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Helmsman

More frequently than not, evolution results in expansive transformations. Bodies and systems grow larger and more complex, with many more aspects and parts than its progenitors could ever have comprehended. Such is the case with war, where individual warriors have eventually found themselves supplanted by troops and formations and those organizations have eventually been invalidated by vast and mighty war machines.

However, such machines are worthless without guidance and command. Helmsmen act as the minds as well as the hearts of the vessels they operate, ordering them in battle and pushing them far beyond their normal capacity. Pouring their own knowledge and energy into their armaments, these sage commanders harness technology to the utmost, utilizing it to assert themselves as unchallenged lords of war.

Role: The helmsman utilizes a powerful vessel to command the battlefield, either from close quarters as an immense sentinel or from range as a destructive artillery battery. Either way, the helmsman is more than capable of adapting his vessel to suit a variety of dangerous situations.

Alignment: Helmsmen can be of any alignment, but those that serve in military affairs typically possess an inclination towards discipline and thus a lawful bent. Chaotic helmsmen are more frequently pirates, renegades, or others who seek to use their mastery of piloting for their own inclines. Helmsmen have no particular favor of either good or evil and exist on both sides in equal frequency.

Hit Dice: d8

Class Skills: The helmsman’s class skills are Acrobatics (Dex), Appraise (Int), Craft (any) (Int), Diplomacy (Cha), Disable Device (Dex), Escape Artist (Dex), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (engineering) (Int), Knowledge (martial) (Int), Perception (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Swim (Str).

Skill Points per level: 4 + Intelligence modifier.

Table 1: Helmsman
Level Base Attack Bonus Fort Save Ref Save Will Save Special Veilweaving
Veils Essence
1st +0 +0 +2 +2 Bonded vessel, hypercharge 1 1
2nd +1 +0 +3 +3 Akashic armaments, chakra bind (hands) 2 2
3rd +2 +1 +3 +3 Hypercharge 2 3
4th +3 +1 +4 +4 Lifebound vessel, enhanced capacity +1 2 4
5th +3 +1 +4 +4 Hypercharge, chakra bind (feet) 3 5
6th +4 +2 +5 +5 Adaptive response 1/day 3 6
7th +5 +2 +5 +5 Hypercharge 3 7
8th +6 +2 +6 +6 Chakra bind (wrists) 4 8
9th +6 +3 +6 +6 Adaptive response 2/day, hypercharge, expanded akashic armaments 4 9
10th +7 +3 +7 +7 Interface binding, enhanced capacity +2 5 10
11th +8 +3 +7 +7 Hypercharge, chakra bind (shoulders) 6 11
12th +9/+4 +4 +8 +8 Adaptive response 3/day, turboboost 6 12
13th +9/+4 +4 +8 +8 Hypercharge 6 13
14th +10/+5 +4 +9 +9 Chakra bind (headband) 7 14
15th +11/+6/+1 +5 +9 +9 Hypercharge, adaptive response 4/day 7 15
16th +12/+7/+2 +5 +10 +10 Ultimate akashic armaments 7 16
17th +12/+7/+2 +5 +10 +10 Hypercharge, chakra bind (neck) 8 17
18th +13/+8/+3 +6 +11 +11 Improved turboboost, adaptive response 5/day 8 18
19th +14/+9/+4 +6 +11 +11 Hypercharge, enhanced capacity +3 8 19
20th +15/+10/+5 +6 +12 +12 Chakra bind (body), peerless strategist 9 20

Class Features

Weapon and Armor Proficiency

Helmsmen are proficient with simple weapons and one martial weapon of their choice. They are proficient with light and medium armor and with shields.

Veilweaving

A helmsman is adept at shaping the magical essence known as akasha into powerful veils, which are drawn from the helmsman veil list.

The helmsman knows and can shape any veil from this list; however, he cannot shape a veil whose alignment opposes his own. The DC for a saving throw against a veil’s abilities is 10 + the number of points of essence invested in the veil + his Intelligence modifier. He can only shape a certain number of veils per day (see veilweaving table above). The helmsman gains access to a unique veil slot: the interface slot. Veils are constructs of pure magic and, as such, are suppressed while in the area of an antimagic field or similar phenomena. If using the Akasha as Cybertech alternate ruleset, they are instead treated as technological effects that are suppressed by an antitech field or similar phenomenon.

At 1st level he also gains access to a personal pool of essence, which can be invested into veils to increase their power. The amount of available essence is listed in the table above; the helmsman’s character level determines the maximum quantity of essence he can invest in any single veil or other receptacle.

As a swift action, the helmsman can reallocate his essence investments into his veils every round.

A helmsman must have at least 8 hours rest or meditation to achieve a clear and focused state and must meditate for one hour to shape his veils for the day. During this time, he unshapes any previously formed veils and constructs the ones chosen. At the end of the hour, all effects of unshaped veils end and the effects of all newly formed veils take effect.

Bonded Vessel: A helmsman gains the use of a powerful and versatile machine that he is capable of augmenting with his akashic abilities. At 1st level, the helmsman chooses to gain either a companion mech or a companion vehicle. His effective pilot level is equal to his helmsman level. In addition, the helmsman’s bonded vessel gains the benefits of all feats, veils, and chakra binds that the helmsman is using, even if it would not have the corresponding components to use a veil (for example, a treaded mech could gain the benefits of a feet slot veil that the helmsman has shaped even though it does not have feet). If a veil creates a weapon (such as hand cannons), the weapons manifest somewhere on the bonded vessel (using the size of the helmsman to determine damage die) and may be used in addition to other weapons that the vehicle or mech possesses.

However, if the weapon is explicitly wielded in your hands (such as the loyal paladin’s spear of light), it takes up one weapon slot for each weapon created.

The weapon can take up multiple weapon slots if its size is increased beyond medium. In a process that takes 8 hours, a helmsman can choose another vehicle or mech to become his bonded vessel, causing his old vessel to lose all benefits of the helmsman’s class features. A single vessel cannot gain the benefits of more than one helmsman at a time.

Hypercharge (Su)

Starting at 1st level, a helmsman gains the ability to sacrifice essence to momentarily enhance the abilities of his bonded vessel. At 1st level and every odd-numbered level thereafter, the helmsman learns one hypercharge. As an immediate or swift action, the helmsman may activate one of his known hypercharges by taking the listed amount of essence burn. Essence that has been burned to activate an ability cannot be used again for any other purpose until the helmsman has had a chance to meditate. Essence burn recovers at a rate of 1 point of essence per minute spent in meditation. Each hypercharge last for a number of rounds equal to the helmsman’s Intelligence modifier unless otherwise specified.

At 1st level, a helmsman gains the ability to select the following hypercharges:

  • Overdrive (varies): The helmsman learns one overdrive ability possessed by the reactor knight psychic warrior archetype, using his Intelligence in place of Wisdom to determine the effects of attacks. For every boost point spent to use an ability, the helmsman instead takes one point of essence burn.
  • Overload (1 point): Choose one akashic armament or veil that the bonded vessel has essence invested in. For the duration of this hypercharge, the effective amount of essence invested is increased by 3, even if this would normally exceed the maximum number of allowed essence invested in the armament.
  • Roll with It (1 point): When the bonded vessel makes an attack roll or saving throw, the helmsman may burn a point of essence to reroll the attack or save.
  • Instant Repair (2 points): The bonded vessel recovers an amount of hit points equal to twice the helmsman’s level. This ability has a duration of instantaneous.

At 7th level, a helmsman gains the ability to select the following hypercharges.

  • Hardware Augment (3 points): The bonded vessel gains the benefits of a single mech enhancement for the duration of this hypercharge.
  • Press the Assault (2 points): When the bonded vessel makes an attack roll against a target, you may activate this hypercharge to make one additional attack with the same weapon. The duration of this hypercharge is instantaneous.
  • Software Augment (2 points): The bonded vessel gains the benefits of a single combat feat that they or the helmsman meet the Prerequisites: for the duration of this hypercharge.

At 13th level, a helmsman gains the ability to select the following hypercharges.

  • Break Free (3 points): The bonded vessel gains the benefits of a freedom of movement spell for the duration of this hypercharge.
  • Daring Escape (3 points): You may activate this hypercharge at any time to cause the vessel to move up to its speed as an immediate action. This movement does not provoke attack of opportunity.
  • Expansive Blast (4 points): The next ranged attack that the bonded vessel makes affects all opponents within a 60-foot cone or 100: foot line. If the attack is already a line or cone, then the range of that attack may instead be doubled. The vessel makes a single attack roll and compares it to the AC of each target within the area. If the attack allows a saving throw, each target may make one.
  • Shockwave Strike (3 points): The next melee attack that the bonded vessel makes affects all opponents within a 15: foot cone or a 20: foot line. The vessel makes a single attack roll and compares it to the AC of each target within the area. If the attack allows a saving throw, each target may make one.
  • Tear Through (3 points): The bonded vessel’s attacks ignore any DR, hardness or energy resistance their targets possess for the duration of this hypercharge.

At 17th level, a helmsman gains the ability to select the following hypercharges.

  • Finishing Blow (3 points): This hypercharge may be used whenever the bonded vessel threatens a critical hit. The critical hit is automatically confirmed.
  • Last Stand (8 points): When the bonded vessel is destroyed, the helmsman may activate this ability. The vessel operates as if it were still functional for the duration of this hypercharge, ignoring any damage that it or its equipment takes in this time.

Akashic Armaments (Su)

Starting at 1st level, a helmsman gains the ability to imbue essence into his bonded vessel just as he would a veil. When investing essence into his vessel, he is limited by his veilshaper level as to how many points of essence he may invest into any one of the vessel’s armaments, but no limit exists regarding how many total points of essence may be invested into the vessel itself. If the vessel is destroyed, all of the essence invested in the mech is destroyed as essence burn.

Starting at 2nd level, the helmsman may augment his vessel in the following ways:

  • Agility: For every point of essence invested in this armament, the bonded vessel gains a +1 insight bonus to AC.
  • Artillery: For every point of essence invested in this armament, the vessel gains a +1 insight bonus to attack and damage rolls on all of its weapons. If the weapon allows a saving throw against one of its effects, increase the DC of that saving throw by 1.
  • Propulsion: For every point of essence invested in this armament, the bonded vessel’s movement speeds all increase by 5 feet. If at least 2 points of essence are invested in this ability and the bonded vessel possesses a fly speed, the maneuverability is increased by 1 step.

Starting at 9th level, the helmsman may augment his vessel in the following ways.

  • Endurance: For every point of essence invested in this armament, the vessel gains at +1 resistance bonus on all saving throws.
  • Repletion: For every point of essence invested in this armament, the vessel’s fast healing increases by 1. If it does not possess fast healing, it gains fast healing equal to the amount of essence invested in this armament.
  • Resilience: For every point of essence invested in this armament, the hardness of the vessel increases by 1.
  • Targeting: For every point of essence invested in this ability, the penalty from firing in multiple range increments or for making called shots with the vessel’s weapons decreases by 2.

Starting at 16th level, the helmsman may augment his vessel in the following ways.

  • Lethality: For every point of essence invested in this armament, the critical threat range of one of the bonded vessel’s weapons increases by 1. This bonus is does not stack with effects such as the keen weapon property or the Improved Critical feat, and has a maximum range of 15: 20.
  • Responsiveness: For every point of essence invested in this armament, you gain a +1 insight bonus to initiative checks when piloting the vessel.
  • Tenacity: For every point of essence invested in this armament, the vessel gains the ability to gain the benefits of an additional Hypercharge as part of the same action the helmsman uses to activate an hypercharge.
  • Chakra Binds: At 2nd level and every 3 levels thereafter, the helmsman unlocks chakra binds in the following order: head, feet, wrist, shoulders, headband, neck, and body. Once a helmsman has unlocked a chakra bind, he may choose to bind a veil to that slot when shaping it to unlock its corresponding bind abilities.

Lifebound Vessel (Su)

Starting at 4th level, the helmsman’s bond with his vessel develops further, allowing the helmsman to sacrifice his own hit points to retain the integrity of his machine. Whenever the bonded vessel takes enough damage to destroy it, the helmsman can sacrifice any number of hit points.

Each hit point sacrificed in this way prevents 1 point of damage done to the vessel.

Enhanced Capacity

The helmsman is particularly talented at investing essence. At 4th, 10th, and 19th level the essence capacity of all the helmsman’s essence receptacles increases by one.

Adaptive Response (Ex)

Starting at 6th level, the helmsman gains the ability to rapidly adjust the essence within himself or his vessel in order to respond to threats quickly. Once per day, the helmsman can reallocate his essence as a free action rather than a swift action. He may do this even when it is not his turn. At 9th level and every 3 levels thereafter, the helmsman can use this ability one additional time per day (maximum 5/day at 18th level).

Interface Binding

At 10th level, the helmsman gains an exclusive chakra, built around interacting and merging with an assistive interface. Rather than an allocation of energy or material upon one’s body, the interface chakra represents an investment of one’s abilities into a mechanical entity or network that helps to coordinate the user’s actions and strategies.

Turboboost (Su)

At 12th level, a helmsman can infuse a vessel with a bind that they are not capable of normally utilizing, enhancing the machine dramatically at a cost. The helmsman’s bonded vessel gains the ability to gain the benefit of one additional chakra to which a veil of any kind can be shaped. However, every round that this chakra remains active, the helmsman takes an amount of essence burn equal to the amount of essence invested in this chakra.

Improved Turboboost

Starting at 18th level, the helmsman only takes one point of essence burn per round if the bonded vessel has 1 or more points of essence invested in the hypercharge chakra.

Peerless Strategist (Ex)

At 20th level, a helmsman’s skill and adaptability with his akashic abilities becomes second to none. The helmsman may shift his essence as an immediate action an unlimited number of times per day. In addition, the helmsman’s hypercharges require one fewer point of essence burn to use (minimum 0).

Favored Class Bonuses

Aasimar: Reduce essence burn for hypercharges by 1/4 (minimum 1).

Android: Bonded vessel gains +1 additional battery points

Blue: Increase essence capacity of bonded vessel by +1/6.

Duergar: Bonded vessel gains a +1/2 bonus to Fortitude saves.

Dwarf: Bonded vessel’s hardness increases by 1/3.

Elf: Gain +1/4 additional uses of tactical adaptation.

Forgeborn: Bonded vessel gains +1 additional hit points.

Gamla: Bonded vessel’s reach increases by +1 ft.

Gnome: One bonded vessel gains +1/5 additional weapon slots.

Goblin: Reduce time needed to modify or repair your bonded vessel by 1/2 hours (minimum 1 hour).

Halfling: Bonded vessel’s Dexterity score increases by +1/3.

Human: Gain +1/5 additional points of essence.

Kobold: Increase bonus of hypercharges by +1/3.

Maenad: Increase the bonuses from natural sailor by +1/2.

Merfolk: +1 to movement speed of bonded vessel.

Orc: Gain +1/4 additional hypercharges.

Oread: Gain +1/4 to damage made with vessel weapons.

Shabti: Creatures on bonded vessel gain +1/3 bonus on Profession (sailor) checks.

Ratfolk: Bonded vessel gains +1/2 bonus to Stealth and Acrobatics checks.

Sobek: Bonded vessel gains +1/3 natural armor bonus.

Suqur: Bonded vessel’s speeds increase by +2.5 feet.

Tengu: Gain +1/4 bonus to critical confirmation rolls with bonded vessel weapons.

Tiefling: +1/2 to AC of bonded vessel to confirm critical hits against it.

Undine: +5 feet on range increments of bonded vessel’s ranged weapons on or underwater.

Helmsman Veils

Veils are potent magical effects created using akashic magic. They blend many features of spells and magic items, binding the power of essence to the user or their surroundings to create magical effects.

The following new veils tap into the same areas of knowledge and study as the new helmsman class, though many of them are available to other wielders of akashic magic, such as daevics and viziers.

Table 7-1: Hands Slot Veils
Hands Slot Veils Description
Crusader’s Shield Create a barrier of akashic energy to shield your allies
Forcestrike Knuckles Deal force damage with unarmed strikes
Gauntlets of the Void Shape spiked gauntlets out of void energy
Loyal Paladin’s Spear of Light Create a spear made of pure akashic energy
Micro-Missile Gauntlet Fire missiles that deal force damage
Riven Darts Deal force damage with ranged touch attack
Storm Gauntlets Gain touch attack that deals elemental damage
Captain’s Guided Hand Gain bonus to Fly and Ride checks
Voidblade Create a greatsword made of the emptiness of the void
Warlord’s Fist Gain the ability to Intimidate multiple foes at once
Balor’s Whip Create a massive whip to fight with
Blackened Pitchfork Create a trident that sickens targets
Banelight Vortices Shoot damaging blasts of light
Efreeti’s Brass Scimitar Create a sword of flame
Ebon Stars Create two flails of dark matter
Sable Shots Create crossbows of darkness that automatically reload
Reaper’s Scythe Create a scythe that deals negative energy damage
Sword of Justice Create a sword which deals fire and holy damage
Table 7-2: Feet Slot Veils
Feet Slot Veils Description
Nanite Cloud Gain minor concealment against attacks.
Lava Walker’s Boots Walk on liquid surfaces as you would solid ground
Hover Boots Hover across non-solid surfaces
Immovable Boots Gain bonus to CMD vs. bull rush and trip maneuvers
Polar Snowshoes Gain a frigid aura
Sea Drake’s Talons Gain talon rake attacks and bonus to Acrobatics and Swim checks
Tauric Brace Increase effective size for performing maneuvers
Ruin Treads Gain a pair of claws which create difficult terrain
Marid’s Sanadils Gain a swim speed
Darkness Dragon Gain a bonus to Acrobatics and Fly checks
Boatman’s Ferry Gain the ability to walk on water
Table 7-3: Head Slot Veils
Head Slot Veils Description
Sentinel’s Helm Gain bonus to Perception and Sense Motive checks.
Mask of Elemental Adaptation Convert elemental damage to a different type
H.U.D. Gain bonus to Perception and Sense Motive checks
Stare of the Ghaele Gain a gaze attack that causes foes to become shaken
Void Countenance Mask of shadow increases Bluff checks and Will saves
Sparkling Alicorn Gain a gore attack which does more against undead
Iron Crown Gain a bonus on Diplomacy and Intimidate checks
White Rider’s Sash Shed light in a cone and gain a bonus on Intimidate checks
Djinni’s Turban Can levitate self and objects
Empty Maw Create a black hole that sucks creatures in
Table 7-5: Shoulders Slot Veils
Shoulders Slot Veils Description
Nanite Cloud Gain minor concealment against attacks
Gorget of the Wyrm Gain a draconic breath weapon
Spiked Pauldrons Gain bonus to CMD vs. Grapple checks and deal damage to grappling creatures
Vorpal Guards Gain bonus to AC vs. critical hit confirmation rolls.
Spore Wings Unleash spore cloud which damages nearby creatures
Pit Fiend’s Shroud Gain a fear aura
Shahzada’s Dissolution May call forth blasts of water
Ferryman’s Cloak Share negative effects with your attacker Angelic Wings Wings ease your fall
Table 7-6: Interface Slot Veils
Interface Slot Veils Description
Navigator’s Boon Constantly know direction and location
Dogfighter’s Third Eye Gain dodge bonus to AC, move when avoiding attacks.
Steel Ward’s Bond Communicate telepathically with construct
Expansive Uplink Speak telepathically with allies
General’s Beacon Know location of allies
Table 7-7: Headband Slot Veils
Headband Slot Veils Description
Circlet of Brass Increase power of spells and abilities which deal fire damage
Crown of Inevitable Command Lower foes’ mental resistance
Eyes of the Hawkguard Increase range of vision and ranged weapons
Dreamcatcher Gain bonus to selected knowledge skills
Eye of the Oracle Gain ability to boost attacks, checks, and saves
Halo of Holy Light Shed bright light in an aura
Table 7-4: Wrist Slot Veils
Wrist Slot Veils Description
Gauntlets of the Void Shape spiked gauntlets out of void energy
Armbands of the Irked Elephant Gain a special bull rush attack
Armory of the Conqueror Amplify the damage of a wielded weapon with akashic energy
Ditchdigger’s Armlets Create Earthen Explosions
Hand Cannons Grants a powerful ranged attack
Interference Bangles Inhibits machinery within 10 feet
Thurston’s Bladewards Gain DR/bludgeoning
Balor’s Whip Create a massive whip to fight with
Shackles of Perdition Create chains which guard against attacks
Blackened Pitchfork Create a trident that sickens targets
Efreeti’s Brass Scimitar Create a sword of flame
Ebon Blaze Propel yourself with jets of darkness
Darkholds Create a pocket dimension
Reaper’s Scythe Create a scythe that deals negative energy damage
Bracers of Oblivion Exude an aura of darkness Sword of Justice Create a sword which deals fire and holy damage
Table 7-8: Neck Slot Veils
Neck Slot Veils Description
Gorget of the Wyrm Gain a draconic breath weapon
Metabolist’s Scarf Gain a bonus on saving throws and AC vs. ranged attacks
Collar of Skilled Instruction Use aid another on allies at range
Sparkling Alicorn Gain a gore attack which does more against undead
Cry of the Erinyes Gain a sonic cone attack
Five Rivers Amulet Gain a bonus on saving throws vs. spells
Table 7-9: Belt Slot Veils
Belt Slot Veils Description
Cincture of the Dragon Gain enhancement bonus to natural armor
Guardian Sash Gain bonus to AC vs. critical threats
Stone Giant’s Girdle Gain a pool of temporary hit points
Tauric Brace Increase effective size for performing maneuvers
Unicorn’s Barding Exude aura which grants bonuses against fear
Pincer Arms Gain a pair of extra limbs with pincer attacks
Bloodeater’s Belt All attacks inflict 1 additional bleed damage
White Rider’s Sash Shed light in a cone and gain a bonus on Intimidate checks
Darkness Dragon Gain a bonus to Acrobatics and Fly checks
Ebon Blaze Propel yourself with jets of darkness
Belt of Fire Reduce the effects of diseases and hurt disease-carrying creatures
Belt of Woven Gold Teleport short ranges as a move action
Table 7-10: Chest Slot Veils
Chest Slot Veils Description
Cincture of the Dragon Gain an enhancement bonus to natural armor
Cuirass of Confidence Gain an aura that makes people friendlier
Ablation Field DR or hardness increases
Demon Lord’s Hunger Weapons used to attack you take damage
Devil’s Barbs Creatures striking you in melee must save or take damage
Table 7-11: Body Slot Veils
Body Slot Veils Description
Eyes of the Hawkguard Increase range of vision and ranged weapons
Stone Giant’s Girdle Gain a pool of temporary hit points
Martyr’s Toga Take an ally’s wound upon yourself
Robes of the Forgotten Deity Gain concealment vs. attacks
Interference Bangles Inhibits machinery within 10 feet
Unicorn’s Barding Exude aura which grants bonuses against fear
Voidblade Create a greatsword made of the emptiness of the void
Heart of the Efreet Creatures in contact with you take fire damage
Ebon Stars Create two flails of dark matter
Sable Shots Create crossbows of darkness that automatically reload
Heaven’s Blessing Grant allies a sacred bonus to attack and damage

Ablation Field

Class daevic, helmsman, nexus, radiant, vizier; Slot chest; Saving Throw none

The armor surrounding your form becomes fortified, nullifying attacks made against you While this veil is shaped, any DR or hardness that you possess is increased by 1.

Essence: For every point of essence invested in this veil, the bonus to DR or hardness increases by 1.

Chakra Bind (Chest): While this veil is bound to your chest chakra, you gain the constant benefits of the energy adaptation power with a manifester level equal to your veilweaver level.

Captain’s Guided Hand

Class daevic, helmsman, vizier; Slot hands; Saving Throw none

You gain the ability to properly control your vessel even in the most dangerous of situations While this veil is shaped, you can steadily control a vessel even as your environment lashes out against you. You receive a +1 bonus on all Fly, Ride, and Profession checks made to steer or control a vehicle.

Essence: For every point of essence invested in this veil, the bonus to Fly, Ride, and Profession checks increases by 1.

Chakra Bind (Hands): While this veil is bound to your hand chakra, you gain the ability to easily maneuver through treacherous effects. Any vessel you are piloting ignores non-magical difficult terrain as well as the effects of high winds.

Dogfighter’s Third Eye

Class helmsman; Slot interface; Saving Throw none

You duck and weave through combat with ease, predicting and sidestepping attacks as your rush towards your objective While using veil, you receive a +1 dodge bonus to your AC. In addition, any time that an attack misses you, you may move 5 feet as a free action.

This action does not provoke attack of opportunity.

Essence: For every point of essence invested in this veil, the dodge bonus increases by 1.

Chakra Bind (Interface): When this veil is bound, you gain blindsense out to 30 feet +10 feet for every point of essence invested in this ability.

Expansive Uplink

Descriptors mind-affecting; Class helmsman; Slot interface; Saving Throw none

Your mind affixes itself to those of your allies, allowing you to freely communicate with them regardless of barriers While using veil, you may communicate telepathically with allies within 400 ft. + 10 ft. per level.

Essence: For every point of essence invested in this veil, the range of this telepathy increases by 100 feet.

Chakra Bind (Interface): When this veil is bound, you also see and hear whatever allies you are communicating with can see or hear.

General’s Beacon

Class helmsman; Slot interface; Saving Throw Will negates (see text)

Every ally on the battlefield is under your constant surveillance, motes of which you are always aware.

While you shape this veil, you may select a number of allies equal to your veilweaving modifier.

You always know the location of these creatures provided that they are on the same plane as you.

Essence: For every point of essence invested in this veil, you may select two additional creatures.

Chakra Bind (Interface): When this veil is bound, you may reselect creatures to be affected as a standard action and may select unwilling creatures you can see to be seen with this ability. Creatures are allowed a will save to avoid the effects of this ability.

Interference Bangles

Class eclipse, helmsman, nexus, radiant, vizier; Slot wrist, body; Saving Throw Fortitude negates (affects objects)

Charged with electricity, your gauntlets arc with energy as machines around you begin to stutter While this veil is shaped, you gain a 10-foot aura which interferes with activity of technology.

Technological equipment within your aura must make a Fortitude save or glitch as if timeworn, and constructs must save or be staggered for so long as they are in your aura and for 1 round thereafter.

Likewise, veilweavers must save or have one of their veils suppressed (your choice) so long as they remain in the aura. You can suppress or activate this aura as a move action.

Essence: For every point of essence invested in this veil, the radius of this ability increases by 5 feet.

Chakra Bind (Wrist): When this veil is bound to your wrist chakra, magical abilities also begin to struggle. Creatures within your aura attempting to cast spells have a failure chance of 10% +5% for every point of essence invested in this veil.

Chakra Bind (Body): When this veil is bound to your body chakra and you have essence invested in it, you emanate an aura which completely obliterates either magic or technology within. You may choose to project either an antimagic field or antitech field over the range of this veil rather than its normal effects. You are unaffected by this field.

Ironclad Bastion

Class helmsman; Slot interface; Saving Throw none

Your vessel shields those inside, protecting them from assaults and easing movement for troops inside If a vessel is receiving the benefits of this veil, all creatures riding atop or inside it gain a +1 resistance bonus on all saving throws.

Essence: For every point of essence invested in this veil, the bonus on saving throws increases by 1.

Chakra Bind (Interface): When this veil is bound, allied creatures inside the vessel gain a bonus to movement speed equal to 10 ft. + 5 ft. per point of essence invested provided they are moving to other locations inside the vessel.

Navigator’s Boon

Class helmsman; Slot interface; Saving Throw none

The order of the universe is offered before you, your veil serving as a guide through any domain no matter how vast While using veil, you constantly know which direction you are facing, and gain a +1 bonus on all Knowledge (geography) checks and survival checks made to navigate.

Essence: For every point of essence invested in this veil, the bonus to survival and Knowledge (geography) checks increases by 1.

Chakra Bind (Interface): When this veil is bound, you gain the ability to use find the path as a spell-like ability once per day. The spell lasts until you find the location rather than wearing off after 10 minutes/level.

Steel Ward’s Bond

Class helmsman; Slot interface; Saving Throw Will negates

You link up to an artificial entity, communicating with them as easily as you would another humanoid

While using veil, you may attempt to form a mental link with a construct or computer as a standard action. Once you have done this, you may gain telepathy with the machine for 1 hour and may issue commands to it through telepathy.

Essence: For every point of essence invested in this veil, you may have this ability active on one additional construct or computer at the same time.

Chakra Bind (Interface): When this veil is bound, you gain the ability to quickly and effectively search through the mind of the construct for information.

This functions as mind probe with a save DC equal to your veil save DC, save that it affects constructs and does not allow power resistance. In addition, you can invest essence in akashic armaments and apply them to any construct as if it were your bonded vessel.</pWarlord’s Fist

Descriptors fear; Class eclipse, helmsman, nexus, vizier; Slot hands; Saving Throw none As you raise your fist in the air, it petrifies foes around you with terror While this veil is shaped, you may as a full-round action make an Intimidate check against any number of creatures within 30 feet.

Essence: For every point of essence invested in this veil, you receive a +1 bonus on Intimidate checks and the range of this veil increases by 5 feet.

Chakra Bind (Hands): If this veil is bound to the hands chakra, all creatures Intimidated by this ability are frightened for the first round rather than shaken.

Section 15: Copyright Notice

Arcforge: Technology Expanded © 2018, Legendary Games; Authors: Matt Daley, Michael Sayre.