Patreon Drop: Chronomancy and Cleanup
Added 2025-06-03 17:57:35 +0000 UTCHey there patrons! I know I said I was going to post this last week, but it ended up being pretty busy! Today I have for you a pretty hefty drop: A new Soulforge Soul, five new veils, two new veil sets, an updated Time descriptor, a reworked Soulforge feat, and three new alternate class features for the Figherking, Kheshig, and Soulforge!
Alternate Class Features
Retold Improved Essence Capacity (Fisherking Alternate Class Feature)
Author’s Note: This alternate class feature exists to bring the Fisherking in line with other Retold classes written with modern akashic magic rules in mind. It is highly recommended to allow the use of and to use this alternate class feature in games where Retold classes are allowed.
Improved Essence Capacity: The fisherking is particularly talented at investing essence. At 3rd level, 9th level, and 15th level, the maximum essence capacity of the fisherking's veils and essence receptacles increases by +1.
This replaces the fisherking’s improved essence capacity class feature.
Retold Improved Essence Capacity (Kheshig Alternate Class Feature)
Author’s Note: This alternate class feature exists to bring the Kheshig in line with other Retold classes written with modern akashic magic rules in mind. It is highly recommended to allow the use of and to use this alternate class feature in games where Retold classes are allowed.
Improved Essence Capacity: Constant combat and training has improved the kheshig's essence capacity. At 3rd level, 9th level, and 15th level, the maximum essence capacity of the kheshig's veils and essence receptacles increases by +1.
This replaces the kheshig’s improved essence capacity class feature.
Retold Improved Essence Capacity (Soulforge Alternate Class Feature)
Author’s Note: This alternate class feature exists to bring the Soulforge in line with other Retold classes written with modern akashic magic rules in mind. It is highly recommended to allow the use of and to use this alternate class feature in games where Retold classes are allowed.
Improved Essence Capacity: The soulforge's improvements to the connection between their soul and the akashic record has improved their ability to utilize their essence. At 3rd level, 9th level, and 15th level, the maximum essence capacity of the soulforge's veils and essence receptacles increases by +1.
This replaces the soulforge’s forge capacity class feature.
Class Features
Soul of the Chronomancer (Soulforged Obscure Forged Soul)
Requirements: One of the following:
Must be able to shape soul veils.
Must be able to shape at least one veil with the Time descriptor that has an ability that can be used as a standard or move action.
Soul Forged Veils feat.
Associated Skills: Knowledge (arcana), Spellcraft, Use Magic Device
Associated Veils: Bangles of Time Casting, Diadem of Timeline Distortion, Fractured Pocket Watch, Mantle of Temporal Manipulation, Regalia of the Timewalker, Thief of Moments, Timebinder’s Touch, Timeturned Hourglass
Chronostrike (Su): At 1st level, once per round when the soulforge uses an ability of one of their shaped Time descriptor veils as a full-round, standard or move action, they harness some of the temporal energy of their veil until the end of the turn. Once during this time, they can make a single attack with a weapon they are wielding as a free action with a -2 penalty to their attack roll. If they make a ranged attack or perform a combat maneuver using this attack, it provokes attacks of opportunity as normal for that attack.
Attacks made using a weapon produced by a Time veil or utilizing a Time veil’s ability as part of an attack made as full-round, standard or move action, such as by using the conductive weapon special ability, do not count for the purposes of triggering their chronostrike ability.
Chronological Insight (Su): At 1st level, the soulforge adds their Wisdom modifier to their initiative checks.
Temporal Action (Su): At 3rd level, the soulforge gains the voyager’s parallel initiative and parallel action class features*, using their soulforge level as their effective voyager level and their Wisdom in place of their Intelligence when determining the effects of this class features. The levels that the soulforge gains access to parallel actions at the following levels, rather than the normal levels they are gained:
Combat Assistance: 3rd level
Time Manipulation: 5th level
Manifesting Support**: 9th level
Advanced Assistance: 13th level
Backup Plans: 17th level
Once the soulforge chooses their parallel actions using this class feature they cannot be changed except through retraining; they cannot change their chosen parallel actions anew when they unforge and later reforge this soul.
*The rules for voyager can be found in Psionics Augmented: Voyager, published by Dreamscarred Press.
**If the soulforge gains the Special Delivery parallel action, in addition to being able to use their afterimage to deliver powers they can use it to deliver the abilities of their Time descriptor veils.
Temporal Focus (Su): At 3rd level, the soulforge gains the ability to become temporally focused, allowing them to better understand the flow of time. They can become temporarily focused as a full-round action that provokes attacks of opportunity. Whenever one of their class features granted by this forged soul would require them to expend their psionic focus, they can expend their temporal focus instead. Whenever one of their class features granted by this forged soul would allow them to regain their psionic focus, they can regain their temporal focus instead.
Afterimage (Su): At 5th level, the soulforge gains the voyager’s afterimage class feature, using their soulforge level in place of their voyager level when determining its effects.
Age Manipulation (Su): At 7th level, the soulforge has learned to manipulate their own body through the use of time magic. As a standard action, the soulforge can change their visible age so that they can appear as a young adult, adult, middle aged, or elderly. The soulforge can also use this ability to return their appearance to their original age. This ability persists until they choose to end it, or they unforge this soul. While changing their appearance in this way they gain or lose penalties based on their transformed age, but they do not gain any benefits from older ages. They also gain a +5 bonus on Disguise checks that utilize their transformed age as part of the disguise (such as disguising themselves as a creature that is older or younger than their original age).
Personal Timeline (Su): At 11th level, the soulforge can further manipulate their own personal timeline. The soulforge gains the ability to either quicken their flow of time or slow their flow of time. While quickening their flow of time, time passes twice as quickly for them (for every minute they spend in this way, two minutes of real time pass). When slowing their flow of time, time flows twice as slowly for them (for every minute they spend in this way, thirty seconds of real time pass). Activating this ability requires the soulforge to spend 1 minute in mediation and to expend their temporal focus, and it can be used for up to 10 minutes each day per soulforge level, spent in 1-minute increments of real-time (if the soulforge spends two minutes in slowed time, it would only count as a one minute increment of real-time; if they spend 30 seconds in quickened time, it counts as a one minute increment of real-time). If the soulforge takes a hostile action, or a hostile action is taken against the soulforge, this effect immediately ends. It also ends upon rolling initiative. While altering the flow of time, the soulforge cannot regain their temporal focus through any means.
Cease Time’s Flow (Su): At 15th level, the soulforge ceases to age and becomes immune to magical aging. If they stop forging this soul they begin to age again and lose this immunity.
Time’s Master (Su): At 19th level, the soulforge can briefly stop time around them as a standard action and by expending their temporal focus, as per time stop, for a total of up to 5 rounds per day (spent in 1 round increments). This increases to 7 rounds per day at 20th level.
Additionally, whenever a creature the soulforge can see stops time, the soulforge can join their stopped time by expending their temporal focus as an immediate action, allowing the soulforge to act during those rounds of stopped time as per that creature. The soulforge can take hostile action and interact with a creature it is sharing stopped time with, and vice versa.
The soulforge cannot regain their temporal focus while benefiting from stopped time; whether their own or another creature’s.
Veils
New Veil Descriptor: Time
The Time descriptor denotes veils that manipulate or affect time in some way. The Time descriptor does not have any rules unique to it.
The following veils printed before this release gain the Time descriptor: Diadem of Timeline Distortion, Fractured Pocket Watch, Regalia of the Timewalker, Timebinder’s Touch, Timeline Shift, Timewalker’s Sabatons and Words of Revergence
Bangles of Time Casting
Descriptors: Time
Classes: Guru, Helmsman, Nexus, Promethean, Vizier
Slots: Wrists, Belt
Save: Fortitude (see text)
A bangle of strange silvery translucent metal forms around your wrist, a miniature hourglass hanging from it that erratically twists and spins causing the sand within to appear frozen in time.
Shaping this veil grants you the power to cast creatures briefly into the future, disorienting them and damaging them as the timestream itself afflicts damage upon their sanity and their flesh. As a standard action, you can attempt to cast a creature within 30 feet of you into the flow of time itself. The creature must make a Fortitude save; on a failed save, they suffer 1d6 points of akashic damage, and they are cast into time until the end of your turn. On a successful save, the damage they take is halved and they are not cast into time. While cast into time the target disappears as they travel briefly through the timestream; the time spent by them feels like minutes or even days but in reality it is only a scant few seconds. During this time they cannot take actions, and they cannot be targeted or affected in any way. After the duration they reappear in the space they left, or the nearest space of their choice if their previous space is occupied. While they are gone they do not perceive anything that happened surrounding where they left.
Essence: For each point of essence invested in this veil, casting a creature into time deals 1d6 additional akashic damage.
Chakra Bind (Wrists): Binding this veil to your Wrists chakra empowers your ability to cast creatures into the future: allowing you to affect multiple creatures, or to send a single creature even further into the future. Whenever a creature succeeds on their save against this ability, they are cast into time until the end of your turn and take half damage (rather than negating the damage). If they fail, they are also sickened until the end of your next turn.
When activating this veil’s ability to cast a creature into time, you can choose to target a single creature within range or affect all creatures in a 15-foot cone. If you cast only a single creature into time; the damage dealt increases by +2 per damage die. If that target fails their save, in addition to the above effects you may choose to cast them into time until the beginning of their next turn, rather than until the end of your turn.
Chakra Bind (Belt): Binding this veil to your Belt chakra grants you all the benefits of the veil’s Wrists bind, and increases the potency of the veil’s effects. The range you can cast a single target into time increases to 100 feet + 10 feet per point of essence invested in this veil, and when casting multiple creatures into time you may increase the length of the cone by up to 5 feet per point of essence invested in this veil.
When casting multiple creatures into time, the damage dealt increases by +2 per damage die.
When casting a single creature into time, in addition to the effects of the Wrists bind, the size of the damage dice dealt increases to 1d8s (to a total of 1d8+2 damage, plus 1d8+2 per point of essence invested).
Orb of Recorded Time
Descriptors: Divination, Enhanced (implement and light shield; see text), Scrying, Time, Variant
Classes: Guru, Nexus, Promethean, Radiant, Soulforge, Vizier
Slot: Wrists
Save: None
A small glass orb sits upon a bangle tied to your wrist, expanding to fill your hand upon your command. Within its boundless depths does time itself flow, spiraling images of the immediate past swirling ever downwards.
This veil is a variant of the Book and Quill of the Akasha Record veil.
Shaping this veil allows you to conjure a glass orb into a free hard that once peered within allows you to spy upon the past of yourself and your surroundings. This orb is held in one hand and can be wielded as if it is a light shield, and counts as a casting focus if you are a spherecaster and have the Focused Casting drawback. The orb immediately dissipates and returns to the veil if it leaves your hand.
As a full-round action, you can peer into the orb and draw forth knowledge drawn from the past and future, allowing you to make a Knowledge check with a +2 insight bonus. You may also peer into the orb in this way as part of making Research checks, if you are using the Research rules; you must still have access to the normal requirements to make Research checks when doing so.
You may also use the orb to peer into the immediate past of locations, creatures, and objects. You can peer into the orb to see experiences that happened in the past 1 hour within 30 feet of your current location, or see up to 1 hour into the past within 30 feet of any willing creature touching the orb or any one object you are holding or touching (this 30 feet is surrounding that creature or object in the past, not your current location). For each round you spend peering into the orb, you see 6 seconds of the past. You choose exactly how far back you see each round you spend meditating. If a creature whose past you are peering into stops touching the orb, or you stop touching or holding an object you are viewing the past of, you can no longer see their past. You can allow willing creatures touching the orb to see what you see as well. You can only see the past in this way using your own modes of vision; you cannot hear, or utilize any of your other non-vision senses. This is a scrying effect.
Finally, you may gaze into your own various and potential pasts, drawing upon the powers of time to temporarily overlay those choices you made upon your current iteration in time. If you shape this veil as part of resting to reshape your veils for the day (or if you choose to keep this veil shaped as part of reshaping your veils for the day), you may peer into the orb to view the past potential of your own abilities. You may temporarily lose up to one of your feats, and gain a bonus feat of your choice that you meet the prerequisites for in its place. If you are a spontaneous spellcaster, in place of this feat you may instead unlearn up to one of your known spells and replace it with another spell of the same level of your choice until you next begin your daily preparations. If you are a spherecaster, in place of this feat you may instead choose up to one of your magic talents, losing it and gaining a temporary magic talent of your choice in its place. You can choose to gain new magic spheres using this temporary magic talent, including drawbacks. If the replaced feat, spell, or magic talent gained in this way was used for a prerequisite, you lose the benefits of whichever ability it was used as a prerequisite for until you meet the prerequisites again. When you next rest to reshape your veils, you lose any feats, known spells, or moldable talents granted by this veil, regaining the original feats, known spells, or moldable talents you chose to replace. If this veil is suppressed, you lose the feats, known spells, or magic talents granted by this effect until the veil stops being suppressed. If it is unshaped, you instead lose them until this veil is unshaped, or until you rest to reshape your veils.
This veil can be enhanced as both an implement and as a light shield; enhancing it as both increases the cost as per enhancing it multiple times (the gp cost of the lower-price set of enhancements has its total price increased by 50%). For example; if you enhanced this veil as both a +1 shield and a +1 implement for the Time sphere, the total price to do so would be 1,750 gp (1,000 gp for the +1 implement, 500 gp increased by 50% to 750 gp for the +1 shield bonus).
Essence: For each point of essence invested in this veil the insight bonus to Knowledge checks granted by this veil increases by +1, and you may use the orb to see up to 1 hour further into the past.
Chakra Bind (Wrists): Binding this veil to your Wrists chakra further improves the veil’s ability to peer into the past, and allows you to further gaze into and alter your own past.
You may peer into the orb to gaze up to 1 day into the past, plus 1 day per point of essence invested in this veil, for a maximum amount of time each day equal to 1 minute + 30 seconds per veilweaving level. You expend this time in 6-second increments. This does not affect or alter your ability to view events that happened in the past hour using the orb.
When shaping this veil as part of resting to reshape your veils, the number of feats, known spells, or magic talents you can choose to replace increases to one + one per three veilweaving levels. You can replace any combination of feats, known spells, or magic talents up to this maximum.
Mantle of Temporal Manipulation
Descriptors: Time
Classes: Nexus, Promethean, Radiant, Vizier, Volur
Slots: Head, Shoulders
Save: Will (see text)
A strange ephemeral mantle drapes around the head and shoulders, its surface covered in clocks whose hands erratically twist and turn, none seeming to properly track time.
Shaping this veil allows you to alter how time affects you, using that temporal energy to speed up time for others. Once per round as a move action, you can alter the flow of time to quicken the movements of a willing creature within 30 feet. During that creature's next turn, they may move up to half their speed as a free action. This movement doesn’t provoke attacks of opportunity. The creature can use any mode of movement they possess when moving in this way, making any skill checks as part of that movement as normal.
If you know combat is imminent, you can use this ability outside of combat to allow a single creature within range of your choice to have their movement quickened using this ability during their first turn of combat. However, doing so over long periods of time is as draining as repeatedly taking other taxing actions and cannot be done so without risking fatigue or exhaustion. If the creature you chose is surprised during their first turn of combat, they do not have the ability to use this movement and it is wasted.
Essence: For each point of essence invested in this veil, the distance you can affect a creature increases by 10 feet, and creatures may move up to 5 additional feet with the movement granted by this veil.
Chakra Bind (Head): Binding this veil to your Head chakra allows you to further dilate the effects of time. You may activate the veil’s ability as a standard action by taking 1 point of essence burn to quicken the movements of a number of willing creatures equal to 1 + 1 per point of essence invested in this veil.
You also gain the ability to tap into the temporal energy of another creature as a standard action, allowing you to use that energy to quicken another. Choose a creature within range of this veil’s ability; that creature must make a Will saving throw or have their speed halved until the beginning of your next turn (rounded down, minimum 5 feet). If they fail, one willing creature of your choice within range has their movement quickened, as per the veil’s base effect, save that the distance they can move increases to that of their full spell + 5 per point of essence invested in this veil. Creatures affected by freedom of movement, or a similar effect, automatically succeed on this saving throw.
Chakra Bind (Shoulders): Binding this veil to your Shoulders chakra grants you all the benefits of the Head bind, and allows you to further distort and expand the temporal energy of your foes. When you activate this veil’s ability to tap into the temporal energy of another creature as a standard action, you can choose to further draw upon that creature’s energy, or affect multiple targets, as per the following:
Single Target: That target is staggered until the beginning of your next turn on a failed save, rather than having their speed halved.
Multiple Targets: You may affect a number of creatures within range equal to your 1 + 1 per point of essence invested in this veil. For each creature that fails its save, you may quicken the movements of up to one willing creature of your choice within range.
Thief of Moments
Descriptors: Time
Classes: Nexus, Promethean, Radiant, Vizier
Slots: Hands
Save: Will (negates)
Your hands leave behind trailing afterimages, brief moments of their past movements frozen in time.
Shaping this veil allows you to steal the potential energy of a target’s moment in time. Once per round as a standard action, you can make a melee touch attack against a creature in your reach. On a hit, that target must make a Will saving throw; if they fail, they are staggered until the beginning of your next turn, and you immediately gain an additional move action this turn. This does not stack with any other ability that grants you additional move actions during your turn. Creatures under the effects of freedom of movement, or a similar effect, are immune to this ability.
This ability requires intense focus to use; if you have an ability that would allow you to deliver this ability as part of another attack, such as by using the conductive weapon special ability, it can only be delivered using such an ability as part of a single attack made as a standard action (not the attack action).
Essence: Investing essence in this veil has no additional effects besides improving its saving throw DC.
Chakra Bind (Hands): Binding this veil to your Hands chakra allows you to utilize your essence to further hone the moments you steal. When a creature fails their saving throw against this veil’s ability, you can choose to take 3 points of essence burn; if you do, you gain an additional standard action this turn rather than a move action. This does not stack with any other ability that grants you additional standard actions during your turn.
Timeturned Hourglass [Reworked]
Descriptors: Time
Classes: Nexus, Promethean, Radiant, Vizier, Volur
Slots: Neck, Body
Save: Reflex (see text)
Around your neck rests a thin chain of precious metal that forms a dangling filigree enclosure. Visible within is a small floating hourglass, the sand within dimly glowing,
Shaping this veil allows you to alter the flow of time in your surroundings by manipulating the veil’s hourglass. You can use this veil to accurately read the current time by viewing its hourglass, as if it is a clock that is always accurate to the time of your current region.
As a standard action, you can either hasten time or slow time within a 20-foot burst centered on one of the corners of your space (or your choice of an intersection of one of your spaces, if you are Large or larger). This burst produces a field of altered time that persists for 1 round, plus up to 1 round per point of essence invested in this veil (chosen when you create the field). Activating this ability again ends the previous field early, and it immediately ends if you leave the field of altered time or this veil is suppressed or unshaped, or if you dismiss the field as a standard action. You cannot choose to voluntarily suppress or shatter this veil while a field of altered time created by it is active.
Hasten Time: Creatures within the area of hastened time do not provoke attacks of opportunity from creatures outside of the field. Whenever a creature enters the field for the first time during their turn or begins their turn within the field of hastened time, they gain a 5 foot bonus to the speed of all of their modes of movement until the end of their turn, plus 5 feet per two points of essence invested in the veil. This increase to speed can only be used within the field, and is used before their normal movement distance while moving within the field. For example; if a creature gains 20 feet of bonus movement speed from the field and leaves the field by using 10 feet of movement, the additional 10 feet of speed cannot be used to move until they enter the field again during their turn.
Slow Time: Creatures within the area of slowed time do not threaten attacks of opportunity against any creature outside of the field. Whenever a creature enters the field for the first time during their turn or begins their turn within the field of slowed time, they suffer a -5 penalty to the speed of all of their modes of movement until the end of their turn, with the penalty worsening by -5 per two points of essence invested in the veil (to a minimum of 5 feet). This penalty only applies to movement they make within the field; if a creature uses their movement to enter the field, the remaining movement they have left is reduced (to a minimum of 0 feet remaining), if they leave the field they lose this penalty for the action they spent moving out (if they have a 20-foot penalty to their normal speed of 30 feet, if they spend 10 feet leaving the field they would regain the remaining 20 feet of speed for that action). Creatures under the effects of the freedom of movement spell, or a similar effect, are immune to the effects of your fields of slowed time, but they always treat attacks and abilities used against creatures or objects within the field as if they were being made across the field’s edge, as per below (even if both the creature and their target are within the field).
The edges of this field are particularly difficult to attack or affect creatures through; attacks made across this barrier suffer a -4 penalty to attack rolls, and the saving throw DC of abilities and spells used across the barrier are reduced by 4 (if an ability targets an area and it covers both spaces within and without the area, or targets creatures within and without the area, only those on the opposite side of the activator of the ability are affected by these penalties). These penalties cannot be negated or reduced through any means.
An unwilling creature caught within the effect along its edge as it is created may make a Reflex save to avoid the effect, moving to the nearest space outside of the field in a straight line from its center on a successful save. If there is no space large enough to fit the creature without squeezing, they automatically fail this Reflex save.
A Large or larger creature is considered within the field if any amount of their space is within the field, and they are considered along its edge as it is created if any amount of their space is on the field’s edge or borders its edge upon the field’s creation.
If multiple fields of hastened time and slowed time created by this veil intersect, even if they are created by different creatures shaping this veil, all intersecting fields are immediately dismissed.
Essence: Investing essence in this veil improves its effects, as described above. Removing or investing essence from or to this veil while the veil’s field is active alters the potency of the field’s effects, but not the field’s remaining duration.
Chakra Bind (Neck): Binding this veil to your Neck chakra further improves your ability to hasten or slow time in the area, but makes it increasingly difficult to act against creatures beyond the effect’s border. When you activate the veil’s ability, you choose whether you use the base effects, or the improved effects:
Improved Hasten Time: In addition to the base effects, creatures that end their turn within the field gain an additional turn of hastened time at their current initiative count minus 30 (to a minimum of 0; ties are resolved as normal from highest initiative bonus to lowest); during this special turn of hastened time they can only take a single standard or move action, they cannot delay this turn or ready this action, and this special turn does not count as a turn for any other purpose (“at the beginning of turn” and “at the end of turn” effects do not trigger, they do not regain attacks of opportunities, they cannot take free actions that can only be taken during their turn, they do not gain any additional uses of abilities that can be used a limited number of times each turn, and so on). If the creature uses this action to leave the field, the action they are taking and the special turn immediately ends (wasting any unused actions). If the creature leaves the field, is removed from the field, or the field ends before they take this special turn, the turn is lost.
Improved Slow Time: In addition to the base effects, whenever a creature ends their turn within the field they must succeed on a Will save or become staggered until the end of their next turn. They stop being staggered if they leave the field, or if the field ends. You are not immune to this effect, and it ignores any abilities that would allow you or your allies to automatically succeed on the saving throws of your veils. This staggered condition ignores any immunities or resistances the creature might possess, and can only be prevented through the use of freedom of movement or similar effects.
The edges of this improved field are even more difficult to act across; the penalty to attack rolls made across the field’s edge increases to -10, and the penalty to save DCs made across the edge worsens to 10.
If multiple fields of improved hastened time or improved slowed time intersect, all are dismissed. If one overlaps with only lesser fields of either type, only the lesser fields are dismissed.
Chakra Bind (Body): Binding this veil to your Body chakra grants you all the benefits of the veil’s Neck bind, and allows you to completely warp the flow of time within the affected area. When you activate the veil’s ability, you choose whether you use the base effects, the improved effects, or the ultimate effects:
Ultimate Hasten Time: As per improved hasten time, but the creature gains both a standard and move action during their special turn of hastened time (they can combine these into a full-round action, as normal).
Ultimate Slow Time: As per improved slow time, but the creature is dazed on a failed save, and staggered on a successful save. This dazed condition ignores any immunities or resistances the creature might possess, and can only be prevented through the use of freedom of movement or similar effects.
Time is so distorted that the edges of this ultimate field are nearly impossible to effect through; attacks cannot be made across the barrier, and abilities and spells cannot be used or cast through the field’s edge; any attempt to do automatically fails and has no effect (even if it would normally have an effect even on a miss or successful save, or even if it hits automatically). If an attack, spell, or ability affects an area and covers both spaces before and across the barrier, only spaces before crossing the edge are affected.
If multiple fields of ultimate hastened time or improved slowed time intersect, all are dismissed. If one overlaps with only lesser fields of either type, only the lesser fields are dismissed.
New Veil Sets
Chronomancer’s Collection
This veil contains the following veils: Fractured Pocket Watch, Mantle of Temporal Manipulation, Orb of Recorded Time, Regalia of the Timewalker, Words of Revergence
Timebinder’s Tools
This veil set contains the following veils: Bangles of Time Casting, Diadem of Timeline Distortion, Thief of Moments, Timebinder’s Touch, Timeturned Hourglass
Feats
Soul Forged Veils (Akashic)
You have learned to better utilize the veils of your forged souls.
Prerequisites: Ability to forge a soul, Wisdom 13 .
Benefits: You gain one of the following two benefits, determined by whether you can shape veils or not:
Can Shape Veils: When you forge your soul each day you add your forged soul’s associated veils to your veil list.
Cannot Shape Veils: You gain the ability to shape 1 veil each day. You may only shape veils associated with your forged soul in this veil slot. You use your character level as your veilweaving level, and your Wisdom as your veilweaving modifier. The saving throw DC of your veils is equal to 10 + number of points of essence invested in the veil + your veilweaving modifier. This does not count as the ability to shape veils for the purposes of determining which benefit this feat grants.
If you have the ability to change your forged souls and it would cause you to lose the ability to shape a veil you have shaped using this feat, that veil is unshaped and a veil associated with your newly forged soul is shaped in its place. If you have the ability to bind the newly shaped veil, you may do so as part of this process.
If you are a soulforge capable of shaping both veils and soul veils and shape a soul veil in one of your non-soul veil slots, you invest essence in that veil as per normal, rather than that veil benefitting from the essence invested in your forged souls.
Special: If you take this feat at the same level you gain the ability to forge a soul, you can use it to meet the prerequisites for obscure forged souls that would be gained during the same level.
OGL
15. COPYRIGHT NOTICE
Open Game License v 1.0 © 2000, Wizards of the Coast, Inc.
System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
Patreon Drop: Chronomancy and Cleanup © 2025 Studio M—, Authors Hal Kennette.
Pathfinder RPG Core Rulebook, © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.