Patreon Drop: Tools of Battle
Added 2025-03-21 20:39:04 +0000 UTCHey there Patrons! This week's drop contains five new veils that expand on the options available to martial veilweavers!
Cloak of Bladed Evasion
Descriptors: None
Classes: Daevic, Eclipse, Huay, Kheshig, Nexus, Stormbound, Vizier
Slots: Shoulders
Saves: None
A hooded cloak of sharp-edged feathers shrouds you, granting you the agility and poise of a vicious bird of prey. When you barely avoid a blow, the sharpened feathers bristle to instill your blows with heightened violence.
Shaping this veil allows you to more easily avoid harm, empowering you when you avoid harm only through the veil’s power. You gain a +2 dodge bonus to AC. Whenever an attack misses you by 2 or less, until the end of your next turn your attacks deal 2 additional damage. This damage is of the same type as the triggering attack and is multiplied on a critical hit.
Essence: For each point of essence invested in this veil, the additional damage granted by the veil increases by +2. For every odd point of essence invested, the duration in which you deal extra damage due to the veil’s effect increases by 1 round. For every three points invested, the dodge bonus to AC granted by the veil increases by +1, and the veil’s bonus damage ability triggers on misses 1 higher (misses of 3 or less with three essence, 4 or less with six essence, 5 or less with nine essence, and so on).
Chakra Bind (Shoulders): Binding this veil to your Shoulders chakra empowers your ability to dodge all manner of effects, not just attacks. The bonus to dodge AC provided by this veil also applies to your Reflex saving throw. Whenever one of your Reflex saving throws beats the DC by 1 or less, plus 1 per three essence invested in the veil, you take no damage from the triggering ability and gain the damage bonus ability of this veil’s base effect as per being missed by an attack. For example; if the DC of an effect is 25 and you have six essence invested in this veil, this effect would trigger if you beat the DC with a roll of 28 or less.
Escalating Edge
Descriptors: Enhanced (greatsword)
Classes: Daevic, Kheshig, Soulforge, Stormbound
Slots: Hands, Wrists
Save: None
The Escalating Edge is a massive blade of destructive malice, each of its swings continuing to grow in power and violence until the firmament itself is sundered beneath its immense weight.
Shaping this veil allows you to conjure a massive greatsword that grows in destructive power the more it is swung. Unlike other greatswords, you need a Strength score of at least 18 to wield this veil effectively; you suffer a -1 penalty to attack rolls with it for every 2 points fewer Strength than 18 you possess.
As a special attack action, you can perform an escalating charged slash with this veil’s weapon, causing it to gain additional potency based on how escalated the blade’s charge is:
Zero Points of Charge: After the attack is resolved, the veil gains 1 point of charge.
One Point of Charge: The veil’s weapon is treated as one size category larger for the purposes of dealing damage (3d6 for a Medium creature, 2d6 Small). After the attack is resolved, the veil gains 1 point of charge.
Two or more Points of Charge: The veil’s weapon is treated as two size categories larger for the purposes of dealing damage (4d6 Medium, 3d8 Small). After the attack is resolved, the veil loses all of its points of charge.
These effective size increases stack with other size increasing effects. Any points of charge the veil has are lost upon rolling initiative, if you lose the ability to take actions, or at the end of any of your turns that you do not make an attack using the veil’s weapon.
Essence: You gain an insight bonus on damage rolls made using the veil’s escalating charged slash equal to 1 + its number of charges multiplied by the amount of essence invested in the veil; for example; if the veil has two charges and four essence invested, you would gain a +12 insight bonus to damage rolls on its escalating charged slash. This damage is multiplied on a critical hit.
Chakra Bind (Hands): Binding this veil to your Hands chakra allows you to intercept blows using the veil’s weapon, suffering damage but further escalating its onslaught. When you are targeted by a melee or ranged attack that deals damage while you are wielding the veil’s weapon, you can swing the veil’s weapon into the attack as an immediate action to propel you through combat. The attack is treated as if it hit you, no matter what the result of the attack’s roll, but you treat all dice of damage as if it had rolled the minimum result, you take only half damage from any flat damage dealt. This ability must be used before the triggering attack is rolled. If the attack against you is a critical threat, the confirmation is rolled normally when determining if it is a critical hit or not.
If you are conscious after the attack resolves, you may move up to 10 feet without provoking attacks of opportunity and the veil gains 1 point of charge.
Chakra Bind (Wrists): Binding this veil to your Wrists chakra grants you all of the benefits of the veil’s Hands bind, and further amplifies the destructive potential of your escalating charged slashes. When your base attack bonus reaches +6 or higher, you are treated as if you have the Vital Strike feat when determining the damage dealt by your escalating charged slash. At +11, you are also treated as having Improved Vital Strike for your escalating charged slash. At 16+, also Greater Vital Strike. You can use this ability to meet prerequisites, but those abilities only apply to your escalating charged slash when meeting prerequisites in this way.
If you already have one or more of these feats, your escalating charged slash deals an additional damage equal to 1 + the number of points of charge for each of the feats you already have. For example; if you already have the Vital Strike and Improved Vital Strike feats and would also be granted them by this ability, your escalating charged slash would instead deal additional damage equal to 2 + 2 per point of charge from this ability. This additional damage is multiplied on a critical hit.
Mantle of Corrupted Power
Descriptors: Corrupt
Classes: Daevic, Eclipse, Huay, Kheshig, Nexus, Promethean, Vizier
Slots: Shoulders
Save: None
The cloth of this loathsome mantle is veined with crackling purple energy that lashes out at both its wearer and their foes.
Shaping this veil wraps you in a mantle of corrupted energy that lashes out to damage your foes alongside your own attacks. Whenever you make an attack roll against a creature as a non-free action, this veil deals 1d4 points of akashic damage to them (whether or not the attack successfully hits). This damage is dealt by this veil, not the triggering attack; it is a separate source of damage for all purposes.
The corrupted energy of the mantle hunger for the life of your foes; when its hunger is sated it stops feasting on you. Whenever you successfully hit an enemy with an attack made as a non-free action, the veil gains 1 point of sated hunger. When the veil has a number of points of sated hunger equal to 1 + the number of points of essence invested in it, its hunger is sated and it no longer gains points of sated hunger. When its hunger is sated and for the next minute, the veil loses the Corrupt descriptor and is treated as invested with a number of points of essence equal to its essence capacity. After this minute passes, or if you roll initiative, this effect ends; the veil loses all points of sated hunger and regains the Corrupt descriptor.
Essence: For each point of essence invested in this veil, whenever you successfully hit a creature with an attack the damage the veil deals to that creature increases by +2, or +3 if your attack was made using a two-handed melee weapon.
Chakra Bind (Shoulders): Binding this veil to your Shoulders chakra causes it to further empower you when its corrupt hunger is sated. While the veil’s hunger is sated, the critical threat range of all attacks you make are doubled. This effect does not stack with the Improved Critical feat, or similar effects.
Master’s Edge
Descriptors: Enhanced (nodachi), Paired (buckler) Variant
Classes: Daevic, Kheshig, Soulforge, Stormbound
Slots: Hands
Save: None
Once wielded by a master samurai, this massive blade’s hardened edge can be used to both deal devastating blows and to deflect them.
This veil is a variant of the Juggernaut Blade veil.
Shaping this veil allows you to conjure a Nodachi with a hardened edge ideal for parrying blows. While wielding the veil’s weapon in two hands you gain a +1 shield bonus to AC, and it is treated as if you are wielding a buckler for all purposes. The defensive abilities of this nodachi are enhanced as per a buckler, but you don’t suffer the normal penalty on attacks for making attacks using an arm wearing a buckler. If you can shield bash using bucklers, shield bashing with this veil deals damage as per the veil’s weapon, and you can choose to deal bludgeoning damage instead of its normal damage type with the shield bash. Despite the weapon’s hardened edge and great length, the weapon is extraordinarily light allowing you to use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier on attack rolls when wielding it.
While wielding the veil’s weapon, you can enter one of the following forms as a swift action or as part of reinvesting your essence as a swift action:
Snapping Grip: You can make a charge attack using the veil’s weapon as a standard action. When doing so, you may only move up to your speed (rather than up to twice your speed) and make a single attack using the veil’s weapon (even if you have the ability to make multiple attacks when charging). Whenever you charge and only make attack’s using the veil’s weapon while in this form, you only need to move at least 5 feet to charge, and if you move half or less of the distance you could move while charging you do not suffer the normal penalty to AC for charging.
Bulwark Grip: Whenever you take the total defense action, you maintain your ability to make attacks of opportunity using the veil’s weapon, you gain an additional attack of opportunity each round, and attacks made against you threaten attacks of opportunity from you. If a character makes multiple attacks against you as part of a single action, each attack provokes individually. If you have an ability that allows you to make one or more attacks as part of taking the total defense action, you cannot do so if you wish to gain the benefits of this form.
You can only be in one of these forms at a time, and may only change your form once each round. Entering a new form ends the first form, the form persists until you choose to leave the form as a free action.
Essence: Investing essence in this veil improves the effects of the forms it allows you to take as per the following:
Snapping Grip: Your charge attack using the veil’s weapon deals an additional 2 points of damage per point of essence invested in this veil.
Bulwark Grip: When you take the total defense action, you gain an additional attack of opportunity that round per point of essence invested in this veil. At the beginning of your next turn, all unused attacks of opportunity are lost.
Chakra Bind (Hands): Binding this veil to your Hands chakra further improves the veil’s combat forms.
Snapping Grip: When you charge as a standard action using this form, you can charge through the space of your target and the attack you make using the veil’s weapon is considered a special attack action. You must move at least 5 feet towards your target, as normal for your charges using the veil’s weapon, and make your attack when they enter your reach. After your attack, you may continue any of the remaining movement of your charge, moving through the target without penalty. This remaining movement must be in a straight line through the target, but does not need to move you closer to the target (as normal for a charge). If your attack hit them, this remaining movement does not provoke attacks of opportunity from your target. Additionally, if you have a veilweaving level of 6 or higher, you are considered to have the Vital Strike feat for the attack made as part of this ability . At 11 or higher, you are also considered to have the Improved Vital Strike Feat. At 16th, also Greater Vital Strike.
Bulwark Grip: When you take the total defense action, until the beginning of your next turn whenever an adjacent foe moves away from you (including as a 5-foot step), you may move up to your speed to pursue that foe by expending one of your attacks of opportunity. Your movement does not provoke attacks of opportunity, and it must end with you adjacent to the foe, or as close to the foe as possible if you cannot end adjacent to them. At veilweaving level 6 or higher, when you take the total defense action, enemies taking 5-foot steps provokes attacks of opportunity from you until the beginning of your turn. At veilweaving level 11 or higher, taking the total defense action also causes enemies to provoke attacks of opportunity from you when they attack your allies until the beginning of your next turn.
Skybreaker
Descriptors: Air, Enhanced (greatsword)
Classes: Daevic, Kheshig, Soulforge, Stormbound, Vizier
Slots: Wrists
Save: Reflex (see text)
Wisps of cloud swirl around the translucent edge of the veil’s silvery blade, surging out in a sudden burst of wind when swung.
The massive greatsword created by this veil is shrouded by turbulent winds that assist you in wielding it, allowing you to use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier on attack rolls when wielding it.
Whenever you make an attack roll using the veil’s weapon, it unleashes a burst of wind that disperses all fog and mist within 5 feet of you as per a strong wind.
Finally, you can use the weapon produced by this veil to sunder Storm veils as if they were a normal veil; when sundering a Storm veil you may target any space within the area of the Storm (you do not need to target its shaper). Whenever you attempt to sunder a Storm veil or a veil with the Air, Electricity, or Water descriptors, that sunder attempt does not provoke attacks of opportunity.
Essence: For each point of essence invested in this veil you gain a +2 insight bonus on damage rolls made using the veil’s weapon; this increases to +3 per point when sundering Storm veils or veils with the Air, Electricity, or Water descriptors. For every two points invested, you gain a +1 insight bonus on attack rolls made using the veil’s weapon.
Chakra Bind (Wrists): Binding this veil to your Wrists chakra further empower’s the Skybreaker’s ability to cut through the air itself. As a special attack action you can make a single melee attack or sunder attempt with the veil’s weapon against a target within your reach. After this attack is resolved, whether or not it is successful, a blast of wind in a 30-foot line is unleashed by the strike. This line of wind must pass through the initial target of this attack, and that target and each creature and unattended object in the line suffers 1d6 points of slashing damage, plus 1d6 points per point of essence invested in the veil. This damage is halved on a successful Reflex save. All fog and mist in the area of the line is dispersed as per a strong wind.
Finally, once every minute you can attempt to sunder an ongoing magical weather effect, fog effect, mist effect, or magical effect with the Air, Electricity, or Water descriptors using this veil’s special attack. At least one space or creature affected by the magical effect must be within your reach to target it, and you make a sunder attempt using the veil’s weapon against a CMD equal to 15 + the effect’s caster level or veilweaving level if it affects an area or unwilling creature, or a CMD of 5 + the target creature’s CMD if it affects a creature who is willingly affected by it. On a success, the effect is suppressed for 1d4 rounds, or it is dispelled if you succeed the CMD by 10 or more. If the effect you target has a caster level or veilweaving level 5 higher than your own veilweaving level, once this sunder attempt has been made you cannot attempt it again on that specific effect for 24 hours.
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: Tools of Battle © 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.