +5. For every 2 points of essence invested, may glide up to an additional 5 feet laterally for every 5 feet you fall.

Chakra Bind (Neck): Binding this veil to your Neck chakra further empowers the veil’s ability to catch the wind. You gain a fly speed of 30 feet with average maneuverability, and a +2 insight bonus to Fly checks when flying using the effects of this veil. This bonus increases by +2 per point of essence invested in this veil.

You can use this flight in combination with your ability to glide for long-distance movement, allowing you to hustle without taking nonlethal damage and without the need for skill checks (a forced march still requires Constitution checks). You can use this to travel 72 miles in an 8-hour period of flight, plus an additional 8 miles per 2 points of essence invested in this veil. Essence must be invested for the entire duration of the travel for it to gain this benefit.

New Feats

Hidden Brandweaver

You have learned to deliver the effects of your brands without revealing your location.

Prerequisites: Ability to shape at least one veil with the [brand] descriptor

Benefits: You may place brands upon creatures without revealing yourself to be the veilweaver who placed it. If you place a brand on a creature while observed, you may make a Stealth check opposed by any observer’s Perception to hide the fact that you placed a brand on a creature. This also applies when using the abilities of a placed brand that cost an action to activate while you are being observed. Placing a brand upon a creature or using its abilities does not reveal you if you are hidden using Stealth.

If you successfully apply a brand to a creature while they cannot perceive you, or if you successfully hide that you applied a brand using Stealth, the target and other observers do not automatically know that you are the source of the brand.

If you are hidden using invisibility, or a similar magical effect that breaks upon taking a hostile action, placing a hostile brand upon a creature or using any ability of a brand that costs an action placed upon a hostile creature still breaks those effects.

Normal: Activating the effects of a veil has a visual manifestation that reveals you as the source of the effect, and using a veil effect against another creature while hidden reveals you.

Lingering Brands

The effects of your branding curses linger upon your foes if broken or removed.

Prerequisites: Ability to shape at least one veil with the [brand] descriptor, veilweaving level 11

Benefits: When one of your brands is removed from a creature, they continue to suffer any ongoing effects of that brand for 2 rounds. If a brand requires an action on your part to use one of its effects, you cannot do so with a brand that is lingering in this way. If the brand was removed by being suppressed (such as by being sundered or dispelled), these effects are treated as being invested with a number of points of essence the veil was invested with before it was suppressed when determining its effects. This is a supernatural effect, an antimagic field or similar effect negates the effects of this feat.

Spreading Brands

You have learned to better spread your brands from one creature to another.

Prerequisites: Ability to shape at least one veil with the [brand] descriptor

Benefits: If you attempt to place a brand on a creature while that brand is already affecting another and doing so would remove the brand from the first creature, you may choose to have it only removed from the first creature if you successfully apply the brand to its new target.

You gain 1 point of essence.

Normal: Attempting to place a brand on a new creature automatically removes it from the first, whether or not you are successful in your attempt.

[Sigil] Feats

Sigil feats interact with sigil veils. For the purposes of these feats, a sigil veil is a veil which has the [shatter] descriptor and contains the words “Sigil of” in its title.

Inscriber of Sigils [Akashic, Sigil]

You have learned to inscribe the magic of your akashic sigils in such a way that they do not interfere with your more traditional veils.

Prerequisites: Veilweaving level 9, knowledge of three sigil veils

Benefit: You can shape and bind a sigil veil alongside a non-sigil veil in the same chakra slot. Each veil still counts against your total number of shaped veils. This does not stack with other similar abilities, such as the Twinveil feat.

Master of Sigils [Akashic, Sigil]

Your mastery with akashic sigils grows, allowing you to further empower their effects.

Prerequisites: Veilweaving level 5, knowledge of three sigil veils

Benefits: When you shatter a sigil veil, you treat its effects as if you burned 1 additional point of essence as part of shattering it. This applies to any abilities activated by shattering the veil as well.

Special: You may select this feat an additional time once you reach veilweaving level 11, and veilweaving level 17. Its effects stack.

Reshaper of Sigils [Akashic, Sigil]

You have learned to reshape the magic that forms your sigils as part of restoring their shattered forms.

Prerequisites: Veilweaving level 7, knowledge of three sigil veils

Benefits: When one of your sigils has been suppressed by being shattered for at least 10 minutes and is unsuppressed, you can unshape it and shape a new sigil veil in its place as it is unsuppressed. The sigil you shape in its place must be a valid veil for you to shape, and the chakra slot you shape it to must be a valid slot for it to be shaped in. If you are capable of binding veils to the slot the newly shaped sigil has been shaped in, you may bind it as part of this ability.

Scholar of Sigils [Akashic, Sigil]

You have trained in the arts of utilizing akashic sigils, allowing you to weave their magic upon your body and soul.

Prerequisites: Con 13 or veilweaving level 1, Int 14 or veilweaving modifier +2.

Benefit: When this feat is selected, choose two sigil veils. You add the chosen sigils to your veil list. Once chosen, the chosen sigils cannot be changed.

If you do not have levels in a veilweaving class, you gain the ability to shape one veil each day using your character level as your veilweaving level and your Intelligence as your veilweaving modifier. The saving throw DC of this veil is equal to 10 + number of points of essence invested in the veil + your Intelligence modifier. If you later gain levels in a veilweaving class, you lose the ability to shape a veil using this feat.

This veil counts as Shape Veil for the purposes of feat prerequisites. If you don’t have levels in a veilweaving class, taking both this feat and Shape Veil at the same time only allows you to shape one total veil. You may use the higher of your Intelligence and Wisdom modifiers when determining your veilweaving modifier in such a case.

Special: You can gain this feat multiple times, selecting three additional sigil veils to add to your veil list each time it is selected. If you have no levels in a veilweaving class, you gain the ability to shape an additional veil each day for each time this feat is selected, to a maximum number of veils shaped granted by taking this feat equal to 1 + 1 per 5 of your Hit Dice. If you later take levels in a veilweaving class, you lose these additional shaped veils each day.

The ability to shape additional veils using this feat does not stack with additional veils granted by taking Shape Veil* multiple times.

*The ability to select this feat multiple times for a character without veilweaving class levels is based on the reworked version of Shape Veil found in Akashic Staples. If you aren’t using that version of Shape Veil, this feat instead doesn’t stack with the original version of Expanded Veilweaving.

New Veil Sets

Sigils of the Magi

The power of the magi is one focused on providing safety and utility for one’s self; focusing on movement and defense-oriented magic.

This veil set contains the following sigils: Sigil of Antipathy, Sigil of Shielding, Sigil of Speed, Sigil of Transference, Sigil of Wind.

Sigils of the Warlock

The power of the warlock is one focused on offense and dominion; focusing on magic that controls minds and destroys flesh.

This veil set contains the following sigils: Sigil of Blades, Sigil of Dominion, Sigil of Radiance, Sigil of Ruin, Sigil of Terror

New Wondrous Items

Brandbite Poppet

Aura strong abjuration; CL 13th

Slot none; Price 25,000 gp; Weight —

This poppet is formed of hair and clay in the shape of a humanoid figure and is carved with numerous sigils that hex a brand placed upon you. Whenever you would be affected by a brand, a brandbite poppet takes on the brand in your place and nullifies its effects. A brandbite poppet can only hold and nullify a single brand at a time; if it is already affected by a brand and another would be placed on you, instead of suffering the newly applied brand’s effects you can choose to take on the effects of the brand held by the poppet to have it hold the newly applied brand.

Since the brand is placed upon the brandbite poppet, the creature who applied the brand can choose to remove the brand as normal, the brand is removed if the brandbite poppet leaves its range, and the brand applied to the brandbite poppet can be sundered.

If you possess multiple brandbite poppets each can hold and nullify a brand placed on you.

Construction Requirements

Craft Wondrous Item, greater dispel magic; Cost 12,500 gp

Shattered Facet

Aura strong transmutation; CL 11th

Slot none; Price 36,000 gp; Weight —

This multi-hued faceted gemstone is actually formed from a number of smaller expertly carved gems and held together using a magical force. Once per day when you shatter a veil, you can choose to have the shattered facet shatter in its place, instantly unsuppressing the shattered veil once the effect that shattered it is resolved. You can also choose to not immediately use the shattered facet to restore the veil, instead activating the shattered facet to unsuppress one of your shattered veils as a swift action (or as part of reinvesting your essence), shattering the facet in its place.

Shattering the shattered facet in this way does not destroy it; the multiple gemstones that make up its form hover around an orb of magic in their center, eventually reforming into its normal shape and regaining its ability to shatter in place after the next time you rest and shape your veils for the day.

Construction Requirements

Craft Wondrous Item, creator must be a spellweaver or have a class feature that allows them to shatter veils; Cost: 18,000 gp; Weight —

Shattered Facet, Minor

Aura weak transmutation; CL 3rd

Slot none; Price 1,650 gp; Weight —

A minor shattered facet functions as a shattered facet, save that it is destroyed when it shatters in a veil’s place.

Construction Requirements

Craft Wondrous Item, creator must be a spellweaver or have a class feature that allows them to shatter veils; Cost: 825 gp; Weight —

Comments

No comments found for this post.