Must rest 8 hours to recover spell points.  Reshaping veils requires an hour of meditation.  An additional hour is required to imbue allies (so that they may be the target of shared veils).  An essence receptacle is also chosen at this time to receive the benefits of Enhanced Capacity.

Essence: 7 (up to +4 more)
Spell points: 8
Stamina points: 4 (per encounter)
Martial Flexibility: 4
Veilshifting: (or more via the Shift Veil talent)
Attacks of Opportunity: 5 (per round)

Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.


Fey-Sighted You gain detect magic as a constant spell-like ability, with a caster level equal to your character level. This racial trait replaces elven magic.

Detect Magic

School divinationLevel bard 0, cleric/oracle 0, druid 0, inquisitor 0, magus 0, psychic 0, shaman 0, sorcerer/wizard 0, summoner/unchained summoner 0, witch 0

CASTING

Casting Time 1 standard action
Component: V, S

EFFECT

Range 60 ft.
Area cone-shaped emanation
Duration concentration, up to 1 min./level (D)
Saving Throw none; Spell Resistance no

DESCRIPTION

You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.

1st Round: Presence or absence of magical auras.

2nd Round: Number of different magical auras and the power of the most potent aura.

3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates from a magic item, you can attempt to identify its properties (see Spellcraft).

Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.

Aura Strength: An aura’s power depends on a spell’s functioning spell level or an item’s caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two.

Spell or Object Aura Power
Faint Moderate Strong Overwhelming
Functioning spell (spell level) 3rd or lower 4th-6th 7th-9th 10th+ (deity-level)
Magic item (caster level) 5th or lower 6th-11th 12th-20th 21st+ (artifact)

Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:

Original Strength Duration of Lingering Aura
Faint 1d6 rounds
Moderate 1d6 minutes
Strong 1d6x10 minutes
Overwhelming 1d6 days

Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Detect magic can be made permanent with a permanency spell.


Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.


Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.


Coronet of the Theologian

Descriptors: None

Class: Guru, Promethean, Stormbound, Vizier, Volur

Slot: Head, Headband

Saving Throw: None

A simple crown of silver akasha rests upon your brow, expanding your mind to consider things it might once have not.

When shaped this veil expands your mind, allowing you to better grasp new concepts, and to unearth hidden meaning from what you already know. Shaping this veil grants you gain a +1 insight bonus to Intelligence-based skill checks and ability checks.

Essence: For each point of essence invested in this veil, the bonus it provides increases by +1.

Chakra Bind (Head): [G8, P6, St6, Vi6 Vo5] Binding this veil to your Head chakra allows you to gain sudden bursts of insight into otherwise hidden knowledge. As an immediate action, you can reroll a single Intelligence-based skill check or ability check, and take the higher of the two rolls. You can use this ability a number of times per day equal to 1 + your veilweaving modifier (minimum 2).

Chakra Bind (Headband): [G11, P12, St12, Vi12 Vo11] Binding this veil to your Headband chakra expands your mind to such a degree that you can connect ideas and logic together in ways that seem unintuitive to most. Whenever you roll an Intelligence-based skill or ability check, you roll twice and take the higher result. You can use this additional ability a number of times per day equal to 1 + your veilweaving modifier (minimum 2). You must choose whether or not you are using this ability before the check is rolled.


Additionally as an immediate action, after you roll an Intelligence-based skill or ability check but before the results are revealed you may take a number of points of essence burn up to your veilweaving modifier (minimum 1) to increase the insight bonus provided by this veil by an amount equal to the number of points of essence burned.


Eye of the Oracle

Descriptors: none

Class: Helmsman, Promethean, Stormbound, Vizier

Slot: Headband

Saving Throw: none

This Veil manifests as a glowing third eye in the center of the user’s forehead.

While manifesting this veil, the veilweaver is infused with prophetic power; once per round as a free action that can be activated any time you could activate an immediate action you may apply a +1 insight bonus to an attack roll, saving throw, or skill check; alternatively you can apply this bonus to your AC or CMD vs. a single attack. In either case you may declare your use of this ability after the relevant roll has been made but before the result has been declared. Using this ability counts as one of your attacks of opportunity for the round.

Essence: For each point of essence invested in this veil, the insight bonus is increased by +1.

Chakra Bind (Headband): [H14, P12, St12, Vi12] Tying this veil to your Headband chakra creates a nexus of divination magic within your mind. A veilweaver who binds this veil acts as though under the constant effect of an analyze dweomer spell.


Armlets of the Shaitan

Descriptors: Earth

Class: Stormbound, Vizier

Slot: Wrist, Shoulders

Saving Throw: None

Essence flows through your arms up to your shoulders, your limbs becoming the polished stone of a shaitan.

Shaping this veil causes your arms to take the form of stone and flowing sand, increasing your natural reach with your arms by 5 feet. This ability does not stack with other veils or spells that increase your natural reach, such as the long arm spell, but does stack with an increase in reach through size category increases, or feats such as Lunge.

Additionally, you gain a +1 insight bonus on melee attack rolls, melee damage rolls, and a +2 insight bonus on opposed Strength-based checks if both you and your foe are touching the ground. You take a –4 penalty on attack and damage rolls against airborne or waterborne opponents.

Essence: For each point of essence invested in this veil the insight bonus to opposed Strength-based checks increases by 1. Every 2 points of essence invested in this veil increases the natural reach of your arms by an additional 5 feet and the bonus to attack and damage rolls increases by 1.

Chakra Bind (Wrist): [St8, Vi8] Binding this veil to your Wrists chakra allows your arms to surge outwards in a whirlwind of sand and blades as a full-round action, allowing you to make one melee attack roll against each enemy within your reach. You must make a separate attack roll against each enemy.

Chakra Bind (Shoulders): [St10, Vi10] Binding this veil to your Shoulder chakra allows you to pass through earth and stone as if it were water. You gain a burrow speed of 10 feet, plus 5 feet per essence invested in this veil. You gain the earth glide universal monster ability, allowing you to pass through stone, dirt, or almost any other sort of earth except worked stone and metal as easily as a fish swims through water. If you are protected against fire damage, you can even glide through lava. Your burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of your presence.


Armory of the Conqueror

Descriptors: none

Class: Daevic, Helmsman

Slot: Hands, Wrists

Saving Throw: none

A gleaming band of hardened akasha wraps around your weapons, thrumming with power.

When you invest essence in this veil, choose one manufactured weapon you are wielding, unarmed strikes, or a single natural weapon. As long as this veil is invested with essence, at the beginning of each turn you may select a different weapon.

Investing essence in this veil causes the selected weapon to grow in power as if you had increased in size, as detailed in the essence section below. Ranged weapons confer this property to their ammunition, and thrown weapons retain this size increase until after the attack made using the thrown weapon is resolved.

This effective increase in size does not stack with any other size increases, such as the enlarge person spell, the impact special property, the Encompassing Light talent, or the Size Change talent. If you or your weapon would be affected by such an ability while you are benefiting from the powers of this veil, use the higher of the size increases when determining your weapons damage dice.

Essence: A weapon affected by this veil is treated as though it is one size category larger than it actually is when 1 point of essence is invested. For every 2 points of essence invested beyond the first, this size bonus increases by an additional category.

Chakra Bind (Hands): [D4, He2] Binding this veil to your Hands chakra makes the weapon extremely difficult to pull from your grasp, granting you a +1 insight bonus to CMD vs. Disarm attempts per point of essence invested.

Chakra Bind (Wrists): [D7, He8] The veil wrapping your weapon protects it from harm. In addition to granting the same benefits as the Hands bind, your weapon’s hardness increases by 5 times the number of points of essence invested in this ability, and the weapon gains an insight bonus on all saves vs. any effects which target it (such as a rusting grasp spell) equal to the amount of essence invested.


Band of Fortune

Descriptors: none

Class: Vizier

Slot: Ring

Saving Throw: none

The leader of the halfling’s was gifted a ring to bring them a touch of luck.

Shaping this veil causes you to become inexplicably lucky. Whenever you roll a d20 or an enemy within 30 feet rolls a d20, after you see the results of the roll you can roll a second d20 as an immediate action. You can then choose which of the results of these d20’s is used for that roll. You can use this ability a number of times per day equal to 3 + your veilweaving modifier.

Essence: For each point of essence invested in this veil, you may modify the roll of your second d20 by plus or minus 1 (to a maximum of 20, and a minimum of 1). This adjustment is counted as the natural roll of the die, allowing it to be a critical success or critical failure.

Chakra Bind (Ring): [Vi9] Binding this veil to your Ring chakra causes the energy of fate to boon your lucky allies, and curse your unlucky foes. Whenever an ally within 30 feet of you rolls a natural 20 on any d20 roll, the powers of fate imbue them with luck for 1 minute, granting them a +2 luck bonus on all of their d20 rolls of the same type (ability checks, attack rolls, caster/manifestation/veilweaving checks, saving throws, skill checks) for the next minute.

Whenever an enemy within 30 feet of you rolls a 1 on any d20 roll, the powers of fate curse them with unluck for 1 minute, imposing a -2 penalty on all of their d20 rolls of the same type for the next minute.

The bonuses and penalties applied by this effect are increased by 1 per three essence invested in this veil.


Criniere of Warding

Descriptors: Good

Class: Guru, Lunar, Radiant, Vizier

Slot: Headband, Neck

Saving Throw: None

Pearlescent armor girds your neck and temples, surrounding you in a potent protective ward.

Shaping this holy veil grants you a +1 sacred bonus to AC and on all saving throws against attacks or effects created by evil creatures.

Essence: For each point of essence invested in this veil, the sacred bonus to AC and saving throws against attacks or effects created by evil creatures increases by +1.

Chakra Bind (Headband): [G11, L10/12, R9, Vi12] Binding this veil to your Headband chakra grants you the ability to breathe life into a touched willing creature or recently slain ally a number of times per day equal to 1 + your veilweaving modifier. This ability cures 1d8+1 points of damage plus an additional 1d8+1 per point of essence invested. Unlike other effects that heal damage, this ability can bring recently slain creatures back to life. If used on a creature that has died within 1 round, apply the healing from this effect to the creature. If the healed creature's hit point total is at a negative amount less than its Constitution score, it comes back to life and stabilizes at its new hit point total. If the creature's hit point total is at a negative amount equal to or greater than its Constitution score, the creature remains dead. Creatures brought back to life through this effect gain a temporary negative level that lasts for 1 day. Creatures slain by death effects cannot be saved by this ability.

Chakra Bind (Neck): [G14, L14/L16, R12, Vi14] Binding this veil to your Neck chakra allows you to extend its effects out in a 20 ft. aura around yourself. Any friendly creature within the aura gains a sacred bonus to AC and saving throws against attacks or effects created by evil creatures equal to 1/2 the bonus you are receiving from the veil’s base effect (rounded down, minimum 1) (for example, a veilweaver with 4 points of essence invested in this veil would gain a +4 sacred bonus to AC and saves against attacks or effects created by evil creatures and all other friendly creatures within the aura would gain a +2 sacred bonus). In addition, any evil-aligned creature who attempts to enter the area of this aura must succeed at a Will saving throw or be rebuffed, unable to enter the affected area. Creatures may attempt a new saving throw to enter the affected area each round. Creatures who are unwillingly forced into the area, such as by the veilweaver willingly moving near to them, automatically succeed at this saving throw.


Heaven’s Blessing

Descriptors: Good
Class: Guru, Nexus, Radiant
Slot: Body
Saving Throw: Will; see text

Runes of white light spiral out from your navel to encase your entire body in celestial scripture.

When you shape this potent protective veil the forces of good are channeled through your life energy, reinforcing you and your allies while debilitating your enemies. You and any ally who can see you gain a +1 sacred bonus to attack rolls, weapon damage rolls, and Charisma-based skill checks. Any enemy who can see you must succeed on a Will saving throw or take a -1 penalty to attack rolls, weapon damage rolls, and Wisdom-based skill checks for as long as they can see you and for 1 round thereafter.

Essence For each point of essence invested in this veil the bonus to yours and your allies weapon damage rolls and Charisma-based skill checks increases by +1, and the penalty to enemies weapon damage rolls and Wisdom-based skill checks is increased by an additional -1.

Chakra Bind (Body) [G20, N20, R18] Binding this veil to your Body chakra unleashes the full power of Heaven’s Blessing, allowing you to use holy word as a spell-like ability a number of times per day equal to 1 + your veilweaving modifier.

Coronet of the Theologian

Descriptors: None

Class: Guru, Promethean, Stormbound, Vizier, Volur

Slot: Head, Headband

Saving Throw: None

A simple crown of silver akasha rests upon your brow, expanding your mind to consider things it might once have not.

When shaped this veil expands your mind, allowing you to better grasp new concepts, and to unearth hidden meaning from what you already know. Shaping this veil grants you gain a +1 insight bonus to Intelligence-based skill checks and ability checks.

Essence: For each point of essence invested in this veil, the bonus it provides increases by +1.

Chakra Bind (Head): [G8, P6, St6, Vi6 Vo5] Binding this veil to your Head chakra allows you to gain sudden bursts of insight into otherwise hidden knowledge. As an immediate action, you can reroll a single Intelligence-based skill check or ability check, and take the higher of the two rolls. You can use this ability a number of times per day equal to 1 + your veilweaving modifier (minimum 2).

Chakra Bind (Headband): [G11, P12, St12, Vi12 Vo11] Binding this veil to your Headband chakra expands your mind to such a degree that you can connect ideas and logic together in ways that seem unintuitive to most. Whenever you roll an Intelligence-based skill or ability check, you roll twice and take the higher result. You can use this additional ability a number of times per day equal to 1 + your veilweaving modifier (minimum 2). You must choose whether or not you are using this ability before the check is rolled.


Additionally as an immediate action, after you roll an Intelligence-based skill or ability check but before the results are revealed you may take a number of points of essence burn up to your veilweaving modifier (minimum 1) to increase the insight bonus provided by this veil by an amount equal to the number of points of essence burned.

Eye of the Oracle

Descriptors: none

Class: Helmsman, Promethean, Stormbound, Vizier

Slot: Headband

Saving Throw: none

This Veil manifests as a glowing third eye in the center of the user’s forehead.

While manifesting this veil, the veilweaver is infused with prophetic power; once per round as a free action that can be activated any time you could activate an immediate action you may apply a +1 insight bonus to an attack roll, saving throw, or skill check; alternatively you can apply this bonus to your AC or CMD vs. a single attack. In either case you may declare your use of this ability after the relevant roll has been made but before the result has been declared. Using this ability counts as one of your attacks of opportunity for the round.

Essence: For each point of essence invested in this veil, the insight bonus is increased by +1.

Chakra Bind (Headband): [H14, P12, St12, Vi12] Tying this veil to your Headband chakra creates a nexus of divination magic within your mind. A veilweaver who binds this veil acts as though under the constant effect of an analyze dweomer spell.

Discipline: Shattered Mirror (Counter)

Level: 2

Initiation Action: 1 immediate action

Range: Personal

Target: You

Duration: Instantaneous

With an act of will, you distort reality to avoid harm. You can initiate this counter in response to making a saving throw. Make a Craft check in place of your saving throw, using the result of that check to determine that save’s success.


Discipline: Mithral Current (Counter)

Level: 2

Initiation Action: 1 immediate action

Range: Melee attack

Target: One creature

Duration: Instantaneous

By perfectly timing your counterattacks, you can force your opponent into a position where they are unable to further attack you. You can initiate this counter in response to a melee or ranged attack being made against you. Make an attack roll with a weapon you are wielding. If your attack roll is higher than your opponent’s, their attack is negated and they must succeed on a Reflex Save (DC 12 + your initiation modifier) or be unable to target you with any other attacks this turn.


Discipline: Scarlet Throne (Counter)

Level: 2

Initiation Action: 1 immediate action

Range: Personal

Target: You

Duration: Instantaneous

The focus required in battle allows the disciple to anticipate incoming attacks. The disciple makes a Sense Motive check and add a +2 competence bonus to the roll, opposing a single melee or non-spell or spell-like ability ranged attack. If successful, the disciple negates the attack.


Discipline: Shattered Mirror (Counter)

Level: 2

Initiation Action: 1 immediate action

Range: Close (25 ft. + 5 ft./2 levels)

Target: You and one other creature

Duration: 1 round

You ensnare yourself and a foe in a reflective relationship. You can initiate this counter in response to opponent within close range (25 feet + 5 feet per 2 initiator levels) being targeted by a power, psi-like ability, spell, or spell-like ability. For one round, any such effect targeting that opponent also targets you (and vice versa), even if it normally could not affect that many targets or one of you would be out of range. This counter happens before the effect takes place, allowing you to gain the effect you responded to.


Coronet of the Theologian

Descriptors: None

Class: Guru, Promethean, Stormbound, Vizier, Volur

Slot: Head, Headband

Saving Throw: None

A simple crown of silver akasha rests upon your brow, expanding your mind to consider things it might once have not.

When shaped this veil expands your mind, allowing you to better grasp new concepts, and to unearth hidden meaning from what you already know. Shaping this veil grants you gain a +1 insight bonus to Intelligence-based skill checks and ability checks.

Essence: For each point of essence invested in this veil, the bonus it provides increases by +1.

Chakra Bind (Head): [G8, P6, St6, Vi6 Vo5] Binding this veil to your Head chakra allows you to gain sudden bursts of insight into otherwise hidden knowledge. As an immediate action, you can reroll a single Intelligence-based skill check or ability check, and take the higher of the two rolls. You can use this ability a number of times per day equal to 1 + your veilweaving modifier (minimum 2).

Chakra Bind (Headband): [G11, P12, St12, Vi12 Vo11] Binding this veil to your Headband chakra expands your mind to such a degree that you can connect ideas and logic together in ways that seem unintuitive to most. Whenever you roll an Intelligence-based skill or ability check, you roll twice and take the higher result. You can use this additional ability a number of times per day equal to 1 + your veilweaving modifier (minimum 2). You must choose whether or not you are using this ability before the check is rolled.


Additionally as an immediate action, after you roll an Intelligence-based skill or ability check but before the results are revealed you may take a number of points of essence burn up to your veilweaving modifier (minimum 1) to increase the insight bonus provided by this veil by an amount equal to the number of points of essence burned.


Band of Fortune

Descriptors: none

Class: Vizier

Slot: Ring

Saving Throw: none

The leader of the halfling’s was gifted a ring to bring them a touch of luck.

Shaping this veil causes you to become inexplicably lucky. Whenever you roll a d20 or an enemy within 30 feet rolls a d20, after you see the results of the roll you can roll a second d20 as an immediate action. You can then choose which of the results of these d20’s is used for that roll. You can use this ability a number of times per day equal to 3 + your veilweaving modifier.

Essence: For each point of essence invested in this veil, you may modify the roll of your second d20 by plus or minus 1 (to a maximum of 20, and a minimum of 1). This adjustment is counted as the natural roll of the die, allowing it to be a critical success or critical failure.

Chakra Bind (Ring): [Vi9] Binding this veil to your Ring chakra causes the energy of fate to boon your lucky allies, and curse your unlucky foes. Whenever an ally within 30 feet of you rolls a natural 20 on any d20 roll, the powers of fate imbue them with luck for 1 minute, granting them a +2 luck bonus on all of their d20 rolls of the same type (ability checks, attack rolls, caster/manifestation/veilweaving checks, saving throws, skill checks) for the next minute.

Whenever an enemy within 30 feet of you rolls a 1 on any d20 roll, the powers of fate curse them with unluck for 1 minute, imposing a -2 penalty on all of their d20 rolls of the same type for the next minute.

The bonuses and penalties applied by this effect are increased by 1 per three essence invested in this veil.

Every creature has a finite amount of essence in their being, referred to as an essence pool. While essence is not typically expended when veils or other akashic effects are activated, a given creature can only devote a certain amount of their essence to any particular function. This is done by investing the essence into the chosen receptacle, which could be a veil, akashic feat, or other ability. Unless otherwise noted, investing or reallocating essence to or from a valid receptacle is a swift action.


As a swift action, you can spend any number of spell points to gain half that many points of temporary essence (rounded down, minimum 0). You may only ever have a total amount of temporary essence using this ability at any time equal to your caster level with this sphere. These points of temporary essence persist until you rest to recover your spell points.

Additionally, as a swift action, you can choose to burn any number of points of temporary essence granted by this ability to gain a number of temporary spell points equal to the amount of temporary essence burned. These temporary spell points last for 1 minute.


Discipline: Spark of Battle (Stance)

Level: 1

Initiation Action: 1 swift action

Range: Personal

Target: You

Duration: Stance

The initiator enters a near meditative state, becoming hyper-sensitive to the movements of battle while simultaneously unlocking his own hidden potential. While in this stance, the initiator increases their ability to spark, sparking strikes when they roll a 19 or 20 on their attack roll, boosts when they roll a 19 or 20 on a skill check, or counters when an enemy rolls a 1 or 2 on their attack against the initiator.


Discipline: Radiant Dawn (Stance); Level: 1

Initiation Action: 1 swift action

Range: Personal

Target: You

Duration: Stance


DESCRIPTION


If you have 50% or fewer hit points, entering this stance can be done as a free action instead of a swift.

While you maintain this stance, you cannot heal creatures other than yourself, but any healing you receive is increased by 50%. If you would be healed for more than your maximum amount of hit points, you instead gain an amount of temporary hit points equal to the excess healing. These temporary hit points stack with other temporary hit points granted by you, up to a maximum of your maximum hit points, and last for one minute, until initiative is rolled, or you abandon this stance.

Essence: Each point of essence invested into this stance increases the amount of healing you receive by 2 (before being modified by the stance's effects). Each point of essence also increases your attack rolls, AC, and saves by 1.

Veilshifting

As the vizier’s ability to control the flow of magical essence throughout his body and equipment grows, he gains the ability to shape a small number of veils instantly. At 3rd level, the vizier may use a move action which provokes attacks of opportunity once per day to unshape one of his existing veils and instantly reshape the released energy into a new veil. The veil that he shapes using this ability cannot be bound to a chakra until he has spent one hour in meditation, even if the veil replaced this way was already bound. The vizier can use this ability one additional time per day for every four levels beyond 3rd. Each time he gains an additional use of this ability, the number of veils that he can reshape with a single use of this ability increases by one (for example, at 11th level the vizier can reshape up to three veils each time he uses this ability).

 

Sphereshifting

Whenever the recordkeeper uses their veilshifting ability, they can choose to reduce the number of veils they reshape to instead change an equal number of their talents granted by their recorded talents class feature. The recordkeeper can gain new spheres using this ability. The recordkeeper can choose to lose a base sphere using this ability if they have no other talents in that sphere. If they lose a base sphere granting a bonus talent from a drawback, that talent is lost as well.

The recordkeeper can also use this ability to remove any or all of one of their sphere’s sphere specific drawbacks, but they lose any talents granted by lost drawbacks. This counts as swapping one talent. They cannot do so if a lost talent is being used as a prerequisite.

Talents lost using this ability are treated as if the recordkeeper had lost a temporary talent (any non-instantaneous effects created by that talent are lost, and any talent that grants a limited number of uses is not refreshed if it is regained using this ability).

This modifies the vizier’s veilshifting class feature.


By spending 1 spell point as a move action that provokes attacks of opportunity, you can unshape one of your existing veils and instantly reshape the released energy into a new veil you know. The veil you shape using this ability cannot be bound to a chakra until you have spent one hour in meditation, even if the veil you unshaped was already bound.


Armlets of the Shaitan

Descriptors: Earth

Class: Stormbound, Vizier

Slot: Wrist, Shoulders

Saving Throw: None

Essence flows through your arms up to your shoulders, your limbs becoming the polished stone of a shaitan.

Shaping this veil causes your arms to take the form of stone and flowing sand, increasing your natural reach with your arms by 5 feet. This ability does not stack with other veils or spells that increase your natural reach, such as the long arm spell, but does stack with an increase in reach through size category increases, or feats such as Lunge.

Additionally, you gain a +1 insight bonus on melee attack rolls, melee damage rolls, and a +2 insight bonus on opposed Strength-based checks if both you and your foe are touching the ground. You take a –4 penalty on attack and damage rolls against airborne or waterborne opponents.

Essence: For each point of essence invested in this veil the insight bonus to opposed Strength-based checks increases by 1. Every 2 points of essence invested in this veil increases the natural reach of your arms by an additional 5 feet and the bonus to attack and damage rolls increases by 1.

Chakra Bind (Wrist): [St8, Vi8] Binding this veil to your Wrists chakra allows your arms to surge outwards in a whirlwind of sand and blades as a full-round action, allowing you to make one melee attack roll against each enemy within your reach. You must make a separate attack roll against each enemy.

Chakra Bind (Shoulders): [St10, Vi10] Binding this veil to your Shoulder chakra allows you to pass through earth and stone as if it were water. You gain a burrow speed of 10 feet, plus 5 feet per essence invested in this veil. You gain the earth glide universal monster ability, allowing you to pass through stone, dirt, or almost any other sort of earth except worked stone and metal as easily as a fish swims through water. If you are protected against fire damage, you can even glide through lava. Your burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of your presence.

Discipline: Radiant Dawn (Strike); Level: 2

Initiation Action: 1 standard action

Range: Melee or ranged attack

Target: One creature

Duration: Instantaneous


DESCRIPTION


This strike was created by a kobold leader to fight both controlling magics and vicious wounds. Make an attack. If it hits, it deals weapon damage as normal, and you can heal yourself and allies within close range (25 feet + 5 feet per 2 initiator levels) for a total number of hit points equal to twice your initiation modifier, divided as you choose between you and your allies. Alternatively, you may choose to grant a single ally within close range a saving throw against an ongoing effect on them that offers multiple saving throws over time to negate, or has its duration measured in rounds at the effect’s original DC, at the effect’s original DC. If it succeeds, the effect ends. This does not progress poison, diseases, or similar effects on a failed saving throw.

Essence: Each point of essence invested into this strike increases the total amount of healing done by 4 hit points. This healing is split up between targets normally.  


Discipline: Spark of Battle (Strike)

Level: 2

Initiation Action: 1 standard action

Range: Melee

Target: One creature

Duration: Instant

The initiator’s rapid speed allows him to catch an opponent a second time with the backswing of their weapon. When the initiator successfully strikes an opponent with this maneuver, they may roll the weapon damage dice for the attack a second time and add it to the damage dealt by the attack, treating any roll of 1 on the damage dice as a 2.

Special: If the initiator has the Spark of Inspiration feat, they may spend an additional stamina point when activating this maneuver to deal double their Strength bonus on the attack instead of their standard Strength bonus.


Discipline: Scarlet Throne (Strike)

Level: 2

Initiation Action: 1 standard action

Range: Melee attack

Target: One creature

Duration: Instantaneous

With supreme focus, comes great insight into the workings of a foe’s defenses. When the moment is right, the disciple releases his attack in a vicious upward swing. The disciple makes a Sense Motive check in place of his normal attack roll (he may add any enhancement bonus from his weapon or feats that apply from the use of his weapon to this Sense Motive check as well), and if this Sense Motive check equals or exceeds the target’s armor class, the attack deals double damage. If this check does not meet or exceed the target’s armor class, then the attack fails and the disciple misses.


Discipline: Veiled Moon (Strike) (Teleportation)

Level: 2

Initiation Action: 1 standard action

Range: Personal

Target: Up to the disciple’s movement speed

Duration: Instantaneous

The disciple learns the basic technique at this level for walking between worlds to reach locations that previously could be inaccessible on the mortal world and potentially attack foes at those locales. As a standard action, the initiator may either teleport to a location no farther away than his maximum movement speed, and make an attack action against an opponent as part of the same standard action, or attack an adjacent target and then teleport to a location no farther away than his maximum movement speed. The teleportation destination must be clearly seen by the disciple to teleport to that location, and it must be unoccupied.


Criniere of Warding

Descriptors: Good

Class: Guru, Lunar, Radiant, Vizier

Slot: Headband, Neck

Saving Throw: None

Pearlescent armor girds your neck and temples, surrounding you in a potent protective ward.

Shaping this holy veil grants you a +1 sacred bonus to AC and on all saving throws against attacks or effects created by evil creatures.

Essence: For each point of essence invested in this veil, the sacred bonus to AC and saving throws against attacks or effects created by evil creatures increases by +1.

Chakra Bind (Headband): [G11, L10/12, R9, Vi12] Binding this veil to your Headband chakra grants you the ability to breathe life into a touched willing creature or recently slain ally a number of times per day equal to 1 + your veilweaving modifier. This ability cures 1d8+1 points of damage plus an additional 1d8+1 per point of essence invested. Unlike other effects that heal damage, this ability can bring recently slain creatures back to life. If used on a creature that has died within 1 round, apply the healing from this effect to the creature. If the healed creature's hit point total is at a negative amount less than its Constitution score, it comes back to life and stabilizes at its new hit point total. If the creature's hit point total is at a negative amount equal to or greater than its Constitution score, the creature remains dead. Creatures brought back to life through this effect gain a temporary negative level that lasts for 1 day. Creatures slain by death effects cannot be saved by this ability.

Chakra Bind (Neck): [G14, L14/L16, R12, Vi14] Binding this veil to your Neck chakra allows you to extend its effects out in a 20 ft. aura around yourself. Any friendly creature within the aura gains a sacred bonus to AC and saving throws against attacks or effects created by evil creatures equal to 1/2 the bonus you are receiving from the veil’s base effect (rounded down, minimum 1) (for example, a veilweaver with 4 points of essence invested in this veil would gain a +4 sacred bonus to AC and saves against attacks or effects created by evil creatures and all other friendly creatures within the aura would gain a +2 sacred bonus). In addition, any evil-aligned creature who attempts to enter the area of this aura must succeed at a Will saving throw or be rebuffed, unable to enter the affected area. Creatures may attempt a new saving throw to enter the affected area each round. Creatures who are unwillingly forced into the area, such as by the veilweaver willingly moving near to them, automatically succeed at this saving throw.


Heaven’s Blessing

Descriptors: Good
Class: Guru, Nexus, Radiant
Slot: Body
Saving Throw: Will; see text

Runes of white light spiral out from your navel to encase your entire body in celestial scripture.

When you shape this potent protective veil the forces of good are channeled through your life energy, reinforcing you and your allies while debilitating your enemies. You and any ally who can see you gain a +1 sacred bonus to attack rolls, weapon damage rolls, and Charisma-based skill checks. Any enemy who can see you must succeed on a Will saving throw or take a -1 penalty to attack rolls, weapon damage rolls, and Wisdom-based skill checks for as long as they can see you and for 1 round thereafter.

Essence For each point of essence invested in this veil the bonus to yours and your allies weapon damage rolls and Charisma-based skill checks increases by +1, and the penalty to enemies weapon damage rolls and Wisdom-based skill checks is increased by an additional -1.

Chakra Bind (Body) [G20, N20, R18] Binding this veil to your Body chakra unleashes the full power of Heaven’s Blessing, allowing you to use holy word as a spell-like ability a number of times per day equal to 1 + your veilweaving modifier.


Interdiction

Descriptors: Compulsion, mind-affecting

Class: Fisherking

Slot: Voice

Saving Throw: Will; see text

An undertone of parental sternness laces your voice.

You can select a creature and make its actions against you more difficult as a standard action. You and your allies gain a + 1 morale bonus to AC and on all saving throws against attacks or effects from that creature. This bonus lasts as long as the selected creature can hear your voice or until you select a new creature.

Essence: For each point of essence invested in this veil, the morale bonus to saving throws against attacks or effects created by the selected creature increases by +1. For every 2 points of essence invested in this veil, the morale bonus to AC increases by +1.

Chakra Bind (Voice): [F9] Binding this veil to your Voice chakra gives greater weight to your prohibitions, making it more difficult for creatures to take actions that you forbid. As a standard action you can command a creature not to take a specific action, this functions as though casting forbid action with a caster level equal to your veilweaver level. If there are at least 4 points of essence invested in this veil it instead functions as greater forbid action.

Kingdom Effect: Once per year +1 additional time for every 5 veilweaver levels you possess your kingdom’s Marshal can eliminate a hazardous non-continuous event rolled as part of your kingdom’s event phase. Treat this as if the Political Calm event had been rolled instead.

Armlets of the Shaitan

Descriptors: Earth

Class: Stormbound, Vizier

Slot: Wrist, Shoulders

Saving Throw: None

Essence flows through your arms up to your shoulders, your limbs becoming the polished stone of a shaitan.

Shaping this veil causes your arms to take the form of stone and flowing sand, increasing your natural reach with your arms by 5 feet. This ability does not stack with other veils or spells that increase your natural reach, such as the long arm spell, but does stack with an increase in reach through size category increases, or feats such as Lunge.

Additionally, you gain a +1 insight bonus on melee attack rolls, melee damage rolls, and a +2 insight bonus on opposed Strength-based checks if both you and your foe are touching the ground. You take a –4 penalty on attack and damage rolls against airborne or waterborne opponents.

Essence: For each point of essence invested in this veil the insight bonus to opposed Strength-based checks increases by 1. Every 2 points of essence invested in this veil increases the natural reach of your arms by an additional 5 feet and the bonus to attack and damage rolls increases by 1.

Chakra Bind (Wrist): [St8, Vi8] Binding this veil to your Wrists chakra allows your arms to surge outwards in a whirlwind of sand and blades as a full-round action, allowing you to make one melee attack roll against each enemy within your reach. You must make a separate attack roll against each enemy.

Chakra Bind (Shoulders): [St10, Vi10] Binding this veil to your Shoulder chakra allows you to pass through earth and stone as if it were water. You gain a burrow speed of 10 feet, plus 5 feet per essence invested in this veil. You gain the earth glide universal monster ability, allowing you to pass through stone, dirt, or almost any other sort of earth except worked stone and metal as easily as a fish swims through water. If you are protected against fire damage, you can even glide through lava. Your burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of your presence.

In a typical combat encounter, Saijo begins in the Caged Sun stance.  She might start by flexing into a combat feat as a swift action (probably Deadly Agility for extra damage), then shifting her veils into more combat-oriented ones as a move action (probably Armory of the Conqueror or Armlets of the Shaitan).  For her standard, she'd probably initiate a strike such as Ruby Zenith Strike.