Volur Veils
Raiment of Swrling Fog
Descriptors: Air, Creation, Enhanced (light armor, see text)
Class: Huay, Soulforge, Stormbound, Volur
Slot: Shoulders, Chest
Saving Throw: None
Thick clouds swirl around you in a chaotic rhythm, obscuring your movement and position without impacting your own ability to see.
A solid armor of fog and cloud forms around you, obscuring your shape and dampening blows made against you. Shaping this veil causes clouds to obscure your location, causing attacks that would otherwise strike true to miss you.
This veil counts as light armor, and grants a +3 armor bonus to your AC, has a maximum Dexterity bonus of +7, no armor check penalty, and a 5% arcane spell failure chance. Additionally, attacks made against you suffer a 20% miss chance from the concealment provided by these clouds. This veil conjures the clouds, and its miss chance is not negated by effects such as true seeing but can be defeated by other abilities or effects that allow one to see through clouds or fog. The miss chance from this veil stacks with the concealment granted by natural or magical clouds or fog, to a maximum miss chance of 50%. You cannot use the concealment provided by this veil alone to make Stealth checks to hide.
Essence: The first point of essence invested in this veil, and every 2 essence invested thereafter, increases the miss chance of attacks made against you by 5%.
Chakra Bind (Shoulders): [St10] Binding this veil to your Shoulder chakra causes the clouds that swirl around you to swell in size and lift you and your allies from the ground. You, and a number of allies up to your veilweaving modifier within 10 feet plus 5 feet per invested essence gain a fly speed of 10 feet, + 5 feet per invested essence. Creatures flying in this way automatically pass fly checks but are still subject to wind effects. If an ally leaves this abilities range, their fly speed persists until the end of their next turn.
Chakra Bind (Chest): [St18] Binding this veil to your Chest chakra causes you to gain the benefits of the Shoulder chakra, except that you and your allies can fly as if under the effects of the overland flight spell rather than the normal fly speeds provided by this veil.
Gorget of the Stormking
Descriptors: Air, Cold, Electricity, Polymorph
Class: Daevic, Guru, Huay, Nexus, Stormbound, Volur
Slot: Neck
Saving Throw: Reflex partial (see text)
A metallic gorget shimmers around your neck, its translucent exterior revealing a storm brewing within. This gorget was said to have been worn by the Stormking himself, granting him the powers and abilities of an elemental of the Elderstorm.
When you shape this veil you take on some of the aspects of an elemental. You reduce any bleed damage you take by 2 points (minimum 0) and gain a +1 insight bonus on saving throws versus effects that would paralyze, poison, or stun you. You gain resist 5 cold and electricity, and airborne creatures take a -1 penalty on attacks made against you.
Essence: For each point of essence invested in this veil the bleed damage you take is reduced by an additional 2, the insight bonus to saving throws is increased by +1, your resistance to electricity and cold is increased by 5. For every 2 points of essence invested, the penalty airborne creatures take when attacking you increases by an additional -1.
Chakra Bind (Neck): [D12/16, Hu14, N14, G14, St16, Vo14] Binding this veil to your Neck chakra allows you to take on the form of an elemental of the Elderstorm. You can take an elemental form, switch between elemental forms, or take on your original form as a swift action. While in an elemental form you have immunity to critical hits and precision damage. You can take the form of an Air, Lightning, or Ice elemental of your base size. Your elemental form is humanoid in shape, and your equipment does not merge with you when you take an elemental form. The benefits you gain depend on the type of elemental form chosen. You do not gain any other abilities or properties of the chosen elemental besides what is listed here:
Air:If the form you take is that of an air elemental, you gain a +4 size bonus to your Dexterity and a +3 natural armor bonus. You also gain fly 60 feet (perfect), darkvision 60 feet, and the ability to transform into a whirlwind as the universal monster ability at will as a standard action.
Electricity: If the form you take is that of a lightning elemental, you gain a +2 size bonus to your Dexterity, a +2 size bonus to your Constitution, and a +3 natural armor bonus. You also gain fly 60 feet (perfect), darkvision 60 feet, and a +3 bonus on melee attack rolls if your opponent is wearing metal armor, is wielding a metal weapon, or is made of metal (such as an iron golem).
Ice: If the form you take is that of an ice elemental, you gain a +4 size bonus to your Strength, and a +5 natural armor bonus. You also gain darkvision 60 feet, the ability to climb icy surfaces as the spider climb spell, the ability to walk across icy surfaces without having to make an Acrobatics check, and the ability to move through ice and snow as the earth glide universal monster ability.
Formless: If you choose not to take an elemental form, the latent elemental powers of the veil reinforce your body. You gain a 10% chance per point of essence invested in the veil to negate the effects of a successful critical hit or sneak attack, causing the damage to be rolled normally. This stacks with similar effects, such as the fortification magic armor property. Additionally, you gain a +4 size bonus to your Constitution and DR 5/-.
Veilhex
Descriptors: Brand, Curse
Class: Huay, Nexus, Promethean, Vizier, Volur
Slot: Headband
Saving Throw: Will negates
Your akasha infuses the target, leaving a mark upon their brow which amplifies any pain you deal to them.
Whenever you deal damage to the branded creature, the brand lashes out at them, dealing 1d4 points of damage to the branded creature. This damage is from a pulse of akashic power and ignores damage reduction or resistance the creature might possess.
Additionally, whenever the branded creature is reduced to 0 hit points or fewer, you may apply this brand to a different creature in range as an immediate action. That creature receives a saving throw against the brand, as normal.
Essence: For each point of essence invested in this veil, the damage dealt to the branded creature when they take damage from one of your veils is increased by +1.
Chakra Bind (Headband): [Hu12, N12, P12, Vi12, Vo11] Binding this veil to your Headband chakra causes the power of the Veilhex to amplify along with any other brands affecting the creature. At the beginning of each of the creature’s turns, it takes 1d4 points of damage per brand affecting them (including the Veilhex). This damage is from a pulse of akashic power and ignores damage reduction or resistance the creature might possess. This damage also benefits from the shaping effect of this veil.
Sword of Damocles
Descriptors: Brand
Class: Daevic, Eclipse, Guru, Huay, Kheshig, Stormbound, Vizier, Volur
Slot: Hands
Saving Throw: None
A guillotine rises ominously above the branded’s head, threatening to plunge down at the slightest of hesitation.
Placing this brand does not require a saving throw. The sword of damocles hovers above the branded creature’s head, threatening to plunge down on them at any sign of them performing a forbidden action. When you brand the creature, select a single action to forbid it from taking. This action must be specific, such as attacking or using an ability on a specific creature, moving into a specific space, casting spells of a specific school or descriptor, using the abilities of veils with a specific descriptor that take an action, or using a specific one of its supernatural or extraordinary abilities. Other forbidden actions may be chosen at your GM’s discretion, but they should be as equally specific as the above examples. Each time you reinvest your essence, you can change the forbidden action. The branded creature knows what actions are forbidden to it, even if it lacks an Intelligence score or language.
Whenever the branded creature performs a forbidden action, you may attack that creature using the sword of damocles as an attack of opportunity after the action is completed. You may take these attacks of opportunity even if you would otherwise be unable to take actions. When making these attacks, you treat your veilweaver level as your base attack bonus, and use your veilweaving modifier in place of your Strength for attack and damage rolls. The sword of damocles functions as if it were a medium sized scimitar. If you have any feats or abilities that affect any scimitars you wield, you may apply those feats or abilities to attacks made using the sword of damocles. You do not suffer any penalties to attack for using the sword of damocles if it is not sized appropriately to you.
Essence: For each point of essence invested in this veil, you may choose another forbidden action. You can choose the same forbidden action multiple times, but they must apply to different selections (such as forbidding attacking multiple specific creatures, or not being allowed to move into multiple specific spaces). For each odd point of essence invested in this veil, the Sword of Damocles gains a +1 enhancement bonus to attack and damage rolls. For each even point of essence invested, the Sword of Damocles deals an additional 1d6 points of damage on a successful hit. This damage is the result of an akashic pulse of power and ignores its target’s damage reduction and resistances.
Chakra Bind (Hands): [D4, E3, G2, Hu2, K2/5, St4, Vi2] Binding this veil to your Hands chakra allows you to further punish the branded foe. You gain a number of bonus attacks of opportunity each round equal to your veilweaving modifier which you can only use to punish your foe for taking forbidden actions using the Sword of Damocles.
Vizier Veils
Circlet of Brass
Descriptors: fire
Class: Guru, Helmsman, Nexus, Vizier
Slot: Headband
Saving Throw: none
This veil, first shaped by an ancient efreeti lord, molds Akasha into a brazen circlet that seems to flicker and move like molten flame.
The wearer of this veil is especially potent at controlling the powers of flame. The wearer increases the save DC of any of his spells or abilities which deal fire damage by 1, and gains a +2 insight bonus to damage rolls with those abilities.
Essence: For each point of essence invested in this ability, increase the bonus to save DCs by 1 and the bonus to damage rolls by +2.
Chakra Bind (Headband): [G11, N12, He14, Vi12] Binding this veil to your headband chakra invests your eyes with fiery energy. As a standard action, you may launch a ray of fiery energy from your eyes with a range of 60 feet. On a successful ranged touch attack, this ray deals 1d6 points of fire damage +1d6 per point of essence invested in this ability.
Eyes of the Hawkguard
Descriptors: none
Class: Guru, Helmsman, Stormbound, Vizier
Slot: Headband, Body
Saving Throw: none
The archer lords of the far northern steppes were the first to manifest this potent Veil, using its power to spy enemies long before they could become a threat.
When a character chooses to shape this veil he extends the range of all of his modes of vision (normal, low-light, darkvision, etc.), and the range increment of any ranged weapon he wields by 10 feet.
Essence: For each point of essence invested in this ability, the character’s increase to their field of vision and weapon range expands by an additional 10 feet.
Chakra Bind (Headband): [G11, He14, St12, Vi12] You gain the ability to see invisible creatures and objects normally, as if under the effects of a see invisibility spell.
Chakra Bind (Body): [G20, He20, St20, Vi20] You see all things as they truly are, as if you were under the effects of a constant true seeing spell.
Faulds of Elemental Summoning
Descriptors: Summoning, See Text
Class: Huay, Nexus, Stormbound, Vizier
Slot: Belt
Saving Throw: None
Plates of elemental matter wrap themselves around your waist, tying you to an elemental bound to serve your commands.
As part of shaping this veil, you summon a single small elemental that serves your command. The type of elemental summoned is chosen when shaping this veil and must be selected from the following types: Air, Earth, Fire, Ice, Lightning, or Water. This veil gains the descriptor of the chosen type. This summoned elemental is wholly under your command but must remain within 100 feet of you. If it leaves this area, or if you choose to relinquish your control over it as a move action, the elemental disperses and returns to its home plane. The dispersed elemental can be summoned again as a full-round action that provokes attacks of opportunity. While on its home plane, the elemental regains 1 lost hit point per minute. If the elemental is slain, you cannot summon it for 1 hour, after which it is returned to 1 hit point, has all negative conditions it is suffering from removed, and begins to regenerate its hit points until the next time it is summoned. If this veil is unshaped and later shaped again before the next time you rest and reshape your veils, the summoned elemental retains the hit points it had when you unshaped the veil.
Essence: For each point of essence invested in this veil, the elemental gains a +2 insight bonus to attack and damage rolls, AC, saving throws, and skill checks, as well as gaining 10 additional hit points.
Chakra Bind (Belt): [Hu16, N16, St14, Vi16] Binding this veil to your Belt chakra allows your summoned elemental to grow in power and size. The elemental you summon using this veil is now a huge elemental of the chosen type.