Veils

The veils are listed in alphabetical order.

Table: Hands Slot Veils
Veil Class(es) Effects
Crusader’s Shield Daevic Create a barrier of akashic energy to shield your allies
Forcestrike Knuckles Daevic, Guru Deal force damage with unarmed strikes
Gloves of the Master Thief Guru Gain bonuses to Sleight of Hand and Disable Device checks
Hands of the Bard Guru, Vizier Gain bonuses to concentration checks and certain spell DCs
Immaculate Touch Daevic, Guru Grants the ability to heal allies with a touch
Lashing Spinnerets Guru, Vizier Gain various arachnid-themed abilities
Loyal Paladin’s Spear of Light Daevic, Guru, Vizier Create a spear made of purified akashic energy
Plaguebringer Gauntlets Daevic, Guru Deal negative energy damage with your touch
Riven Darts Vizier Deal force damage with ranged touch attacks
Snakehandler’s Gauntlets Guru, Vizier Gain DR and bonus to saves vs. poison
Storm Gauntlets Vizier Gain touch attack that deals elemental damage
Utterdark Shield Daevic Turn a shield into a negative energy portal
Wrathful Claws Daevic Gain a pair of claw attacks
Table: Feet Slot Veils
Veil Class(es) Effects
Coward’s Boots Vizier Gain bonuses to movement speed
Horselord’s Greaves Vizier Gain bonuses to Handle Animal and Ride checks
Immovable Boots Daevic, Guru Gain a bonus to CMD vs. bull rush and trip attempts
Lavawalker’s Boots Guru, Vizier Walk on liquids and gain resistances
Lover’s Tread Daevic Gain bonuses to trip, Bluff opponent to prevent attack of opportunity
Pestilence Cloak Vizier Gain illusory concealment
Polar Snowshoes Vizier Gain a frigid aura
Sea Drake’s Talons Daevic Gain talon rake attacks and bonuses to Acrobatics and Swim tests
Stalker’s Tabi Guru, Vizier Gain bonuses to Acrobatics and Stealth checks
Tauric Brace Vizier Increase effective size for performing maneuvers
Table: Head Slot Veils
Veil Class(es) Effects
Diadem of Pure Reflection Guru Gain bonus on saves vs. blind, daze, and stunning effects
Horns of the Minotaur Vizier Gain a gore attack
Mask of Elemental Adaptation Guru Convert elemental damage to a different type
Sentinel’s Helm Vizier Gain bonuses to Sense Motive and Perception
Stare of the Ghaele Vizier Gain a gaze attack that causes foes to become shaken
Table: Wrist Slot Veils
Veil Class(es) Effects
Armbands of the Irked Elephant Daevic Gain special bull rush attack
Armory of the Conqueror Daevic Amplify the damage of a wielded weapon with akashic energy
Bangles of the Jealous Seductress Vizier Gain an aura that fascinates foes
Ditchdigger’s Armlets Vizier Create earthen explosions
Embrace of the Old Ones Daevic, Guru Gain bonuses to disarm foes
Hand Cannons Vizier Grants a powerful ranged attack
Lashing Spinnerets Guru, Vizier Gain various arachnid-themed abilities
Storm Gauntlets Vizier Gain touch attack that deals elemental damage
Tentacles of Abolethic Sovereignty Vizier Gain tentacle attack that penalizes foe’s Charisma
Thurston’s Bladewards Daevic, Vizier Gain DR/slashing
Utterdark Shield Daevic Turn a shield into a negative energy portal
Table: Ring Slot Veils
Veil Class(es) Effects
Dark Lord’s Ring of Essence-Binding Vizier Gain a zombie servant
Deathchannel Ring Vizier Deal negative energy damage to nearby creatures
Light Whip Vizier A whip of light trips nearby enemies
Ring of the Abjurer Vizier Gain an armor bonus to AC
Stormcaller’s Band Vizier Bull rush enemies with a powerful gust of wind
Table: Shoulders Slot Veils
Veil Class(es) Effects
Bralani’s Brooch Vizier Gain resistance to electricity
Courtesan’s Cloak Daevic, Guru Gain a bonus to Stealth checks and saving throws
Embrace of the Old Ones Daevic, Guru Gain bonuses to disarm foes
Gorget of the Wyrm Vizier Gain a draconic breath weapon
Mantle of Murderous Intent Vizier Blast foes with a cone of mental energy
Spiked Pauldrons Daevic, Vizier Gain bonus to CMD vs. grapple checks and deal damage to grappling creatures
Vorpal Guards Vizier Gain bonus to AC vs. critical hit confirmation rolls
Table: Headband Slot Veils
Veil Class(es) Effects
Circlet of Brass Guru, Vizier Increase the power of spells and abilities which deal fire damage
Crown of Inevitable Command Vizier Lower foe’s mental resistance
Dreamcatcher Daevic, Guru, Vizier Gain bonus to selected Knowledge skills
Eye of the Oracle Vizier Gain ability to boost attacks, checks, and saves
Eyes of the Hawkguard Vizier Increase range of vision and ranged weapons
Frostbite Halo Vizier Halo amplifies cold damage
Table: Neck Slot Veils
Veil Class(es) Effects
Bralani’s Brooch Vizier Gain resistance to electricity
Collar Of Skilled Instruction Vizier Use aid another on allies at range
Courtesan’s Cloak Daevic, Guru Gain a bonus to Stealth checks and saving throws
Gorget of the Wyrm Vizier Gain a draconic breath weapon
Metabolist’s Scarf Guru Gain a bonus to AC and saves vs. ranged attacks
Table: Belt Slot Veils
Veil Class(es) Effects
Cerebral Catastrophe Cinch Vizier React to targeted spells with disruptive bursts of mental energy
Cincture of the Dragon Daevic Gain an enhancement bonus to natural armor
Guardian Sash Guru Gain bonus to AC vs. critical threats
Horselord’s Greaves Vizier Gain bonuses to Handle Animal and Ride checks
Stalker’s Tabi Guru, Vizier Gain bonuses to Acrobatics and Stealth checks
Stone Giant’s Girdle Daevic, Guru, Vizier Gain a pool of temporary hit points
Tauric Brace Daevic, Vizier Increase effective size to perform maneuvers
Waistband of the Wealthy Daevic, Vizier Gain a bonus to Bluff and Sense Motive checks
Whirlpool Lash Daevic Gail a tail slap and swim speed
Table: Chest Slot Veils
Veil Class(es) Effects
Breastplate of Bloody Conflict Daevic Deal additional damage when suffering bleed effects
Cincture of the Dragon Daevic Gain an enhancement bonus to natural armor
Cuirass of Confidence Daevic, Vizier Gain an aura that makes people friendlier
Heart of the Wight Vizier Gain undead related resistances
Vestments of the Maharaja Vizier Gain a bonus to Diplomacy and Intimidate checks
Table: Body Slot Veils
Veil Class(es) Effects
Aerial Nimbus Guru Wearer can walk on air like solid ground
Behemoth Hide Daevic Gain DR/Piercing
Bloody Shroud Daevic, Guru, Vizier Gain an aura that causes wounds to bleed uncontrollably
Eyes of the Hawkguard Guru, Vizier Increase range of vision and ranged weapons
Mantle of Murderous Intent Vizier Blast foes with a cone of mental energy
Martyr’s Toga Guru Take an ally’s wound for yourself
Robe of the Forgotten Deity Vizier Gain concealment vs. attacks
Stone Giant’s Girdle Daevic, Guru, Vizier Gain a pool of temporary hit points
Table: Blood Slot Veils
Veil Class(es) Effects
Crimson Totem Daevic Create a totem that can buff allies or be used as a weapon
Daevic Aspect Daevic Gain abilities based on Daevic Aspect
Essence of the Succubus Daevic Gain a bonus to Charisma checks
Heartsblood Caress Daevic Affects the target with Unnatural Lust
Infernal Blood Daevic Your blood damages enemies who harm you

Veil Details

Aerial Nimbus

Descriptors none; Class(es) guru; Slot body; Saving Throw none

This veilweaver’s form seems somewhat hazy and out of focus, as though he were surrounded by a small cloud.

A veilweaver who wears this unusual veil is supernaturally light and attuned to the very air around them. While this veil is shaped, up to 10 feet of the wearer’s movement can be used to tread on air as if walking on solid ground. Moving vertically is similar to walking up or down a hill (the maximum upward or downward angle possible is 45 degrees, and the rules for moving on a diagonal apply—every second square of movement counts as 10 feet). Te wearer must still end their movement on a solid surface or they immediately fall.

Essence: For each point of essence invested in this ability, the wearer increases the amount of their movement that can be spent walking on air by an additional 10 feet. When at least 4 essence is invested in this veil, this veil’s effect no longer ends when your movement does, allowing you to remain in the air for as long as you wish

Chakra Bind (Body): When this veil is bound to the Body chakra, the wearer is treated as though under a constant air walk effect, but is never affected by strong winds unless they choose to be. The wearer can extend these benefts to one additional ally within 60 feet for each point of essence invested in this ability. Allies who end their turn outside of this ability’s area of effect immediately lose its benefts. Alternatively, the veilweaver may suspend the air walk effect as a standard action to summon an elder air elemental as though they had cast summon monster VIII with an unlimited duration. If the elemental is slain or dismissed all effects of this veil are suppressed for 1d4 rounds and the veilweaver cannot use the summon option of any instance of this veil for 24 hours. The veilweaver may dismiss the elemental as a standard action, returning it to the veil without su?ering any negative consequences, though if the elemental is summoned again before at least 8 hours have passed, any effects or damage it took previously persist

Armbands of the Irked Elephant

Descriptors none; Class(es) daevic; Saving Throw none

A veil of glistening ivory akasha wraps around your forearms, ending in a wicked point just behind the elbow.

The wearer of this veil does not provoke attacks of opportunity for performing a bull rush. Whenever they succeed at a bull rush attempt, they may make a melee attack roll against the target as a free action, dealing 1d6 + primary veilweaving modifer bludgeoning and piercing damage on a successful hit

Essence: For each point of essence invested in this ability the wearer gains a +1 insight bonus to attack and damage on the attack granted by this veil.

Chakra Bind (Wrists): Once bound to the Wrists chakra, this veil becomes hard as steel, granting a shield bonus to AC equal to the total essence invested.

Armory of the Conqueror

Descriptors none; Class(es) daevic, guru; Slot Hands, Wrists; Saving Throw none

A gleaming band of hardened akasha wraps around a shining blade, thrumming with the power of his essence.

Unlike most veils, Armory of the Conqueror has no effects until it is imbued with essence. When you shape this veil, choose one weapon you are wielding. The damage die for that weapon increases when essence is invested according to the progression detailed in the essence section. Ranged weapons confer this property on their ammunition, and thrown weapons retain this effective size increase until after the attack made using the thrown weapon is resolved.

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 frst, this size bonus increases by an additional category.

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

Chakra Bind (Wrists): The veil wrapping your weapon protects it from harm. In addition to granting the same benefts 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 a bonus on all saves vs. any effects which target it (such as a rusting grasp spell) equal to the amount of essence invested.

Bangles of the Jealous Seductress

Descriptors [mind-affecting]; Class(es) daevic, vizier; Slot wrist; Saving Throw Will negates

Shimmering circlets of akasha chime and jingle with each movement of your arms like the bracelets of an eldritch courtesan.

This mysterious veil draws the eyes of all creatures within an aura with a range of 5 feet, entrancing them with subtle sounds and glimmers of intriguing light. Any creature within this radius that fails its Will saving throw becomes fascinated for as long as it remains within the area of effect. A creature that successfully saves against this ability cannot be affected again for 24 hours. The wearer can activate or deactivate this ability as a standard action.

Essence: For each point of essence invested in this ability, increase the radius of effect by 5 feet.

Chakra Bind (Wrists): Binding this veil to your Wrist slot your forearms with jealous power, causing the veil to lash out with a miniature chakram of pure akasha against any who escape its hold. Whenever a creature who failed their initial saving throw vs. this ability is freed from the fascinated effect, you may make a ranged touch attack against them as a free action, dealing 1d8 points of slashing damage +1 per point of essence invested. If the creature is freed from the effects of the veil unwillingly, such as if the wearer moves out of range or deactivates the aura or if the affected creature is forcibly moved out of the area of effect, this effect does not trigger.

Behemoth Hide

Descriptors none; Class(es) daevic; Slot body; Saving Throw none

Rugged akasha with the appearance of thick mottled gray hide encases the wearer making them tougher and sturdier.

When this veil is formed the wearer gains DR 2/piercing.

Essence: Investing essence into this veil increases the granted DR by 1.

Chakra Bind (Body): When the wearer binds this veil to their Body chakra, they gain the weight and presence of some of the world’s mightiest beasts. Te wearer is treated as two size categories larger when determining how he is affected by spells and effects (for example, a medium sized creature would be treated as Huge when determining how gust of wind affects him), and for determining whether a creature can target him with a combat maneuver (a medium creature with this bind would generally be unaffected by a Bull Rush attempt from a similarly sized creature).

Bloody Shroud

Descriptors [evil]; Class(es) daevic, vizier; Slot body; Saving Throw Fort negates

This veil wreathes the wearer’s entire body and manifests as a tattered and blackened aura of akashic energy streaked through with rippling flashes of crimson.

The wearer of this shroud gains an aura with a range of 5 feet. Whenever a creature within the range of this aura takes piercing or slashing damage, the first 1 point of that damage is treated as bleed damage unless they succeed at a Fortitude save. This aura can be activated or deactivated as a standard action.

Essence: For each point of essence invested in this ability increase the range of your aura by 5 feet and increase the amount of damage treated as bleed damage by 1.

Chakra Bind (Body): Binding this veil to your Body slot fills you with darksome energy. This power is triggered as part of any melee attack with a weapon you are currently wielding. If you successfully score a critical hit against a target, the attack inflicts 1d4 negative levels (Fortitude 1/2). For each negative level inflicted this way you gain 1 temporary point of essence and 5 temporary hit points. The temporary essence lasts for 1 round and the temporary hit points expire after 1 hour.

Bralani’s Brooch

Descriptors [electricity]; Class(es) vizier; Slot neck; Saving Throw none

This silvery leaf-shaped cloak pin is little more than a radiant glimmer, but it confers the Bralani’s affinity for lightning upon the wearer.

This veil lends the wearer a small shard of a Bralani’s immunity to electricity. The wearer gains energy resistance 10 versus electricity.

Essence: For each point of essence invested in this veil, increase the granted resistance by 5.

Chakra Bind (Shoulders): Binding this veil to your Shoulders slot causes your akashic energy to whirl around you like a tornado, causing all ranged attacks to suffer a 10% miss chance against you, +5% per point of essence invested.

Chakra Bind (Neck): Binding this veil to your Neck slot adds the Bralani’s resistance versus harmful spells to your borrowed lightning resistance. While this veil is bound you gain spell resistance 18 +2 per point of essence invested in this veil.

Breastplate of Bloody Conflict

Descriptors: none; Class(es) daevic; Slot chest; Saving Throw: see text;

This horrifc veil appears as a massive bloody ribcage encircling the wearer’s torso.

While clad in this veil you thrive on bloody con?ict and are empowered by the same. Whenever you are taking ongoing Bleed damage you deal additional damage equal to that amount with all attacks made with manufactured or natural weapons (for example, if you are taking 5 Bleed damage each round, all of your weapon attacks would deal an additional 5 points of damage)

Essence: You gain DR 1/ Slashing or Piercing for each point of essence invested in this veil, allowing you to shrug o? attacks that don’t free the blood which empowers it.

Chakra Bind (Chest): Binding this deadly veil to your Chest chakra flls you with destructive power. All melee weapons you wield are treated as having the vicious weapon property; moreover, the damage dealt to you as a result of the vicious property is dealt as Bleed damage.

Cerebral Catastrophe Cinch

Descriptors: [mind-affecting]; Class(es): vizier; Slot: belt; Saving Throw: Will negates

This argent veil guards the body by devouring the mind of its wearer’s foes.

This protective veil is capable of converting akashic energy into disruptive psionic bursts that trace magical effects back to their source. Whenever the wearer of this veil is directly targeted by a magical spell or effect, they may spend an attack of opportunity to activate its power. The caster of the spell must succeed on a Will save or su?er a penalty to their Intelligence score equal to 1d4. This veil has no effect on spells that affect the veilweaver without specifcally targeting them (such as a fireball or burning hands spell), and the target’s Intelligence score cannot drop below 1.

Essence: For each point of essence invested in this ability the penalty to Intelligence in?icted increases by 1.

Chakra Bind (Waist): Binding this veil to your Belt chakra allows you to damage the attacker’s mind, and throw it into total disarray. Whenever a target fails their Will save and takes an Intelligence penalty due to this veil’s ability, they also become confused for a number of rounds equal to your primary veilweaving modifer plus the amount of essence invested in this veil. A confused target must roll on the following table at the start of each turn to determine their actions:

d% Result
01-25 Act normally
26-50 Drop all held items
51-75 Attempt to grapple nearest ally, believing they are a childhood pet or companion wandering into danger
76-00 Attack nearest creature with held item or unarmed strike (not including subject’s own familiar)

Circlet of Brass

Descriptors [fire]; Class(es) guru, vizier; Slot headband; Saving Throw none

This veil, first shaped by an ancient efreeti lord, molds akasha into a brazen circlet that seems to flicker and move like molten flame.

The wearer of this veil is especially potent at controlling the powers of flame. The wearer increases the save DC of any of his spells or abilities which deal fire damage by 1, and gains a +2 insight bonus to damage rolls with those abilities.

Essence: For each point of essence invested in this ability, increase the bonus to save DCs by 1 and the bonus to damage rolls by +2.

Chakra Bind (Headband): Binding this veil to your Headband slot invests your eyes with fiery energy. As a standard action, you may launch a ray of fiery energy from your eyes with a range of 60 feet. On a successful ranged touch attack, this ray deals 1d6 points of fire damage +1d6 per point of essence invested in this ability.

Collar Of Skilled Instruction

Descriptors none; Class(es) daevic, guru, vizier; Slot neck; Saving Throw none

This veil lends its magic to your voice commanding the attention of those around you.

The wearer of this veil can use the aid another action to assist an ally within 10 feet on a skill or ability check. The ally must be able to hear and understand your instructions, and you take all rolls and actions as normal for the chosen aid another action.

Essence: For each point of essence invested in this ability you can assist one additional ally and the range increases by 5 feet. If all allies are not engaged in the same task, using this ability is a full-round action rather than a standard action.

Chakra Bind (Neck): Binding this veil to your Neck slot fills you with an even greater ability to coordinate your allies and share your will. When you bind this veil choose one teamwork feat you meet the prerequisites for. As a standard action, you can grant this feat to yourself and all allies within 30 feet who can see and hear you. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels you possess. Allies do not need to meet the prerequisites of this bonus feat.

Coward’s Boots

Descriptors none; Class(es) guru; Slot vizier; Saving Throw none

A fluctuating aura of crystalline energy surrounds your feet and shins, causing each step to propel you forward with increased force

The Coward’s Boots, despite the name, can propel an intrepid adventurer into the fray just as easily as they can carry him out. A character manifesting this veil increases their base speed by 5 feet.

Essence: For each point of essence invested in this ability your base speed is increased by an additional 5 feet.

Chakra Bind (Feet): Binding this veil to your Feet chakra makes you particularly skilled at evading your enemies’ blades. As long as this veil is bound you gain the use of the Essence of Movement feat, even if you wouldn’t otherwise qualify for it, and essence invested in this veil also counts as essence invested in that ability.

Cuirass of Confidence

Descriptors [mind-affecting]; Class(es) daevic, vizier; Slot chest; Saving Throw Will negates

This golden veil is a pure construct of your unwavering belief that the world is rightfully yours.

While wearing this veil you project an unshakeable aura of authority that makes other beings naturally inclined to trust you. The attitude of any creature that fails a Will save against this veil is automatically improved by one step; they must make this save as soon as they come within 60 feet of the wearer. This ability lasts for 1 hour per character level at which point the affected target’s attitude drops one step. Any improvements to the affected creature’s attitude resulting from successful Diplomacy checks or other similar actions taken after the creature was affected by the ability remain. This veil has no impact on creatures without sight. Once a creature has passed or failed their save against this ability they cannot be affected again for 24 hours

Essence: For each point of essence invested in this ability you gain a +1 insight bonus to Diplomacy checks against any creature that has

Chakra Bind (Chest): Binding this veil to your Chest slot imbues it with even more potent abilities; when an opponent targets you with a melee or ranged attack, you can spend an immediate action to make a Diplomacy check. You can use the result as your AC or touch AC against that attack. If this attack comes from an opponent who you would gain a bonus to Diplomacy checks against due to this veil’s other abilities, that bonus applies to this check as well.

Dark Lord’s Ring of Essence-Binding

Descriptors [evil]; Class(es) vizier; Slot ring; Saving Throw none

The tainted essence flowing through this darksome veil attaches itself to the fading life energy residing in a corpse to bring it back to a crude semblance of life.

The wearer of this veil gains the ability to transform

a recently deceased medium humanoid body into a zombie under their control. Use the statistics for a human zombie. You can only have one creature created by this ability at any time. Using this ability while a prior instance is still active causes the first creature to collapse into dust.

Essence: For each point of essence invested in this ability, the zombie gains an additional 5 hit points and a +1 profane bonus to attacks, armor class, damage, save, channel resistance, and the DCs of any special abilities the zombie may have. If the wearer has invested at least 2 points of essence in this ability, the zombie gains the plague zombie template. If the wearer invests 4 points of essence in this ability, the zombie’s size increases by 1 category (as the enlarge person spell, but affecting undead).

Chakra Bind (Ring): Binding this veil to your ring slot causes the zombie to undergo a hideous transformation, becoming a cairn wight under your control.

Deathchannel Ring

Descriptors [evil]; Class(es) vizier; Slot ring; Saving Throw Will

This obsidian ring glimmers with a fell light as it drains the very life from nearby creatures.

When this veil is formed the wearer gains the ability to create a pulse of negative energy as a standard action that deals 1d6 damage to all creatures in a 5 foot radius. Creatures affected by this ability can make a Will save for half damage. The veilweaver can choose whether or not to have this ability affect them. This ability can be used a number of times per day equal to 1 + primary veilweaving modifier.

Essence: Each point of essence invested into this veil increases the damage by an additional 1d6 and the radius by an additional 5 feet.

Chakra Bind (Ring): When the wearer binds this veil to their Ring slot, the vile energies within it become even more potent. The damage dice for this effect increase to d8s and the wearer gains a profane bonus to damage rolls with this ability equal to the amount of essence invested.

Ditchdigger’s Armlets

Descriptors [earth]; Class(es) vizier; Slot wrist; Saving Throw Reflex half

These akashic armbands pulse with natural energy just before their wearer causes the earth to erupt in a violent cascade.

As a full-round action the wearer of this potent veil can cause the earth to erupt in a violent explosion. The wearer selects a 10 foot by 10 foot square within 50 feet and causes it to erupt, dealing 1d6 bludgeoning damage to all creatures in the area (Reflex save for

1/2). All terrain in the affected area becomes difficult terrain. Once this ability has been activated the wearer must wait 1d4 rounds for the veil to recharge before it can be used again. This ability has no effect if there is not a solid surface to explode within the affected area.

Essence: For each point of essence invested in this ability, the damage dealt increases by 1d6.

Chakra Bind (Wrist): When this veil is bound to the wearer’s Wrist slot, his ability to create earthen explosions drastically increases. The targeted area is now affected as though by a spiked pit spell with a caster level equal to his total veilweaver level. Creatures that succeed on their saving throw vs. the initial effect automatically succeed on their saves vs. spiked pit.

Dreamcatcher

Descriptors none; Class(es) daevic, guru, vizier; Slot headband; Saving Throw see text

This nearly invisible veil forms a crystalline web of eldritch energy that surrounds the user’s head like an intricate halo.

This veil is an elaborate magical construct designed to sift relevant bits of knowledge from the aether and provide them to the user. When the veilweaver first shapes the Dreamcatcher veil he gains a +2 bonus to one Knowledge skill of his choice, and can make checks with this skill as if trained.

Essence: For each point of essence invested in this veil, the bonus to Knowledge checks is increased by +2 and the user can select an additional Knowledge skill to gain these benefits. Unlike most veils, you must designate the amount of essence you will invest at the time you shape your veils for the day, and you cannot change or reassign this essence for 24 hours.

Chakra Bind (Headband): When a veilweaver binds this veil to their Headband chakra, no stray thought is hidden from them. The wearer benefits as though under the effects of a constant detect thoughts spell; creatures who succeed their Will save must save again after 3 rounds as though the veilweaver had cast a new instance of the spell. The DC for the detect thoughts increases by 1 for every two points of essence invested in this veil.

Eye of the Oracle

Descriptors none; Class(es) 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 taken when it is not your turn, 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): Tying this veil to the Headband chakra creates a nexus of divination magic within the wearer’s mind. A veilweaver who binds this veil acts as though under the constant effect of an analyze dweomer spell.

Eyes of the Hawkguard

Descriptors none; Class(es) guru, vizier; Slot headband or body; Saving Throw none

The archer lords of the far northern steppes were the first to manifest this potent veil, using its power to spy enemies long before they could become a threat.

When a character chooses to shape this veil he extends the range of all of his modes of vision (normal, low-light, darkvision, etc.), and the range increment of any ranged weapon he wields by 10 feet.

Essence: For each point of essence invested in this ability, the character’s increase to their field of vision and weapon range expands by an additional 10 feet.

Chakra Bind (Headband): You gain the ability to see invisible creatures and objects normally, as if under the effects of a see invisibility spell.

Chakra Bind (Body): You see all things as they truly are, as if you were under the effects of a constant true seeing spell.

Gorget of the Wyrm

Descriptors varies; Class(es) daevic, vizier; Slot shoulders or neck; Saving Throw Reflex half

A shimmering array of translucent scales girds your neck and trails down your back and shoulders when this veil is activated.

This veil allows the wearer to wield the destructive breath weapon of one of the chromatic dragons. When you first prepare this veil, choose an energy type (cold, fire, acid, or electricity). The veil’s descriptor matches the chosen type, and you gain a 15 foot cone or 30 foot line breath weapon that deals 1d4 damage of the selected type (Reflex save for half ). This breath weapon can be used as a standard action.

Essence: For each point of essence invested in this veil, increase the breath weapon’s damage by one step on the following scale: 1d4 > 1d6 > 3d6 > 5d6 > 7d6 > 9d6 > 11d6 > 13d6 > 15d6.

Chakra Bind (Shoulders): You gain a pair of pearlescent wings which grant you a fly speed of 20 feet (clumsy maneuverability). For each point of essence invested in this veil, your fly speed increases by 10 feet and the maneuverability improves by one step (clumsy > poor > average > good > perfect).

Chakra Bind (Neck): Binding this veil to your Neck slot allows you to take full advantage of your borrowed draconic might. While this veil is bound to your Neck slot the individual damage die for your breath weapon increase by one step (d4s become d6s, d6s become d8s). In addition, the veilweaver and all allies within 30 feet gain resistance to the energy type chosen for the breath weapon equal to 5 per point of essence invested.

Hand Cannons

Descriptors none; Class(es) daevic, vizier; Slot wrist; Saving Throw none

It’s said that this veil was developed after an adventuring akasha user witnessed the destructive power of a rampaging cannon golem.

Massive cylinders of whirling energy surround the arms of anyone wielding this potent veil. While the Hand Cannons are manifested you gain the ability to make a special ranged weapon attack with a range increment of 20 feet that deals 2d6 points of bludgeoning and piercing damage. You can attack with this ability as many times in a round as your base attack bonus allows, and this ability can be modified by feats which normally affect ranged weapon attacks, like Deadly Aim, Point-Blank Shot, and Rapid Shot. You must have at least one free hand to attack with this veil, and you cannot attack with this veil in the same round you attack with any other weapon. The wearer may choose to use their veilweaver level in place of their base attack bonus to determine their attack rolls and other abilities of this veil.

Essence: For every 1 point of essence invested in this veil, the range increment increases by 5 feet. For every 2 points of essence invested, the Hand Cannons add a +1 enhancement bonus (maximum +5).

Chakra Bind (Wrist): Binding these potent weapons to the Wrist chakra allows the wearer to unleash their full destructive power. When at least 2 points of essence are invested in this ability, the veilweaver may apply the effects of one of the following weapon enhancements to attacks with the Hand Cannons: flaming, frost, or shock. If he has at least 4 points of essence invested he adds the following options: flaming burst, icy burst, or shocking burst. If the veilweaver invests 6 or more points of essence in the ability, he can pick any two of the listed abilities.

Hands of the Bard

Descriptors none; Class(es) guru, vizier; Slot hands; Saving Throw none

Every twitch of your fingers or movement of your hand is trailed by wisps and after-images of rarified akasha making your movements difficult to follow.

When you shape this veil you gain a +2 bonus concentration checks made to cast defensively and to the DCs of all spells or abilities with the (pattern) descriptor.

Essence: For each point of essence invested in this ability, increase the bonus to Concentration checks and (pattern) DCs by +1.

Chakra Bind (Hands): Binding this veil to the Hands slot allows the wearer to use hypnotic pattern as a spell-like ability three times per day (DC 12 + primary veilweaving modifier).

Heart of the Wight

Descriptors [evil]; Class(es) vizier; Slot chest; Saving Throw none

While manifesting this veil the wearer’s flesh is covered in a deathly shroud and his eyes seem to reflect an eerie red light.

While using this veil the necrotic chill of the undead suffuses your chakra with malevolent energy. The wearer gains a +2 profane bonus to saves vs. death effects, disease, paralysis, poison, sleep, and stun effects.

Essence: For each point of essence invested into this veil, the bonus to saves increases by +1.

Chakra Bind (Chest): Tying this vile veil to your Chest slot mixes the energy of undeath directly into the core of energy that flows through your core. You become immune to damage or penalties to your physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects. While this veil is bound you cannot benefit from helpful effects that purposely cause damage to these scores. Negative and positive energy effects affect you as though you were an undead creature; negative energy heals you while you take damage from positive energy. You also gain channel resistance equal to the amount of essence invested in this veil.

Heartsblood Caress

Descriptors compulsion, emotion, mind-affecting; Class(es) daevic; Slot blood; Saving Throw Will negates

With this veil bonded to your blood, you gain the ability to drive creatures mad with desire. As a full round action you may blow a kiss, wink, or perform some other sensual action against a target within 25 feet, investing the action with potent energy and simulating an unnatural lust spell.

Essence: For each point of essence invested in this ability its range increases by 5 feet. For every 2 points of essence invested in this ability, its duration increases by 1 round.

Chakra Bind (Blood): By binding this veil to your Blood chakra, you are able to bring your power to bear more quickly and efficiently. You may activate this veil’s granted ability as a move action instead of a full round action.

Horns of the Minotaur

Descriptors none; Class(es) daevic, vizier; Slot head; Saving Throw none

Curving horns of pure akasha swirl forth from your brow, constantly reflecting their own fell light.

The curving akashic horns of this veil give you a gore attack that deals 1d4 damage. Unlike most gore attacks, this is always treated as a secondary attack, however the wearer may use their veilweaver level in place of their base attack bonus for this attack.

Essence: For each point of essence invested in this veil the damage it deals is increased by +2.

Chakra Bind (Head): Binding this veil to your Head slot allows it to be treated as a primary natural attack, even when used in conjunction with manufactured weapons. In addition, you gain a +1 insight bonus per point of essence invested on all attacks made with this veil.

Horselord’s Greaves

Descriptors none; Class(es) daevic, vizier; Slot feet or belt; Saving Throw none

Veridian akasha sheathes your body from the waist down as you form a veil of nature-infused energy designed for the specific purpose of making you a master cavalryman.

The wearer of this veil gains a +2 insight bonus to Handle Animal and Ride checks

Essence: For each point of essence invested in this ability increase the bonus to Handle Animal and Ride checks by +2.

Chakra Bind (Feet): Binding this veil to your Feet slot allows you to cast the mount spell as an at-will spell-like ability with a caster level equal to your character level. You can only have one instance of this ability active at any one time, and casting mount using this ability while a previous casting is still active instantly dismisses the first summoned mount. Any creature you are mounted on gains a +1 insight bonus to AC and saving throws, and 5 temporary hit points per point of essence invested in this veil.

Chakra Bind (Belt): Binding this veil to your Belt slot allows you to cast the phantom steed spell as an at-will spell-like ability with a caster level equal to your character level. You can only have one instance of this ability active at any one time, and using this ability while a previous casting is still active instantly dismisses the first steed

Any creature you are mounted on gains a +1 insight bonus to AC and saving throws, and 5 temporary hit points per point of essence invested in this veil.

Immovable Boots

Descriptors earth; Class(es) daevic, guru; Slot boots; Saving Throw none

Your feet and shins are girded in a granite-like aura that grants you the stability of the earth itself.

While wearing these boots you receive a +2 insight bonus to your Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Essence: The bonus to your CMD increases by +2 per point of essence invested in this veil.

Chakra Bind (Feet): The reinforced connection between the veilweaver and their veil creates an elemental connection to the ground beneath their feet. The wearer can burrow through soft earth and sand at a speed of 10 feet + 5 feet per point of essence invested in this veil.

Infernal Blood

Descriptors none; Class(es) daevic; Slot blood; Saving Throw none

No sooner does a blade pierce the flesh of this veilweaver, than boiling gouts of searing blood spurt out in retaliation.

When this veil is formed the wearer’s blood becomes boiling hot, though the veilweaver himself is protected from any negative repercussions of this condition. Whenever an attacker deals piercing or slashing damage to the wearer with a melee attack, they take 1d4 points of acid damage and 1d4 points of fire damage.

Essence: The acid and fire damage dealt to attackers each increase by 1d4 for each point of essence invested.

Chakra Bind (Blood): When the wearer binds this veil to their blood, its power becomes even more potent. Whenever the veilweaver takes bleed damage, each creature in a 10 foot radius is subject to this veil’s damaging effect. In addition, the wearer can never be reduced below 1 hit point by bleed damage; when he hits 1 hit point or lower any ongoing Bleed effects automatically end and the wearer becomes immune to Bleed damage until his hit point total is raised above 1.

Lashinng Spinnerets

Descriptors none Class(es) guru, vizier; Slot hands, wrists; Saving Throw none

Spiny threads of akashic energy weave intricate patterns around the veilweaver’s forearms, granting him the abilities of an arachnid.

When you shape this veil you gain the ability to create up to 20 feet of silk rope as a swift action. As part of the action made to generate the rope, you can launch it out at any point within its reach, anchoring it to a solid surface such as a wall or ceiling. Once the rope is anchored, you may, as a move action, attempt to move to any other legal square within the rope’s reach without provoking an attack of opportunity, regardless of your normal move speed, by making an Acrobatics check and comparing the result to the CMD of each creature adjacent to the start and destination points; success on this check allows you to complete the movement, and failure causes you to fall prone in a square adjacent to the creature whose CMD you failed to beat. This movement can include squares on elevated or recessed surfaces, or even walls if you have a climb speed. You must have a clear path towards the destination (this ability does not allow you to pass through solid obstacles or opponents, though it may allow you to circumvent an enemy if you have a clear path around them within the rope’s reach). You must have a free hand to use this ability, and the rope dissipates after a number of rounds equal to your primary veilweaving modifier, or the round after you release it (a free action), whichever comes first.

Essence: For each point of essence invested in this ability, you may generate up to an additional 10 feet of silk rope. If you have at least 3 points of essence invested in this veil, you benefit from a constant spider climb effect.

Chakra Bind (Hands): Binding this veil to your Hands chakra allows you to create a protective shelter out of webbing. You may now cast web shelter as a spell – like ability a number of times per day equal to your primary veilweaving modifier, using your veilweaver level as your caster level. For each point of essence invested in this veil, increase the hardness of the created shelter by 5 and reduce the casting time by 6 seconds to a minimum casting time of 6 seconds (or one round).

Chakra Bind (Wrists): Your ability to manipulate the power of this veil is now completely unlocked; in addition to the benefits provided by the Hands bind, you may now cast web as a spell – like ability a number of times per day equal to your primary veilweaving modifier, using
your veilweaver level as your caster level. For each point of essence invested in this veil, increase the radius spread of the web by 10 feet.

Lavawalker’s Boots

Descriptors none; Class(es) guru, vizier; Slot feet; Saving Throw none

A shimmering aura of azure energy surrounds your feet and calves, allowing you to stride across liquid surfaces.

When you shape this veil you gain the ability to walk across liquid surfaces as though they were solid ground, traversing water or even lava or acid with relative ease.

Essence: You gain acid and fire resistance equal to 2 times the number of points of essence invested in this ability.

Chakra Bind (Feet): The magic of these boots now lifts you free of the ground. You travel 4 inches above any liquid or solid surface as easily as you would walk on solid ground and leave no tracks of any kind. In addition, you can even charge across chasms or over large gaps; any time you use the charge, withdraw, or run action in a round, you may move across open space without falling. If you end your movement while still over empty space, you immediately begin to fall as normal.

Light Whip

Descriptors none; Class(es) vizier; Slot ring; Saving Throw none

A gleaming length of brilliant energy extends from your hand, lashing your enemies and pulling their feet out from under them.

The wearer of this veil can summon up a whip composed of akashic energy that lashes at anyone who approaches with ill intent. The veilweaver threatens all squares within a 15 foot radius of him when this veil is active. If a creature provokes an attack of opportunity in this threatened space, he can make attempt to trip that creature. This still counts against his number of attacks of opportunities per round. His CMB for the trip attempt is equal to his total character level plus his primary veilweaving modifier. This trip attempt does not provoke an attack of opportunity and the wearer is not knocked prone if the attempt fails by 10 or more.

Essence: For each point of essence invested in this veil, the wearer gains a +2 bonus to CMB when performing a trip with the granted ability.

Chakra Bind (Ring): Binding this veil to their ring slot drastically increases its power, causing multiple tendrils of light to emerge from the veil. Each time the ability granted by this veil is triggered, the wearer may make a trip attempt against every enemy within range.

Lover’s Tread

Descriptors none; Class(es) daevic; Slot Feet; Saving Throw Will negates

The first being to shape this unusual veil truly believed that one could fall head over heels in love.

The wearer of this veil gains a +2 insight bonus to CMB to perform a trip combat maneuver with an unarmed strike. As part of this attempt, the wearer may make a Bluff check (DC = target’s CMD). If this Bluff check is successful, this trip attempt does not provoke an attack of opportunity from the target.

Essence: For each point of essence invested in this ability, increase the bonus to CMB when performing the trip combat maneuver by +1 and gain a +1 insight bonus to Bluff attempts against the target of your trip.

Chakra Bind (Feet): By binding this veil to your Feet chakra, you are able to release an intoxicating burst of akashic energy into your opponent. This energy serves to simulate a charm person spell targeting the tripped opponent. If you succeeded at the Bluff attempt granted by this veil, the opponent’s Will save has a – 2 penalty to resist this effect. If you have at least 3 points of essence invested in this veil, the effect instead simulates charm monster.

Loyal Paladin’s Spear of Light

Descriptors [good]; Class(es) daevic, guru, vizier; Slot hands; Saving Throw Reflex half

Holy light forms into a gleaming spear, ready to plunge into your foe’s evil heart.

When this veil is shaped, the user gains a weapon forged from akashic energy and infused with the power of the upper planes. Treat this weapon as a shortspear sized appropriately for the wielder, except that it is a light weapon and the damage dealt results directly from sanctified akashic energy and is therefore not subject to being reduced by damage reduction or energy resistance. Treat the base weapon size as one category smaller if the target of an attack is good, or one size category larger if they are evil; these size modifiers stack with all other size changes or virtual size changes. If the spear leaves your possession, it dissipates at the end of your turn and can be reformed in your hand again as a swift action, or whenever the veilweaver spends a swift action to invest essence. The wearer may choose to use their veilweaver level in place of their base attack bonus to determine their to – hit and other abilities of this veil.

Essence: For each point of essence invested in this ability, the spear deals an additional 1d6 damage; this bonus damage is not affected by size increases or multiplied on a critical hit. For every 2 points of essence invested in this veil, the spear’s reach increases by 5 feet.

Chakra Bind (Hands): Binding this veil to your Hands chakra gives you the ability to throw the spear as a standard action, causing it to transform into a bolt of holy light that strikes all enemies along a 10 foot long line, plus 10 feet per point of essence and dealing damage as normal for the weapon. Feats such as Deadly Aim or Point Blank Shot have no benefit when using the spear in this manner. Creatures caught in the line receive a reflex save for half damage.

Mantle of Murderous Intent

Descriptors [mind-affecting]; Class(es) vizier; Slot body or shoulders; Saving Throw Will half

Those who stare too long at the malevolent mental energies made manifest in this veil are lucky to walk away with a mere headache.

The wearer of this veil gains the ability to disrupt the thoughts of those around him with blasts of mental energy. As a standard action, the veilweaver may blast all creatures in a 15 foot cone with a wave of disruptive mental energy that deals 1d4 + veilweaving modifier points of damage (Will save for half). This ability has no effect on creatures without an intelligence score.

Essence: For each point of essence invested in this ability, the damage dealt increases by 1d4. For every two points of essence invested, the veilweaver may increase the cone size by an additional 5 feet (to a 20, 25, 30, etc. foot cone).

Chakra Bind (Shoulders): When this veil is bound to your Shoulders chakra, subjects who fail their save against the veil’s damaging effect are panicked for 1 round + 1 additional round per point of essence invested. This is a mind – affecting fear effect, and adds the fear descriptor to this veil. Affected creatures may immediately make a new saving throw against the original DC if they move more than 60 feet away from the veilweaver or are subjected to an attack by the veilweaver or his allies. In addition, the veilweaver may exclude a number of allies equal to their primary veilweaving modifier within the veil’s area from its effects.


Chakra Bind (Body): Binding this veil to your Body chakra unlocks its most potent abilities; creatures who fail their Will save against the veil’s damaging effect are also stunned for 1 round +1 additional round per point of essence invested. If a target stunned by this ability is subjected to it again while the stunned condition is still in effect, they take 1d4 points of Wisdom damage instead. In addition, the veilweaver may exclude a number of allies equal to their primary veilweaving modifier within the veil’s area from its effects.

Martyr’s Toga

Descriptors [good]; Class(es) guru; Slot body; Saving Throw none

Vibrant glimmers of essence sparkle within the folds of this alabaster body-wrap. The wearer of this benevolent veil can draw wounds from an ally and take them upon himself. As a standard action, the veilweaver may heal up to 5 points of damage an ally has taken by touching them and taking that much damage himself.

Essence: For each point of essence invested in this ability, the amount of damage that can be shifted is increased by 5.

Chakra Bind (Body): You gain Fast Healing equal to the number of points of essence invested in this veil.

Mask of Elemental Adaptation

Descriptors see text; Class(es) guru; Slot head; Saving Throw Will (see text)

A mask forged of the veilweaver’s chosen element shrouds his features from view and marks his mastery of that power.

When shaping this veil, choose one energy type from the following list: acid, cold, fire, electric, sonic. The veil gains that descriptor. Whenever the wearer would take damage from an effect which deals damage of one of the types other than his chosen element, the first 5 points of damage is converted to his chosen energy type (for example, if the wearer selected “cold” when shaping this veil and was then subjected to a fireball spell, the first five points of damage assessed after rolling his saving throw would be treated as cold damage instead of fire).

Essence: The amount of damage converted by this veil increases by 5 points per point of essence invested.

Chakra Bind (Head): Any creature with the Elemental subtype must succeed on a Will saving throw to make a melee attack against the wearer of this mask. If the creature’s subtype also matches the element chosen at the time this veil was shaped (acid for creatures of the earth subtype and electric for creatures of the air subtype), the attacker takes a penalty to their saving throw equal to the amount of essence currently invested. If the attacker fails the save, they cannot complete their attack and the action is wasted. Once an attacker has successfully saved against this veil’s effects, they no longer need to make any further saving throws against it for the next 24 hours.

Metabolist’s Scarf

Descriptors none; Class(es) guru; Slot neck; Saving Throw none

Designed by a weaver who blended both akashic energy and psionics, this veil was made to shroud the body with the power of the mind.

Whenever the wearer of this veil spends power points to activate a psionic power or ability, a gout of hazy ectoplasmic energy surges forth from this nondescript veil covering them in a protective shroud. Any Bleed damage taken by the wearer is reduced by 2 points. In addition, if the wearer is a psionic character with the Metabolic Healing ability, the Fast Healing granted by the ability is increased by 1.

Essence: For each point of essence invested in this ability the wearer reduces any Bleed damage taken by an additional two points. For every 3 points of essence invested the bonus to Metabolic Healing increases by 1.

Chakra Bind (Neck): Binding this veil to their Neck chakra allows the wearer to benefit from a constant adapt body effect. For every 2 points of essence invested in this ability, the wearer may share this benefit with 1 ally within 60 feet.

Pestilence Cloak

Descriptors [phantasm, mind-affecting]; Class(es) vizier; Slot feet or shoulders; Saving Throw Will/Fortitude; see text

A hissing swarm of flies and cockroaches forged of pure akasha shrouds the wearer of this hideous veil.

A swarm of illusory insects grants the wearer of this veil concealment (20% miss chance) against ranged attacks. A creature targeting the wearer is entitled to a Will save to disbelieve this effect and ignore the concealment.

Essence: For each point of essence invested in this ability the wearer gains a +1 insight bonus to the DC of any fear effects they utilize (including spells, class abilities, etc.). In addition, as essence is invested the insects become more and more solid. When 3 points of essence are invested in this veil, the concealment applies to both melee and ranged attacks. When 5 points of essence are invested in this ability, it instead grants total concealment (50% miss chance). When 7 points of essence are invested in this veil, it ceases to be an illusion; creatures are no longer entitled to a Will save and the ability loses the phantasm) and mind-affecting descriptors.

Chakra Bind (Feet): When a veilweaver binds this veil to their Feet slot, they gain a fly speed of 5 feet (clumsy) as the flies and other insects comprising the veil swarm around their feet and lift them into the air. This fly speed increases by 5 feet per point of essence invested.

Chakra Bind (Shoulders): Any creature attempting to target the wearer of this veil with a grapple, melee touch, or natural attack must succeed on a Fortitude saving throw or be sickened for as long as they are within 10 feet of the wearer. The sickened effect continues for one round after the affected creature has left this area for each point of essence invested in this ability. Once a creature has made a successful save against this ability, it cannot be affected again for 1 hour.

Plaguebringer Gauntlets

Descriptors [evil]; Class(es) daevic, guru; Slot hands; Saving Throw see text

A sickly green glow encompasses your hands as your cruel nature manifests itself as corrupt negative energy.

You gain the ability to inflict minor wounds as a melee touch attack, dealing 1 point of negative energy damage with a touch. Alternatively, this negative energy can be used to heal undead creatures, restoring a number of hit points equal to the normal amount of damage dealt. This ability can only be used on any specific creature a number of times per day equal to 1+ your primary veilweaving modifier.

Essence: Every point of essence invested in this ability increases the damage dealt or healed by 1d6.

Chakra Bind (Hands): The reinforced connection between you and your veil allows you to invest it with even more of your cruel spirit. At the time this veil is prepared, choose one Cruelty to which an antipladin of your level would have access. You may apply the effects of that Cruelty whenever you use your Plaguebringer Gauntlets to damage an opponent, using your veilweaver level as your antipaladin level when determining the Cruelty’s effects.

Polar Snowshoes

Descriptors [cold]; Class(es) vizier; Slot feet; Saving Throw Fortitude half

Icy white akasha gathers in a frigid mist about your feet, chilling the area surrounding you.

The wearer of this veil gains the ability to activate a 10 foot aura of icy cold around him as a standard action. All creatures other than the wearer who end their turn within this aura take 1d4 points of cold damage (Fortitude save for half ). Ending this effect is a free action.

Essence: For each point of essence invested in this ability increase the cold damage dealt by an additional d4.

Chakra Bind (Feet): When this veil is bound to the wearer’s Feet slot, the aura of cold reaches absolutely frigid temperatures. All water and similar liquids (though not alcohol, acid, lava, or other liquids unlikely to freeze) within 30 feet of the veilweaver instantly freeze. This allows the wearer and others within the affected area to walk across lakes, rivers, and even oceans as he creates his own personal icebergs and platforms. These icy constructs can comfortably bear the weight of as many creatures as can occupy the area of effect. Liquids outside of the affected area return to their previous state after 1d4 rounds.

Ring of the Abjurer

Descriptors [force]; Class(es) vizier; Slot ring; Saving Throw none

An iridescent sapphire band encircles the wearer’s ring finger, granting him potent defensive powers.

The wearer of this veil is warded from blows, gaining a +4 armor bonus to AC. This is a force effect.

Essence: The bonus to AC increases by +1 per point of essence invested.

Chakra Bind (Ring): Binding this veil to the Ring slot gives the wearer the ability to cast globe of invulnerability, lesser as a spell-like ability with a caster level equal to their character level, but with a duration of two rounds plus the number of points of essence invested in this veil. This ability can be used a number of times per day equal to the wearer’s primary veilweaving modifier.

Riven Darts

Descriptors [force]; Class(es) vizier; Slot hands; Saving Throw none

Sparks of pure force energy sparkle at your fingertips, awaiting their deadly release.

As a standard action, the wearer of this veil can launch a dart that deals 1d4 points of force damage as a ranged touch attack with a maximum range of 20 feet.

Essence: For each point of essence invested in this ability increase the force damage dealt by 1d4.

Chakra Bind (Hands): Binding this veil to your Hands slot allows you to fire as many darts with this ability as you have points of essence invested in this veil. Each dart requires its own attack roll; the darts can be aimed individually, but no more than two darts may target any one creature.

Robe of the Forgotten Deity

Descriptors [darkness]; Class(es) vizier; Slot body; Saving Throw none

In ancient times the world was shrouded in darkness and gods both dark and terrible laughed as the land trembled at their footsteps. While younger, lighter gods have since sealed or cast out those ancient powers, remnants of their umbral essence still suffuses the darkest corners of the world.

When a character forges his chakra into this shroud of primal darkness his features become faded and indistinct, even in the light of day. Any creature that makes a successful attack against the wearer of this veil has a 10% chance that their attack will miss due to the shadowy obscuration provided. This obscuration is increased by 10% in dim light or darker lighting conditions. True seeing negates this miss chance, and darkvision or low-light vision negate the dim light bonus but it is not affected by see invisibility.

Essence: For each point of essence invested in this veil the miss chance increases by 5%

Chakra Bind (Body): Binding this veil to your Body slot makes you one with the very essence of shadow; as a swift action you can meld with shadows granting you the incorporeal subtype for a number of rounds equal to your primary binding modifier + 1 round for each 2 points of essence invested.

Sea Drake’s Talons

Descriptors none; Class(es) daevic; Slot Feet; Saving Throw none

Curving ivory claws forged of pure akasha encase the wearer’s feet.

When this veil is formed the wearer gains the rake special attack and a pair of talon attacks that can only be used as part of a rake. These talons deal 1d4 damage for a medium creature.

Essence: Investing essence into this veil grants you a +2 insight bonus on Acrobatics and Swim checks per point of essence invested.

Chakra Bind (Feet): When the wearer gains the ability to bind this veil to their Feet chakra, the talon attacks become much more natural. They can now use these attacks as part of any full attack, even when they are not grappling.

Sentinel’s Helm

Descriptors none; Class(es) daevic, vizier; Slot head; Saving Throw none

After failing to spot the blade that took his best friend’s life, the vizier Thurston Neville developed this veil to ensure that he would never allow danger to sneak so close to another under his care.

An image of a tattered bronze helm partially obscures the features of any veilweaver wearing this veil, though it’s impossible to miss the dangerous glint of their eyes peering from the helm’s depths. While wearing this veil, you gain a +2 insight bonus to all Perception and Sense Motive checks.

Essence: For each point of essence invested in this veil, increase the bonus to Perception and Sense Motive checks by +2.

Chakra Bind (Head): By binding this veil to your Head chakra, your senses are sharpened to a preternatural edge and you are nearly impossible to surprise. While this veil is bound you gain the uncanny dodge ability, as the rogue. If you already have uncanny dodge from another source, you instead gain improved uncanny dodge.

Snakehandler’s Gauntlets

Descriptors [poison]; Class(es) guru, vizier; Slot hands; Saving Throw see text

A whirling aura of olive energy surrounds your hands, protecting you from snapping fangs and fortifying you against poisons.

The Snakehandler’s Gauntlets are a veil developed long ago by mystics who would prove their power by snatching up poisonous serpents with their bare hands. While manifesting this veil, a character gains DR 1/alignment and a +2 resistance bonus to saves vs. poison. For the purposes of this ability, any weapon that is treated as good, evil, lawful or chaotic overcomes the damage reduction.

Essence: For each point of essence invested in this ability the DR increases by 1 and the bonus to saves vs. poison increases by +2.

Chakra Bind (Hands): You gain the ability to deal poisoned blows like the creatures you are proofed against. While this veil is bound to your Hands chakra, you gain the poison use ability. In addition, you may spend a move action to coat your weapon in a single dose of poisonous magical film (Poison (Ex) injury; save Fort; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.) This poison dissipates immediately if this veil is unbound for any reason.

Spiked Pauldrons

Descriptors none; Class(es) daevic, vizier; Slot shoulders; Saving Throw see text

The intimidation factor alone of this spiky and razor-edged manifestation makes them a favorite of veilweavers with a particularly brutal bent.

These translucent and over-sized shoulder guards discourage enemies from laying hands on their wearer. While manifesting this veil you gain a +2 to CMD vs. being grappled, and any creature in a grapple with you takes 1d4 piercing damage each round until the grapple is broken.

Essence: For each point of essence invested in this ability, increase the bonus to CMD by +2 and the damage dealt to grappling opponents by 1d4.

Chakra Bind (Shoulders): Binding this wicked veil to your Shoulders chakra makes you slightly less cuddly than a rabid dire porcupine. While this veil is bound, increase the damage dice dealt to grappling creatures to d6s instead of d4s. In addition you can spend a standard action to send a flurry of deadly spikes lashing out around you. These spikes deal piercing damage equal to the veil’s normal damage bonus to grappling creatures to all creatures in a 10 foot radius around you. Creatures affected by this ability may make a reflex save for half damage.

Stalker’s Tabi

Descriptors none; Class(es) guru, vizier; Slot feet or belt; Saving Throw none

Shadowy akasha wreathes your feet, muffling the sound of your footsteps and granting supernatural agility to your stride.

The wearer of this veil gains a +2 insight bonus to Acrobatics and Stealth checks.

Essence: For each point of essence invested in this ability, increase the bonus to Acrobatics and Stealth checks by +2.

Chakra Bind (Feet): Binding this veil to your Feet slot allows you to teleport short distances by moving through shadows. As a move action, you can teleport 10 feet +5 feet per point of essence invested in this veil. The teleportation must start and end in an area of dim light or darker illumination.

Chakra Bind (Belt): By binding this veil to their Belt slot the wearer is wreathed in shadowy akasha that allows them to use the Stealth skill even while being observed. As long as they are within an area of dim light or darker, the wearer can hide themself from view in the open without anything to actually hide behind.

Stare of the Ghaele

Descriptors [fear, mind-affecting]; Class(es) vizier; Slot head; Saving Throw Will negates

In ancient times a master of akasha made his way to the very gates of Elysium itself without surrendering his mortal coil; while he wisely heeded the words of the ghaele sentinels who guarded the gates and turned away, the memory of their stern gaze stayed with him always.

Drawing upon the stern and wild eyes of Elysium’s fiercest guardians, this veil manifests as a shimmering emerald helm that makes the wearer’s gaze unnaturally fierce. While wearing this veil you gain a gaze attack; enemies within 30 feet who fail their Will save vs. this ability are shaken for 1d6+1 rounds. Once a creature has failed its save vs. this ability, it cannot be affected by this ability again for 24 hours. This ability can be activated or deactivated as a standard action.

Essence: For every 2 points of essence invested in this ability, the DC to resist its effects increases by an additional +1.

Chakra Bind (Head): Binding this veil to your Head chakra allows you to bring even more of the ghaele’s potent gaze to bear; instead of inflicting the shaken condition, enemies who fail their save vs. the veil’s ability are staggered.

Stone Giant’s Girdle

Descriptors none; Class(es) daevic, guru, vizier; Slot belt or body; Saving Throw none

This veil takes the form of granite colored bands of energy which wrap about the user’s waist, lending him the fortitude and might of a stone giant.

This veil reinforces the wearer with the unrivaled hardiness of a stone giant. The user gains 5 temporary hp. The temporary hit points granted by this ability slowly replenish at a rate of 1 hp per minute.

Essence: For each point of essence invested in this ability, the maximum amount of temporary hit points granted increases by 5. These hit points must still be accrued at a rate of 1 per minute up to the new maximum.

Chakra Bind (Belt): Binding this veil to your Belt slot allows you draw on the might of the stone giant in addition to its hardiness. You gain access to the rock catching and rock throwing abilities of a giant. For the purposes of what size rocks you can catch and throw via these abilities, treat your size as one category larger and your slam damage as 1d8.

Chakra Bind (Body): Your body swells and ripples with muscle as your very essence is completely infused with the indomitable strength of the stone giant; you gain a size bonus to Strength equal to 1 per 2 points of essence invested. If you have at least 4 points of essence invested in this ability, your melee reach increases by 5 feet.

Stormcaller’s Band

Descriptors none; Class(es) vizier; Slot ring; Saving Throw none

This tiny circlet of akasha contains the roaring essence of a tropical hurricane.

The wearer of this veil gains the ability to unleash a torrent of wind that blasts his enemies, allowing him to make a bull rush against any one creature or object within 60 feet. His CMB for this bull rush is equal to his total character level plus his primary veilweaving modifier. This bull rush does not provoke an attack of opportunity.

Essence: For each point of essence invested in this veil, the wearer gains a +2 bonus to CMB when performing a bull rush with the granted ability and increases the range of the ability by 10 feet.

Chakra Bind (Ring): Binding this veil to their ring slot allows the wearer to cast wind wall as a spell-like ability useable a number of times per day equal to the wearer’s primary veilweaving modifier.

Storm Gauntlets

Descriptors none; Class(es) vizier; Slot hands or wrist; Saving Throw none

Translucent akashic gauntlets contain the swirling force of a winter storm, allowing you to control the primal destructive force of nature itself.

The wearer of this veil gains a touch attack that deals 1 electric, 1 sonic, and 1 cold damage. This touch attack can be used any time you could make a weapon attack.

Essence: For each point of essence invested in this ability, increase the electric, sonic, and cold damage by one step each on the following scale: 1 > 1d3 > 1d4 > 1d6 > 1d8 > 1d10 > 1d12 > 2d6 > 2d8.

Chakra Bind (Hands): Binding this veil to your Hands chakra allows you to fire focused blasts of storm; in addition to the melee touch attack granted by this veil, you can also use a standard action to deliver this attack via a ranged touch attack with a range of 30 feet +5 feet per point of essence invested in this veil.

Chakra Bind (Wrist): Binding this veil to your Wrist slot allows you to apply the bonus damage to attacks made with any melee weapon you wield (including natural attacks). This bonus damage does not stack with similar weapon effects like shocking and frost.

Tauric Brace

Descriptors none; Class(es) daevic, vizier; Slot feet or belt; Saving Throw see text

While manifesting this veil, the user’s lower body is occasionally obscured by the fleeting image of a four-limbed beast.

While using this veil, the wearer is unnaturally hard to displace, as though he had an extra set of limbs anchoring him. A character utilizing this veil gains a +2 insight bonus to CMD vs. bull rush, reposition, and trip maneuvers.

Essence: For each point of essence invested in this veil, the bonus to CMD increases by +2.

Chakra Bind (Feet): When this veil is bound to your Feet slot you gain some of the speed of the tauric races. You gain a 5 foot enhancement bonus to your base speed +5 per point of essence invested.

Chakra Bind (Belt): When this veil is bound to your Belt slot, the tauric aura about your lower extremities becomes even more constant and noticeable. The enhanced power of this bound veil gives you the ability to crush your foes underfoot, granting the trample ability. As a full-round action, you can overrun any creature that is the same size or smaller than yourself. This works like the overrun combat maneuver, but you do not need to make a check, you merely have to move over opponents in your path. The creatures take 1d6 points of damage (1d8 if Large, 2d6 if Huge), plus 1-1/2 times your Strength modifier. Targets of the trample can make attacks of opportunity at a –4 penalty. If a target forgoes the attack of opportunity, it can make a Reflex save for half damage.

Tentacles of Abolethic Sovereignty

Descriptors [mind-affecting]; Class(es) vizier; Slot wrists; Saving Throw Will half, Fort partial (see text)

Your arms are shrouded by akashic energy that simulates a pair of slimy blue-black tentacles.

The wearer of this veil may call on the psionic power of primeval aboleths to assault their foes. As a standard action the veilweaver may use this veil to make a melee touch attack against a creature within 15 feet; if successful the target takes a penalty to their Charisma equal
to 1d4 (Will save for half, minimum 1) for a number of rounds equal to your primary veilweaving modifier. The target’s Charisma score cannot drop below 1.

Essence: For each point of essence invested in this ability the penalty to Charisma inflicted with each attack increases by 1.

Chakra Bind (Wrists): Binding this veil to your Wrists chakra allows you to harness more of the aboleth’s twisted power. Creatures successfully hit by the melee touch attack must succeed on a Fortitude saving throw or suffer a penalty to their natural armor equal to the amount of essence invested in this veil. This penalty lasts for a number of rounds equal to your primary veilweaving modifier, but cannot reduce the target’s natural armor bonus below 0. Creatures whose natural armor bonus is 0 must make a Fortitude save or have their skin transform to a pale, translucent membrane and take 1d12 points of damage at the start of their turn each round unless their body is kept moist, requiring at least half a gallon of water over their skin. A creature subjected to a polymorph effect is immediately cured of the transformation and penalties to natural armor, but retains any penalties to their Charisma score.

Thurston’s Bladewards

Descriptors none; Class(es) daevic, vizier; Slot wrist; Saving Throw none

The Vizier Thurston Neville developed this veil after an orcish witch-doctor lopped off the arm Thurston’s cleric companion was using to present her holy symbol to the villain’s undead minions. Thurston rarely had to learn a lesson twice.

Foggy gray bracers surround your forearms when you manifest this veil, granting you DR 2/bludgeoning.

Essence: For each point of essence invested in this veil, increase the granted DR by 1.

Chakra Bind (Wrist): Binding this veil to your Wrist chakra further increases their defensive potency, granting you a shield bonus to AC equal to 2 + the number of essence points invested.

Utterdark Shield

Descriptors darkness, teleportation; Class(es) Daevic; Slot Hands, Wrists; Saving Throw Will negates

Utter darkness enfolds your shield, as it becomes a gateway to oblivion.

Unlike most veils, Utterdark Shield has no effect unless the veilweaver is wielding a shield. When you shape this veil, it forms around your shield, transforming it into a tool of darkness. Once per round when an opponent within reach misses you or an adjacent ally with a melee attack, you may spend an attack of opportunity to perform a shield bash against them. If successful, the enemy must make a Will saving throw or be swallowed by your shield, cast into a dimension of utter darkness for 1 round. While trapped in this dimension, the enemy takes 1d8 negative energy damage each round and cannot take any action or be targeted by any other effect. Enemies trapped in this way may make a Will saving throw at the start of their turn each round to end the effect. On a successful save or when the effect ends, the enemy appears in the space they last occupied (or the nearest adjacent space if that space is now occupied).

Essence: For each point of essence invested in this veil, your shield bash attacks deal 1d8 additional negative energy damage and the damage dealt to enemies trapped within your utterdark effect increases by 1d8. For every 2 points of essence invested, the duration of the dimensional trap effect increases by 1 round.

Chakra Bind (Hands): Binding this veil to your Hands chakra makes it even more deadly; you gain a +1 profane bonus per point of essence invested to your shield bash attack rolls and all negative energy damage rolls.

Chakra Bind (Wrists): You may activate this veil’s ability one additional time per round for every two points of essence invested, though you cannot activate this ability if you do not have any attacks of opportunity remaining.

Vestments of the Maharaja

Descriptors [compulsion, mind-affecting]; Class(es) vizier; Slot chest; Saving Throw see text

Your inner ambition and pride are given tangible form as your torso is draped in eldritch energy that gleams with the flickering light of a thousand priceless gems.

While using this magnificent veil, your inherent majesty is undeniable to any who gaze upon you. You gain a +2 insight bonus to Diplomacy and Intimidate checks.

Essence: For each point of essence you invest in this veil, the bonus to Diplomacy and Intimidate checks increases by +2.

Chakra Bind (Chest): Binding this veil to the Chest slot creates a direct conduit for the wearer to impose their inner majesty upon those around them. A number of times per day equal to their primary veilweaving modifier, a creature who has bound this veil to his Chest slot can impose powerful influence over others; the wielder can command the obedience and fealty of creatures within 120 feet when he activates this ability (a standard action). Up to a total of 100 hit dice of creatures can be ruled, but creatures with Intelligence scores of 12 or higher are each entitled to a Will save to negate the effect. Ruled creatures obey the wearer as if he were their absolute sovereign. Still, if the wearer gives a command that is contrary to the nature of the creatures commanded, the magic is broken and cannot affect that creature again for 24 hours. This ability stays in effect for 1 hour per character level. Creatures with more hit dice than the veilweaver are not affected by this ability.

Vorpal Guards

Descriptors none; Class(es) vizier; Slot shoulders; Saving Throw none

Sweeping plates of energy cover your upper arms and shoulders and rise in ridged guards that reach past the top of your head.

These massive pauldrons protect your neck and face from deadly blows. Whenever a critical hit is threatened against you, your AC vs. the confirmation roll is increased by +4.

Essence: For each point of essence invested in this veil, increase the bonus to AC vs. critical confirmation rolls by +1. In addition, you gain a 5% chance per point of essence invested to negate critical hits or precision damage, as the fortification armor enhancement.

Chakra Bind (Shoulders): Binding this veil to your Shoulders chakra makes you immune to the vorpal weapon property. In addition, increase the fortification granted by this ability by an additional 10%.

Waistband of the Wealthy

Descriptors none; Class(es) daevic, vizier; Slot belt; Saving Throw none

This veil appears a gleaming golden band about the wearer’s waist that seems to reflect and refract light as though studded with a thousand precious gems.

The wearer of this ostentatious veil can sell ice to a linnorm or part a dwarf from his beard, but is rarely taken in by other fast talkers; you gain a +2 insight bonus to Appraise and Bluff checks.

Essence: For each point of essence invested in this veil, increase the bonus to Appraise and Bluff by +2.

Chakra Bind (Belt): Binding this veil to your Belt slot provides you with all of the storage space required to store your vast wealth and acquisitions. This veil now doubles as a bag of holding type I. For each point of essence invested in this veil, increase its storage capacity by one step (type II, type III, type IV). If this veil is dismissed or unbound for any reason, or if you choose to reshape this veil, all items currently stored within it are instantly ejected into adjacent squares.

Whirlpool Lash

Descriptors: none; Class(es): daevic; Slot: belt; Saving Throw: none

A reptilian tail formed of sapphire scales surrounds your lower torso and legs, giving you the appearance of a draconic merfolk.

When this veil is formed the wearer’s lower body is sheathed in a thick magical tail, granting them a tail slap attack that deals 1d6 damage for a medium creature (1d4 for small). This is a secondary natural attack.

Essence: Investing essence into this veil grants you a swim speed equal to 5 x the number of points of essence invested.

Chakra Bind (Belt): When the wearer binds this veil to their Belt chakra, they gain a special attack that increases their aquatic superiority. As a full round action the wearer can make a single tail slap attack against all creatures in a 5 ft. radius. The wearer can make a free trip attempt against any creature he successfully hits with this attack. If this attack is made while underwater, make the trip attempt as normal;
creatures struck by this attack are sent spinning wildly out of control and are treated as though prone until they spend a standard action to right themselves. The radius of this effect increases by 5 feet for each point of essence invested.

Wrathful Claws

Descriptors: none; Class(es) daevic; Slot: hands; Saving Throw: none

Sharpened akasha encases your palms and fingers giving you the appearance of having monstrously over-sized claws; this appearance is anything but deceiving.

When you shape this veil your hands gain a pair of claws that can be used as natural weapons dealing 1d6 damage each (1d4 for Small characters, 1d8 for Large).

Essence: You gain a +1 insight bonus to attack and damage with the granted claw attacks for each point of essence invested in this veil.

Chakra Bind (Hands): Binding this vicious veil to your Hands chakra fills it with pure destructive power; treat the damage dice for the granted claw attacks as though you were one size larger. In addition, increase the critical threat range of the claws to 19 – 20/x2.

Section 15: Copyright Notice

Akashic Mysteries © 2016, Dreamscarred Press; Author: Michael Sayre.

scroll to top