Veils:
Runic Breastplate
Descriptors: Enhanced (breastplate)
Class: Daevic, Huay, Kheshig
Slot: Shoulders, Body
Saving Throw: none
This breastplate is covered in strange runes that glow softly in the presence of magic.
Shaping this veil forms a breastplate over your body. This armor grants you a +6 armor bonus to AC, has a maximum Dexterity bonus of +3, an armor check penalty of -4, and confers a 25% arcane spell failure chance. Wearing this breastplate does not reduce your movement speed.
The armor bonus granted by this veil applies to your touch AC. You gain spell resistance equal to 6 + your veilweaving level. Your spell resistance is selective -- You may choose whether or not your spell resistance applies to each spell as it affects you. Choosing does not take an action, but you must be conscious to do so. This veil grants no additional insight on the spells cast upon you.
Essence: Each odd point of essence invested in this veil increases the armor bonus to AC by +1. Each even point of essence invested in this veil increases spell resistance by +1.
Chakra Bind (Shoulders): [D10, Hu10, K8/11] Whenever you successfully save against a spell, or whenever a spell misses you or fails to overcome your spell resistance, you gain temporary hit points equal to twice the spell’s level. These temporary hit points stack with other hit points granted by this veil and last for 1 minute or until otherwise used.
Chakra Bind (Body): [D12/20, Hu20, K18] You gain the benefits of this veil’s Shoulders bind. Whenever you successfully save against a spell, or whenever a spell misses you or fails to overcome your spell resistance, the runes of this breastplate drain the spell’s power, increasing your armor bonus to AC by the spell’s level for a number of rounds equal to your veilweaving level.
(Shoulders)
Rapture of the Gods
Descriptors: Sonic, Enhanced (heavy shield, see text)
Class: Daevic, Guru, Nexus, Soulforge, Stormbound
Slot: Hands, Wrists
Saving Throw: See text
A shield of hardened silvery akasha forms upon your arm, inlaid with gold and silver imagery of a raging storm. It hums and whistles when moved, and when struck it rings true.
Shaping this veil grants you a heavy shield that vibrates with devastating sonic energy. This veil acts as a heavy steel shield sized appropriately for you. When used to make a shield bash it is treated as a light weapon and has a damage die of 1d8 (1d6 for small creatures, 2d6 for large). While you have this veil shaped, you gain the benefits of both the Two-Weapon Fighting and Improved Shield Bash feats, even if you do not meet their prerequisites.
This veil is enhanced as if it were a weapon, rather than as a shield. The heavy shield created by this veil gains an enhancement bonus to its Shield AC equal to its enhancement bonus to attack and damage rolls (maximum +5 bonus).
Essence: For each point of essence invested in this veil, shield bashes made using this veil deal an additional 1d4 points of Sonic damage.
Chakra Bind (Hands): [D4, G2, N2, So2, St4] : Binding this veil to your Hands chakra lightens the shield dramatically, allowing it to be wielded with even greater finesse and skill. Whenever you make an attack with a different one-handed or light weapon as part of an attack action, you make a shield bash using this veil as a free action. In addition, when your base attack bonus reaches +6 you gain the benefits of the Improved Two-Weapon Fighting feat when making a full attack using this veil, and when your base attack bonus reaches +11 you gain the benefits of the Greater Two-Weapon Fighting feat as well.
Chakra Bind (Wrists): [D7, N8, So6, St8] Binding this veil to your Wrists chakra grants you all the benefits of the Hands chakra, and grants you the ability to counterattack foes who attack you. Once per round when you are attacked by a melee weapon or natural attack after the attack is resolved you may make a shield bash using this veil against that creature if it is within your reach. If you hit the creature and they take sonic damage from this veil, you may take a point of essence burn to force that creature to make a Fortitude saving throw. On a failed save, they are deafened for 1 minute and dazed until the beginning of their next turn. On a success, they are instead deafened for 1 round. If the creature is dazed in the middle of a full attack, they lose any additional attacks they have not made.
(Wrist)
Armaments of Faith
Descriptors: Enhanced (longsword, heavy steel shield), Paired (heavy steel shield (shield))
Class: Daevic, Helmsman, Kheshig, Radiant
Slot: Hands
Saving Throw: none
This veil calls forth a unique shield that houses a longsword. The engravings on both match to tell a story that changes each time they are called.
You can only enhance this veil as a weapon. This veil creates a longsword and a heavy steel shield.
You do not lose your shield bonus to AC when shield bashing.
Whenever you deal damage with a weapon created by this veil, your shield gains a charge. Whenever you make an attack with a shield bash, you may discharge these charges to gain an insight bonus to attack and damage equal to twice the amount of charges discharged. You may not have more than 1 charge at a time. Charges last for 5 minutes or until otherwise discharged.
Once per round, when you deal damage with a shield bash that you expended charges on, you gain temporary hit points equal to the damage dealt. These temporary HP last for one minute or until initiative is rolled. Attacks that spend charges cannot generate charges on hit.
Essence: Each point of essence invested in this veil increases the amount of charges you may have by 1.
Chakra Bind (Hands): [D4, He2, K2/5, R3] Whenever an ally adjacent to you is hit with an attack, as an immediate action, or by burning 1 point of essence as a free action that can be done even when it is not your turn, you may choose to be hit by that attack in their place. If the attack deals damage, you reduce the amount of damage you take from that attack by 1 for every point of essence invested in this veil.
(Hands)
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.
(Hands)
Maneuvers
Dimensional Strike
Level: 1
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous
By shifting slightly between two worlds, the disciple confuses the senses of his foe so he may land his attack more easily. The initiator initiating this strike causes his foe to be flat-footed to this attack.
Hungry Stillness Strike
Discipline: Unquiet Grave (Strike Level: 1
Prerequisites: None
Initiation Action: 1 standard action
Range: Melee attack
Target: Creature struck
Duration: Instantaneous
DESCRIPTION
You infuse your weapon with negative energy as you strike your foe. Make a melee attack. If it hits, it deals weapon damage as normal plus an additional 1d8 points of negative energy damage.
Red Zephyr's Strike
Discipline: Scarlet Throne (Strike)
Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
With swiftness born of skill, a disciple of the Scarlet Throne learns how to move through the battlefield as lord among warriors. The disciple makes an attack against a foe, and if successful, he may make an immediate 10-ft. movement which does not provoke attacks of opportunity.
x
Scything Strike
Discipline: Scarlet Throne (Strike)
Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
The principles of the Scarlet Throne teach its disciples that every swing must be made with precision and excellence; no movement is wasted and no attack should be fruitless. The disciple may make a single attack against two adjacent enemies using the same attack roll and applying it to each target.
Cursed Fate
Discipline: Veiled Moon (Strike) (Mind-affecting)
Level: 2
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous
The disciple can befuddle and bewilder his opponent with this strike, causing a grave imbalance in the psyche of the victim. The initiator must make a successful attack against the target, inflicting an additional 2d6 points of damage and the target must attempt a Will save (DC 12 + initiation modifier) or suffer a -4 to all d20 rolls until the disciple’s next turn.
x
Darkened Axe Style
Discpline: Unquiet Grave (Boost Level: 3
Prerequisites: 1 Unquiet Grave maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
DESCRIPTION
You infuse your attacks with negative energy, draining the life of your victims. When you initiate this boost, your melee attacks deal an additional 2d8 points of negative energy damage for 1 round.
Dazing Attack
Discipline: Scarlet Throne (Strike)
Level: 3
Prerequisites: One Scarlet Throne maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous, or one round
The swiftness of the Scarlet Throne disciple’s blade is a thing of terrific power, and by initiating this strike he demonstrates this potency. The disciple makes a melee attack against a target which if successful inflicts an additional 3d6 points of damage and upon a failed Fortitude save (DC 13 + initiation modifier) dazes the opponent for one round
x
Strike of Defeat
Discipline: Scarlet Throne (Strike)
Level: 3
Prerequisites: One Scarlet Throne maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
‘A dead foe is a foe that can trouble you no more,’ is an old adage of the Scarlet Throne disciple. An injured foe is easy prey, but is still a foe nonetheless. By utilizing this swift executioner’s strike, the Scarlet Throne disciple removes a potential threat and obstacle from his path. The disciple makes an attack against a foe which if successful deals additional damage determined by the state of the enemy’s hit points. If the enemy has more than 75% of his total hit points, this strike does no additional damage. If the foe has less than 75% hit points, this strike inflicts an additional 4d6 points of damage. If the foe has less than 25% of his total hit points, this strike inflicts an additional 8d6 points of damage.
x
Flicker Strike
Discipline: Veiled Moon (Strike) (Teleportation)
Level: 4
Prerequisites: One Veiled Moon maneuver
Initiation Action: 1 standard action
Range: Melee attack, movement speed
Target: One creature
Duration: Instantaneous
In a flickering blur of teleportation and movement, the Veiled Moon disciple may disappear, blink into existence to strike a foe, and then disappear again to appear a safe distance away. The initiator may teleport up to his movement speed to a target enemy, make an attack or a combat maneuver (such as disarm or trip) against the foe using its flat-footed armor class or CMD (denying the target his Dexterity bonus due to the surprising nature of the attack), then teleport away up to his movement speed, all without drawing attacks of opportunity for the movement or attack.
x
Weeping Scarlet Razor
Discipline: Scarlet Throne (Strike)
Level: 4
Prerequisites: One Scarlet Throne maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Special
Even the basest common soldier knows that there are places on a man’s body where if he were to be stabbed, then he would bleed out in minutes. The Scarlet Throne disciple takes this knowledge and arms himself with his superior skill to utilize this arterial strike against his foes. The initiator makes a melee attack against a target creature, and if successful, this attack inflicts an additional 4d6 points of damage and the target begins to bleed profusely, inflicting 4 points of bleed damage per round until a successful Heal check (DC 20) or a spell or effect that cures hit point damage has been administered to the target.
x
Warp Worm
Discipline: Veiled Moon (Strike) [Teleportation, Force]
Level: 5
Prerequisites: Two Veiled Moon maneuvers
Initiation Action: 1 full round action
Range: Melee touch
Target: Up to three targets
Duration: Instantaneous
By creating temporary breaches between the worlds of the Material and the Astral, the disciple may teleport through a few enemies and emerge from the space between worlds having done his foes great internal harm. The initiator makes a melee touch attack against a target, and may teleport to another target no more than 20-ft. from the first (and do the same for a third target) making another melee touch attack on each subsequent target and inflicting 10d6 points of force damage to all affected. On a failed attack or after the final target, the disciple appears up to 15-ft. from the final target to finish his turn. The touch attacks themselves cannot be unarmed strikes or weapon strikes that inflict damage normally; the disciple must lay their hand against the target in a non-damaging way to initiate this maneuver (even if wielding a weapon in that hand, this can be used by simply touching the target with a fist or back of the hand).
Essence Shattering Strike
Discipline: Veiled Moon (Strike) [Force]
Level: 5
Prerequisites: Two Veiled Moon maneuvers
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous, 1d4 rounds
With a powerful strike, the Veiled Moon disciple attacks at the very spirit of his foe with his silver-blue light. The initiator makes an attack against a target creature, and inflicts an additional 6d6 points of force damage and dazes his foe for 1d4 rounds due to the disturbance on a failed Fortitude save (DC 15 + initiation modifier).
Stances
Leaping Spirit Dance
Discipline: Veiled Moon (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Light as a feather, the Veiled Moon disciple moves gracefully in combat, with the smooth and practiced grace of an incorporeal being. The disciple gains a +2 dodge bonus to AC and a +2 competence bonus to Reflex saves while in this stance so long as he moves at least 10 feet on his turn each round. This bonus increases by +2 at initiator level 9, and by an additional +2 at initiator level 17.
Scarlet Einhander
Discipline: Scarlet Throne (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
By adopting this stance, the disciple presents a slim profile to his foes, holding his weapon low and one-handed, and leads with his blade in an elegant and graceful manner, his strikes strong and his profile aiding him in defense. When wielding a melee weapon in one hand, the initiator presents a slim profile with strong offensive and defensive ability. The initiator gains a +2 shield bonus to his Armor Class and inflicts an additional 1d6 points of damage while in this stance. The shield bonus granted by this stance increases by +1 when the character’s initiator level reaches 6th, and increases again by +1 at 12th and 18th initiator level. Upon reaching 10th initiator level, the bonus damage increases to 2d6.
Formless Dance
Discipline: Veiled Moon (Stance) [Glamer]
Level: 3
Prerequisites: One Veiled Moon maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
The Veiled Moon disciple immerses himself in a sort of dimensional flux, causing him to be able to see what cannot be perceived and seemingly be in many places at once. While in this stance, the initiator gains the benefits of a see invisibility spell and the blur spell.
Stance of the Ether Gate
Discipline: Veiled Moon (Stance) (Teleportation)
Level: 5
Prerequisites: Two Veiled Moon maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
By shifting his essence partially into the Astral plane, the disciple finds that moving through that plane as just as easy as moving through the Material plane. While the disciple is in this stance, he may teleport up to his movement speed as a move action, or twice his movement speed as a full round action, at will. He must see his destination clearly to be able to teleport to it. The initiator may not take any creatures with him when teleporting; only himself and the gear he is carrying plus up to an additional 20 lbs. This stance meets the qualifications for the Dimensional Agility feats, should the initiator wish to take them.