Patreon Drop: Enigmatic Veils
Added 2025-04-18 20:08:49 +0000 UTCHey there patrons! Sorry for the lack of patreon drops these last few weeks, but I had been busy writing the Ultimate Veilweaving Sphere! Today I have for you seven new veils!
Bladedancer’s Paired Shamshirs
Descriptors: Enhanced (scimitar), Paired
Classes: Daevic, Eclipse, Guru, Helmsman, Huay, Kheshig, Soulforge, Stormbound, Vizier
Slots: Hands, Feet, Wrists
Save: None
These elegant curved blades are expertly weighted, the magic within them guiding your hands through intricate swirls and spins as you dance through combat.
Shaping this veil allows you to conjure two paired shamshir that when used in combat together allow you to effortlessly weave through combat. Whenever you take an action to attack using both the veil’s weapons in your main- and off-hands, you may move up to 5 feet as a free action after each attack you make using one of the veil’s weapons.
All movement granted by the abilities of this veil provokes attacks of opportunity. You can attempt Acrobatics checks as part of this movement to attempt to avoid attacks of opportunity without reducing your speed. If you choose to do so, when you take an action that allows you to move using this veil you make a single check and use it for all of the veil’s movement. If you are trained in Perform (dance) you may make Perform (dance) checks in place of these Acrobatics checks.
While wielding the veil’s weapons in both your main- and off-hands, you gain the benefits of the Two-Weapon Fighting feat. If your base attack bonus is 6 or higher, you also gain the benefits of the Improved Two-Weapon Fighting feat. If it is 11 or higher, you also gain the benefits of the Greater Two-Weapon Fighting feat.
Essence: For each point of essence invested in this veil, you gain a +1 insight bonus to damage rolls made using the veil’s weapons. For every odd point invested, you gain a +1 insight bonus to attack rolls made using the veil’s weapons.
Chakra Bind (Hands): Binding this veil to your Hands chakra allows you to dance around a single foe, distracting them with your spinning blades. Whenever you take an action to attack using both the veil’s weapons in your main- and off-hands, consecutive attacks you make against a specific creature make using the veil’s weapons as part of that action treat the target as if you are flanking that creature with yourself (consecutive attacks are all those made after the first against a target without attacking another target).
Chakra Bind (Feet): Binding this veil to your Feet chakra allows you to perform a spiraling dance that leads you into the fray to slice and dice multiple foes. As a full-round action while wielding the veil’s weapons in both your main- and off-hands, you may move up to 10 feet and then make an attack using one of the veil’s weapons against an enemy in your reach at your full base attack bonus with a -2 penalty. If you make an attack after this movement, you may repeat this process. Attacks you make using this ability alternate between the veil’s weapons, and you may only attack any individual creature once as part of using this ability. You do not get the additional movement as a free action granted by this veil’s base ability from attacks you make as part of this ability.
Chakra Bind (Wrists): Binding this veil to your Wrists chakra grants you the benefits of both the veil’s Hands and Feet binds.
Burst Energy Sheath
Descriptors: Enhanced (spiked light shield, see text), Force, Variant
Class: Daevic, Eclipse, Guru, Helmsman, Kheshig, Nexus, Soulforge, Stormbound, Vizier
Slots: Hands, Belt
Saving Throw: none
Drawn from some bygone future possibility, this technological scabbard is powered by an unstable and explosive energy that infuses the weapon sheathed in it.
This veil is a variant of the Bushi's Scabbard veil.
Shaping this veil grants you a mechanical scabbard powered by unstable explosive energies that can change its shape to hold any manufactured melee weapon that can be wielded in one or two hands. This scabbard can also hold such weapons that are produced by an Enhanced veil, causing them to not be dismissed by leaving your hands when sheathed in the scabbard.
You may wield this scabbard in a free hand and draw it from your belt as a free action; while wielded, it is treated as a spiked light shield. If this scabbard is removed from your grip it immediately dissipates and reappears on your waist.
You may draw a sheathed weapon from the scabbard as a free action, even outside of your turn. If this veil is unshaped or suppressed with a weapon sheathed in it, you may draw the weapon from the scabbard in response to it as a free action, even outside of your turn (you do not gain the other benefits provided by the veil when you do so); if you do not choose to do so, the weapon falls to the ground in your space. You may use a weapon sheathed in the scabbard to threaten attacks of opportunity as if you are wielding it so long as you have the free hands required to draw and wield it; if you make an attack of opportunity in this way, you draw the sheathed weapon as part of making the attack.
Whenever you draw the sheathed weapon from the scabbard, it is wreathed in unstable energies until the beginning of your next turn. This unstable energy protects the weapon, giving you a +1 insight bonus to your CMD against sunder and disarm attacks made against the weapon, and erratically tears apart enemies struck by the weapon, causing attacks made using the weapon to deal 1 additional point of force damage on a successful hit. If you have an ability that allows you to draw a weapon as part of making an attack (such as when making an attack of opportunity using the above ability, or the special Hands and Belt bind attacks of this veil), this bonus force damage is doubled for that attack.
Essence: For each point of essence invested in this veil, the insight bonus to CMD granted by the veil’s unstable energy increases by +1, and the additional force damage dealt due to the energy increases by +1. For every two points invested, the unstable energy wreathing the weapon also gives you a +1 insight bonus to attack rolls made using the weapon.
Chakra Bind (Hands): Binding this veil to your Hands chakra allows you to draw the veil’s sheathed weapon to launch yourself forward in a devastating burst of unstable explosive energy. As a special attack action while a weapon is sheathed in the veil, you can draw the sheathed weapon alongside a burst of explosive energy to propel yourself forward in a straight line up to 25 feet plus 5 feet per point of essence in the veil. You can propel yourself in any direction, including into the air, and it ignores any ground-based difficult terrain. After this movement, you may make an attack using the weapon as part of drawing it. If you are in the air after this movement and attack, and you don’t have another means of supporting yourself in the air such as a fly speed, you fall.
Chakra Bind (Belt): Binding this veil to your Belt chakra grants you all the benefits of the Hands bind and allows you to channel the veil’s unstable energies to unleash a massive burst of power as part of unsheathing its weapon. As a special attack action while a weapon is sheathed in the veil, you can draw the sheathed weapon and unleash an unstable cascade of energy in a 25-foot line plus 5 feet per point of essence invested in this veil. Make a single attack using the sheathed weapon as part of unsheathing it and apply it to AC of each creature in the line. If this attack is a critical threat, make a confirmation roll against each creature individually. Each struck creature takes damage as if struck by the weapon. If an effect modifies your attack actions, such as the Vital Strike feat, only a single struck target of your choice is affected by those additional effects.
Chains of the Hungering One
Descriptors: Force
Classes: Daevic, Helmsman, Huay, Nexus, Promethean, Stormbound, Vizier
Slots: Wrists, Belt
Save: Reflex (see text)
Bundles of chains wrap around your arms and waist, drawn from the bindings of a primordial evil that was imprisoned to prevent its consumption and destruction of the world. These chains allow you to tap into its immense power, laying waste to your foes.
As a standard action, you can extend the veil’s chains using one of your free hands and slam it down with immense force in a 30-foot line, dealing 1d6 bludgeoning damage to each creature in the area. A successful Reflex save halves this damage. When creating this line it can begin in any space within 5 feet of you and then extend in any direction, other than through your own space.
You may instead activate this ability as a full-round action to slam down chains using two of your free hands simultaneously, producing two 30-foot lines. The end and beginning points of these lines cannot start or end in the same spaces, and If a creature is within the area of both lines they are only affected once, but the damage dealt to them increases by +2 per damage die.
Essence: For each point of essence invested in this veil, the chains you slam down upon your foes deal 1d6 additional bludgeoning damage and you may increase the length of the chains by up to 5 feet as part of creating them. If you create two lines as a full-round action, they must both be the same length.
Chakra Bind (Wsists): Binding this veil to your Wrists chakra imbues the veil’s chains with the true destruction power of the being they were designed to imprison. The effects of this veil now deal force and bludgeoning damage; whichever is worse for a creature damaged by it. Whenever you use this veil’s ability, the chains remain until the beginning of your next turn as they crackle with explosive force. At the beginning of your next turn the area of the chains explodes, affecting each creature within their area again as per the base effect of this veil. If you move from your space after slamming the chains down but before they explode at the beginning of your next turn, if the veil is suppressed or unshaped during this time, or you take an action using one of the free hands used to create the chain (such as picking up an item, making an attack, and so on), the chains return to you and do not explode.
Chakra Bind (Belt): Binding this veil to your Belt chakra grants you all the benefits of the veil’s Wrists bind, and allows you to splay your chains out to affect a wider but shorter area as you slam them down. When you slam down a chain, you can choose to slam it down as a line, or as a 15-foot lone cone. When creating this cone it can begin in any space within 5 feet of you and then extend in any direction, other than through your own space. You may increase the length of this cone by 5 feet per two points of essence invested in this veil.
If you slam both chains, you can choose for one or both to be cones instead of lines. If both are cones, none of the spaces of the cones are allowed to overlap and both cones must be the same length. If a creature is in the area affected by both a cone and line, they are only affected once but take additional damage as if affected by two lines.
Coruscating Tassets
Descriptors: Figment
Classes: Daevic, Eclipse, Guru, Helmsman, Huay, Kheshig, Nexus, Stormbound, Vizier
Slots: Belt
Save: None
Phantasmal ribbons of shimmering light wrap your waist and thighs, trailing out behind and to the side of you to distract your foes when you charge into danger.
Whenever you charge, this veil produces a single illusory duplicate of yourself, as per the mirror image spell, until the beginning of your next turn. As long as you benefit from at least one illusory duplicate produced by this veil, you do not suffer the normal AC penalty for charging (you start suffering the penalty as normal when the last duplicate is destroyed). These duplicates are created as soon as you take the charge action, possibly preventing attacks of opportunity due to your movement from hitting you.
Essence: For each odd point of essence invested in this veil, you produce one additional illusory duplicate when you charge. For every two points invested, the illusory duplicates persist for 1 additional round; if you charge while you already have illusory duplicates, the first set is replaced. When you roll for initiative, all of your illusory duplicates are destroyed.
Chakra Bind (Belt): Binding this veil to your Belt chakra causes your illusory duplicates to further distract the target of your charge. When you charge into melee range with your target, before making your attack as part of the charge you may make a feint against your target as a free action.
Additionally, your illusory duplicates allow you to feint your target more easily, even allowing you to feint creatures normally resistant to feint attempts. You gain a +1 circumstance bonus to your Bluff check made to feint for each of your illusory duplicates. This bonus is doubled for your free feint attempt made as part of a charge. You do not receive this bonus for feint attempts made against creatures that can see through illusions, or that are immune to figments.
Lifechannel Ring [Retold]
Descriptors: Healing, Positive Energy
Classes: Vizier
Slots: Ring
Save: Will (see text)
Pure radiant energies burst forth from this ring as your command, washing over your allies and soothing their injuries.
Shaping this veil allows you to create a pulse of positive energy as a standard action that heals all living creatures within a 5-foot radius for 1d6 points of damage. Creatures damaged by positive energy within the radius are instead damaged for the same amount; a successful Will save halves the damage. If you are damaged by positive energy, you choose whether this pulse affects you or not.
You may create a pulse of energy using this veil a number of times per day equal to 1 + your veilweaving modifier.
Essence: For each point of essence invested in this veil, the healing provided increases by 1d6, and the radius increases by 5 feet.
Chakra Bind (Ring): Binding this veil to your Ring chakra causes the healing energies to become even more potent. The amount healed by the veil increases to 1d8+1, and the increase to the healing from investing essence in the veil increases to 1d8+1 per point invested.
Phantasmal Gleam
Descriptors: Mark, Mind-affecting, Phantasm
Classes: Guru, Nexus, Promethean, Radiant, Vizier, Volur
Slots: Head, Headband
Save: Will (see text)
Your eyes gleam with phantasmal energies, flaring out when you focus your gaze upon a foe you wish to distract.
As a swift action, or as part of reinvesting your essence as a swift action, you can choose a single creature within 20 feet of you and inflict a phantasmal distraction upon them. This distraction takes form as a phantasmal duplicate of you only visible to the chosen creature; it always appears to follow them, staying in a space adjacent to them. This illusory phantasm persists until the beginning of your next turn or until destroyed (see below), and as long as it persists the chosen creature is marked by the phantasm. While marked, the creature suffers a -2 penalty on attack rolls and a -1 penalty to their save DCs against all creatures besides the phantasm. This is a mind-affecting illusion.
The affected creature can choose to target the phantasm with their attacks and abilities; it is always considered to be in range. All attacks made against it automatically hit, and it automatically fails all saving throws from that creature. If it is hit or fails a saving throw, the phantasm is instantly destroyed.
Essence: For each point of essence invested in this veil, the range at which you can choose a creature to inflict with a distracting phantasm increases by 10 feet. For every two points invested, the penalty to attack rolls imposed by the phantasm’s mark increases by -1. For every four points incested, the penalty to save DCs imposed by the phantasm’s mark increases by -1.
Chakra Bind (Head): Binding this veil to your Head chakra further improves the potency of your phantasmal distractions, and allows you to see them as well. Whenever you make a melee attack against a creature inflicted by one of your phantasms, you are treated as flanking the target with your phantasm.
If you begin your turn with an active phantasmal distraction, before its duration expires it makes a phantasmal strike against the target it is distracting. That creature must succeed on a Will saving throw or suffer 1d6 points of damage, plus 1d6 per two points of essence invested in this veil. This damage is damage dealt to their mind and psyche; it bypasses damage reduction, resistances, and hardness and is considered a mind-affecting effect.
Chakra Bind (Headband): Binding this veil to your Headband chakra allows you to focus your mind to distract multiple creatures at once. As a move action, you can choose a number of creatures up to 1 + 1 per two invested in this veil and inflict them with a phantasmal distraction, as per the veil’s base ability. Each distraction marks its target individually, and each target must destroy their phantasm individually to end the mark early. You can only use this ability once each round, and it cannot be used in the same round as inflicting a phantasmal distraction upon a target as a swift action, or as part of reinvesting your essence as a swift action.
Shadeblink Greaves
Descriptors: Darkness, Teleport
Classes: Daevic, Guru, Eclipse, Kheshig, Nexus, Promethean, Vizier, Volur
Slots: Feet
Save: None
Swirling ebony shadows wrap around your shins to take the form of writhing greaves of darkness. Wisps of black smoke trail from them as you move, surging in force to propel you away from harm.
Whenever you are targeted by an attack roll, if that attack’s total roll is less than or equal to your AC +2 (or your touch AC +2 if it is a touch attack), you can spend an attack of opportunity to move up to 5 feet without provoking an attack of opportunity and to gain a +3 dodge bonus to your AC until the end of the turn. This movement cannot move you farther away from your attacker. You cannot use this ability if you are flat-footed or denied your Dexterity bonus to AC against your attacker. This bonus to dodge AC is applied before determining if the attack successfully hit you, but any cover, concealment, or changes to line of sight or effect from you moving is not applied to the triggering attack.
Essence: For each point of essence invested in this veil, you gain an additional attack of opportunity each round that can only be used to activate the veil’s effects. For every odd point invested, the range at which your attacker’s attack roll can trigger this effect increases by +1 (AC +3 with 1 essence, AC +4 with 3 essence, and so on), and the dodge bonus to AC granted by the veil’s effect increases by +1. When at least two points are invested, and every four points thereafter, the distance you may move when triggering the veil’s effect increases by 5 feet.
Chakra Bind (Feet): Binding this veil to your Feet chakra causes you to be fully enveloped by the darkness of the veil when moving. When moving using this veil’s effect, you may instead choose to teleport the distance instead. If you are in a space of dim light or darkness when you activate the veil’s effect, the total distance you can teleport increases to 10 feet, plus 5 feet per two points of essence invested in the veil.
Finally, as a move action you can teleport up to 5 feet + 5 feet per two points of essence invested in this veil without provoking attacks of opportunity. This distance increases to 10 feet + 5 feet per point invested if your teleportation begins in an area of dim light or darkness.
You need line of sight and effect to the space you teleport to using the abilities of this veil, and you cannot teleport through gaps too small for you to squeeze through.
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: Enigmatic Veils © 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.