The following are other and miscellaneous veils that don't quite fit in on other pages.
General
Hollow Veil [CC2]
Descriptors: None
Class: All
Slot: Any
Saving Throw: None
You draw power directly from a primordial source of akasha, shaping a veil which serves as a conduit for raw power.
Unlike other veils, you may shape this veil multiple times if you wish. For each instance of this veil which you have shaped, you gain 1 additional point of essence which you may allocate however you wish. This essence lasts as long as you have this veil shaped. If this veil is suppressed, the essence granted by it is suppressed as well.
Essence: For each point of essence invested in this veil, you treat the veilweaving level of this veil as 1 higher for the purposes of determining its hardness and the amount of damage it can take before being suppressed by a sunder attempt.
Chakra Bind (Any): Binding this veil to a chakra grants you additional essence based on the slot it has been bound to:
- Hands, Feet, Head: 1 essence.
- Headband, Shoulders, Wrists: 2 essence.
- Blood, Interface, Storm, Ring, Neck, Belt: 3 essence.
- Chest, Body: 4 essence.
The essence granted by binding this veil otherwise functions as per the essence granted by shaping this veil.
Designer’s Note: The Hollow Veil is intended for players and DMs who wish to use essence-based classes or abilities without having to search through and select veils for their characters.
Source: Card Casting 2
Spider's Stories
Source: Akashic Tales: Spider's Stories
Father White Ant’s Dashiki
Descriptors: None
Class: Daevic, Helmsman, Nexus
Slot: Shoulders, Chest
Saving Throw: None
Images of a wolf and a leopard slaughtering termites, a laughing spider, and a crying termite are embroidered along the cuffs of this long sleeved black and red garment.
While you have this ruinous veil shaped, you gain a +2 insight bonus to Strength checks to break items and CMB checks to perform sunder maneuvers, and do not provoke an attack of opportunity when doing so. As an immediate action in response to being attacked by a creature in melee range you can take a point of essence burn to attempt a sunder maneuver attempt against that creature.
Essence: For each point of essence invested in this veil the insight bonus to Strength checks and sunder maneuvers increases by +1.
Chakra Bind (Shoulders) [D10, He11, N10] Binding this veil to your Shoulders chakra grants you the ability to conjure a white ant. A white ant looks like a dog-sized termite but uses the statistics of a rust monster (use the rust monster statistics presented in the Pathfinder Roleplaying Game Bestiary) with the young templateB1. For each point of essence invested in this veil, your white ant gains a +1 insight bonus to attack and damage rolls, saving throws, its rust ability DC, and skill checks, as well as gaining 5 additional hit points. For every three points of essence invested in this veil, your white ant’s rust ability can affect one additional material from the following list as if it were metal: cloth, glass, paper, rope, stone, wood.
Chakra Bind (Chest) [D19, N18] Binding this veil to your Chest chakra grants you protection from crafted weapons. Manufactured weapons and veils that function as weapons(weapon and enhanced(weapon)AEEV descriptor veils, and weapon-like veils) that successfully strike you take untyped damage equal to your veilweaving modifier(this damage is doubled against veils), this damage ignores half of that weapon or veils hardness. Veils damaged in this way retain this damage until they are suppressed or reshaped, adding it to damage from subsequent attacks to determine if that veil is suppressed. If a weapon is destroyed, or a veil is suppressed, by this effect it deals no damage to you. For every point of essence invested in this veil, the damage dealt to manufactured weapons and veils increases by +2.
Gourd of Wisdom
Descriptors: None
Class: Fisherking, Guru, Huay, Lunar, Radiant, Vizier, Volur
Slot: Belt
Saving Throw: None
This simple drinking gourd hangs heavily from your waist on a belt of elastic spider silk.
A number times per day equal to 3 + your veilweaving modifier, you can take a drink from the sweet liquid within this gourd as an immediate action in response to failing an Intelligence based skill check. You then reroll the check with a +2 insight bonus.
If this veil would be suppressed due to taking damage, you can choose for it to be destroyed instead. If this veil is destroyed, all allies in a 15 ft. radius burst centered on you are covered in its contents. Such creatures gain an insight bonus on an Intelligence based skill check of their choice equal to 1 + the number of essence invested in this veil when it was destroyed. This bonus is reduced by 1 for each hour that passes until it is gone.
Essence: For each point of essence invested in this veil, the insight bonus it grants to rerolled Intelligence based skill checks increases by 1.
Chakra Bind (Belt) [G17, Hu16, L14/16, R15, Vi16, Vo17] Binding this veil to your Belt chakra allows you to decant some of the wisdom held in the gourd. As standard action you can pour a drop of the liquid from the gourd into a flask of water. This expends 2 uses of this veil’s base effect. A creature that consumes the resulting substance gains a +1 enhancement bonus on all Intelligence and Wisdom based skill checks for 10 minutes per veilweaver level you possess. For every three points of essence invested in this veil at the time , the enhancement bonus to Intelligence and Wisdom based skill checks increases by +1. This liquid remains potent for 24 hours, after which it reverts to normal water.
Lashing SpinneretsAM
Descriptors: None
Class: Fisherking, Eclipse, 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) [E3, F2, G2, Vi2] Binding this veil to your Hands chakra allows you to create a protective shelter out of webbing. You may now cast web shelterUM 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) [E12, F8, V8] 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.
Spiderweb WrappingsCo7S:AT
Descriptors: None
Class: Fisherking, Daevic, Nexus, Vizier
Slot: Chest
Saving Throw: Reflex
This ephemeral armor appears to be crafted of spiderwebs that reach and cling to anything they come into contact with. Shaping this veil covers you in sticky strands of energy spun into hair-fine threads. You gain a +2 armor bonus to your AC.
In addition, whenever a creature damages you with a melee attack or otherwise comes into direct physical contact with you (such as when delivering a spell with a range of touch) they must succeed at a Reflex saving throw or become entangled; creatures who trigger this ability with a manufactured weapon, wand, or rod may choose to drop the weapon or item to avoid becoming entangled. Retrieving a dropped item or ending the entangled effect requires the creature to make a Strength or Escape Artist check (DC 12 + your veilweaving modifier + the number of points of essence invested) as a move action.
Essence: For each point of essence invested in this veil the granted armor bonus increases by +1.
Chakra Bind (Chest) [F18, D19, N18, Vi18] Binding the Spiderweb Wrappings to your Chest chakra fills them with terrifying life. You gain two slam attacks dealing 1d6 damage for a Medium creature (1d4 Small); any creature damaged by one of these attacks is entangled as though they had failed a save against this veil’s primary ability. In addition, the fine strands of this web send you unique sensory information, allowing you to notice, locate, and distinguish between living and undead creatures within 60 feet, just as if you had the blindsight ability.
Sun’s Fiddle
Descriptors: Light; see description
Class: Guru, Lunar, Radiant
Slot: Hands, Wrists, Body
Saving Throw: Will; see text
“For your wisdom and bravery Spider's Son, you shall stay in the heavens as the sun. Giving light to the moon and stars.”
Shaping this veil grants you a fiddle, seemingly made golden light, that sheds illumination in a 5 ft radius. This fiddle can be used as a normal instrument of its type. If this instrument is disarmed or otherwise removed or released from your grasp, it immediately dissipates and can be reformed as a free action on your next turn. You gain a +1 insight bonus to Perform (strings) checks made with this instrument. In addition you use cast dancing lights and light as at-will spelllike abilities with a caster level equal to your veilweaving level. While playing this instrument you may take a point of essence burn to imbue other creatures and objects with light.
This functions as if you had cast faerie fire, with a caster level equal to your veilweaving level, except that the duration of the effect is concentration, lasting as long as you are playing this instrument. Creatures must be able to hear this instrument to be affected. Activating this effect again immediately ends the previous instance.
Essence: For each point of essence invested in this veil, the insight bonus to Perform (strings) increases by +1, and the radius of the light it produces and its [light] descriptor effects increases by +5 feet.
Chakra Bind (Hands) [G2, L4/6, R3] Binding this veil to your Shoulders chakra grants you the ability to use the fascinate performance, using your Sun’s Fiddle to provide the audible component. You are treated as a bard of your veilweaver level -3 (minimum 1) and use your veilweaving modifier in place of Charisma for this performance. If you already have the ability to use this performance, instead its DC increases by +1 for each point of essence invested in this veil when using Sun’s Fiddle to provide the audible component.
Chakra Bind (Wrists) [L10/12] In addition to the benefits of the Hands bind, binding this veil to your Wrists chakra grants you the ability to compel certain creatures to dance. When binding this veil select a creature type. If you choose humanoids or outsiders you must instead select a subtype of that creature type to be affected by this ability. While maintaining your fascinate bardic performance you can take a point of essence burn as a swift action. Creatures of the selected type, or subtype, that are under the effects of your fascinate performance must make a Will saving throw. On a failed save, such creatures will begin to dance, instead of sitting quietly and observing the performance, as if under the effects of irresistible dance for 1 round. For every four points of essence invested in this veil you can choose an additional creature type, or subtype, that can be affected by this effect. This is a mind-affecting compulsion effect.
Chakra Bind (Body) [G20, L20, R18] In addition to the benefits of the Hands and Wrists binds, binding this veil to your Body chakra causes the rungs of a rope ladder to constantly appear beneath your feet as you walk. You are treated as though you were under a constant air walk effect, except you can move straight up or down at your full speed, but can only move in other directions at half speed.
Additionally as a standard action, you can take a point of essence burn to teleport yourself and all your carried gear and equipment to another location within medium range (100 feet + 10 feet per veilweaver level) . For each point of essence invested in this veil, your movement speed when benefiting from its air walk effect and the distance you can teleport increases by 10 feet. This is a teleportation effect.
Thunder’s Kindness
Descriptors: None
Class: Fisherking, Guru, Huay, Radiant, Stormbound, Vizier
Slot: Hands, Chest
Saving Throw: None
Thunder was so moved by Anansi’s plight that he gave him a magical pot that would always fill his belly. Thunder's second “gift”, for Anansi’s folly, was much less kind.
This weapon-like veil acts as a cold iron quarterstaff sized appropriately for you. You may choose to use your veilweaver level in place of your base attack bonus when attacking with this veil.
In addition you can cast purify food and drink as an at-will spell-like ability with a caster level equal to your veilweaver level.
Essence: For every odd numbered point of essence invested, this veil deals an additional 1d6 sonic damage. For every even numbered point of essence invested this veil deals an additional 1d6 bludgeoning damage. If you have at least 3 points of essence invested in this veil, you may take a point of essence burn to use create food and water as a spelllike ability with a caster level equal to your veilweaver level once per day.
Chakra Bind (Hands) [F2, G2, Hu2, L4/6, R3, S4, Vi2] Binding this veil to your Hands chakra grants your Thunder’s Kindness a +1 enhancement bonus per point of essence invested (maximum +5). As long as this weapon has at least a +1 enhancement bonus, you may also use any invested essence to gain a +1 effective enhancement bonus you can spend towards any of the following weapon special abilities: bane (vermin or humanoid (shapechanger) only), dancing, flaming, flaming burst, jurist, keen, lifescorchAM, reverberatingAM, thundering, vicious, or wounding.
Chakra Bind (Chest) [F18, Hu18, S18, Vi18] In addition to the benefits granted by binding this veil to your Hands chakra, binding it to your Chest chakra grants you the ability to take a point of essence burn to animate this weapon. This functions as if you had cast animate object with a caster level equal to your veilweaver level on the weapon created by this veil, treating that weapon as a medium sized object.
This animated object gains the metal animated object ability for free but must spend construct points to improve this ability as normal. This weapon does not dissipate for leaving your grasp while under this effect. If the weapon is destroyed while animated a standard action is required to reform it. For each point of essence invested in this veil, the animated weapon gains a +1 insight bonus to saving throws, and skill checks, 1 construct point, and 5 additional hit points.
Any enhancement bonus or weapon special abilities granted to the weapon by essence investment are applied to it's slam attack while it is animated. Once per day the animated weapon can use heroes’ feast as a spell-like ability, using your veilweaver level as its caster level.
Dancing Weapon-Like Veils: The dancing property does not cause a weapon-like veil to dissipate for leaving your grasp and essence can be reallocated normally while this property is active;. If you no longer have a free hand after the dancing property’s duration ends, it dissipates as normal.
Thunder’s Kindness [Enhanced]
Descriptors: Enhanced (quarterstaff)
Class: Fisherking, Guru, Huay, Radiant, Stormbound, Vizier
Slot: Hands, Chest
Saving Throw: None
Thunder was so moved by Anansi’s plight that he gave him a magical pot that would always fill his belly. Thunder's second “gift”, for Anansi’s folly, was much less kind.
Shaping this veil allows you to summon a cold iron quarterstaff. You may choose to use your veilweaver level in place of your base attack bonus when attacking with this veil. In addition you can cast purify food and drink as an at-will spell-like ability with a caster level equal to your veilweaver level.
Essence: For every odd numbered point of essence invested, this veil deals an additional 1d6 sonic damage. For every even numbered point of essence invested it deals an additional 1d6 bludgeoning damage. If you have at least 3 points of essence invested in this veil, you may take a point of essence burn to use create food and water as a spell-like ability with a caster level equal to your veilweaver level once per day.
Chakra Bind (Hands) [F2, G2, Hu2, L4/6, R3, S4, Vi2] Binding this veil to your Hands chakra allows you to use abstemiousness as an at-will spell-like ability with a caster level equal to your veilweaver level. If you have at least 4 points of essence invested in this veil, the quarterstaff gains the dancing weapon special ability in addition to any other melee weapon special abilities it may already possess.
Chakra Bind (Chest): [Hu18, S18, Vi18] In addition to the benefits granted by binding this veil to your Hands chakra, binding it to your Chest chakra grants you the ability to take a point of essence burn to animate the quarterstaff. This functions as if you had cast animate object on it with a caster level equal to your veilweaver level, treating the quarterstaff summoned from this veil as a medium sized object, and it does not dissipate for leaving your grasp while under this effect.
The animated quarterstaff gains the metal animated object ability for free but must spend construct points to improve this ability as normal. If the quarterstaff is destroyed while animated a standard action is required to reform it. For each point of essence invested in this veil, the animated weapon gains a +1 insight bonus to saving throws, and skill checks, 1 construct point, and 5 additional hit points.
Any enhancement bonuses, or melee weapon special abilities, possessed by the quarterstaff are applied to it’s slam attack while it is animated. Once per day it can use heroes’ feast as a spell-like ability, using your veilweaver level as its caster level.
Tortoise's Shell
Descriptors: Earth
Class: Daevic, Fisherking, Helmsman, Huay, Nexus, Stormbound, Vizier, Volur
Slot: Shoulders, Body
Saving Throw: None
“What is this great mound in front of the gates?”
This stone plate made of earthenware shards and compacted dust, grants a +9 armor bonus to your AC, has a maximum Dexterity bonus of +1, an armor check penalty of -6, and a 35% arcane spell failure chance. You are always considered proficient in its use.
As a standard action you can cause this armor to retract into the form of a sealed earthenware jug strapped to your back. You lose the normal benefits and penalties of the armor while it is in this state, and instead you increase your base speed by 5 ft and treat your Strength score as 4 higher than normal when determining your carrying capacity. Additionally, as a standard action you can touch a cup, waterskin, barrel, or other container and fill it with average quality palm wine.
You can produce a number of quarts of wine per day equal to your veilweaver level. This veil can be restored to its armor form as a standard action that provokes attacks of opportunity.
Essence: For each point of essence invested in this veil the granted stone plate gains a +1 enhancement bonus to AC. Enhancement bonuses can be spent to increase the AC bonus of the armor or to add armor special abilities such as light fortification or invulnerability, but the armor must have at least a +1 enhancement bonus before special abilities can be added and the total enhancement bonus cannot exceed +5. If this veil is in its jug form, each point of essence invested increases your effective Strength when determining your carrying capacity by 1. For every two points of essence invested your base speed increases by an additional 5ft.
Chakra Bind (Shoulders) [D10, F10, He11, Hu10, N10, S10, Vi10, Vo8] Binding this veil to your Shoulders chakra causes a pair of wings made of brightly colored feathers to sprout from your back. If this veil is in its armor form these wings grant you a fly speed of 20 ft. with clumsy maneuverability; for each point of essence invested in this veil the granted fly speed increases by 5 feet. If this veil is in jug form these wings instead grant you a fly speed of 30 ft. with average maneuverability; for each point of essence invested in this veil the granted fly speed increases by 10 feet.
Chakra Bind (Body) [D20, F20, He20, Hu 20, N20, S20, Vi20, Vo20] Binding this veil to your body chakra grants you some protection from death. If you are ever reduced to 0 or fewer hit points, or slain with a death effect,this veil completely surrounds you a tough cocoon of earthenware shards and dirt. Air can penetrate this cocoon, but nothing else including airborne toxins. The shell has hardness 20 and a number of hit points equal to twice your veilweaver level. This shell does not interrupt line of effect for the purposes of beneficial spells and abilities used by your alles. You can dismiss the cocoon as a full-round action.
In addition, once per week if you die while this veil is shaped, as long as the cocoon formed by this veil is intact, though dead you can still benefit from healing effects such as cure moderate wounds and channel energy. If you receive enough healing in a 24 hour period to bring you to 1 hit point you are brought back to life. If you were killed by a death effect you are considered to be at a number of negative hit points equal to twice your constitution modifier for the purposes of this effect. If you have been turned into an undead this effect fails.
Tortoise’s Shell [Enhanced]
Descriptors: Earth, Enhanced (stone plate)
Class: Daevic, Fisherking, Helmsman, Huay, Nexus, Stormbound, Vizier, Volur
Slot: Shoulders, Body
Saving Throw: None
“What is this great mound in front of the gates?”
Shaping this veil allows you to turn raw akasha into a suit of stone plate seemingly made of earthenware shards and compacted dust.
As a standard action you can cause this armor to retract into the form of a sealed earthenware jug strapped to your back. You lose the normal benefits and penalties of the armor while it is in this state, and instead you increase your base speed by 5 ft and treat your Strength score as 4 higher than normal when determining your carrying capacity. Additionally, as a standard action you can touch a cup, waterskin, barrel, or other container and fill it with average quality palm wine.
You can produce a number of quarts of wine per day equal to your veilweaver level. This veil can be restored to its armor form as a standard action that provokes attacks of opportunity.
Essence: If this veil is in its armor form, the first point of essence invested in it grants you DR 1/ bludgeoning. For each additional point of essence invested in this veil the granted damage reduction increases by 1.
If this veil is in its jug form, each point of essence invested increases your effective Strength when determining your carrying capacity by 1. For every two points of essence invested your base speed increases by an additional 5ft.
Chakra Bind (Shoulders) [D10, F10, He11, Hu10, N10, S10, Vi10, Vo8] Binding this veil to your Shoulders chakra causes a pair of wings made of brightly colored feathers to sprout from your back. If this veil is in its armor form these wings grant you a fly speed of 20 ft. with clumsy maneuverability; for each point of essence invested in this veil the granted fly speed increases by 5 feet. If this veil is in jug form these wings instead grant you a fly speed of 30 ft. with average maneuverability; for each point of essence invested in this veil the granted fly speed increases by 10 feet.
Chakra Bind (Body) [D20, F20, He20, Hu 20, N20, S20, Vi20, Vo20] Binding this veil to your body chakra grants you some protection from death. If you are ever reduced to 0 or fewer hit points, or slain with a death effect, this veil completely surrounds you with a tough cocoon of earthenware shards and dirt. Air can penetrate this cocoon, but nothing else including airborne toxins. The shell has hardness 20 and a number of hit points equal to twice your veilweaver level. This shell does not interrupt line of effect for the purposes of beneficial spells and abilities used by your allies. You can dismiss the cocoon as a full-round action. In addition, once per week if you die while this veil is shaped, as long as the cocoon formed by this veil is intact, though dead you can still benefit from healing effects such as cure moderate wounds and channel energy. If you receive enough healing in a 24 hour period to bring you to 1 hit point you are brought back to life. If you were killed by a death effect you are considered to be at a number of negative hit points equal to twice your Constitution modifier for the purposes of this effect. If you have been turned into an undead this effect fails.
Trickster’s Web
Descriptors: None
Class: Eclipse, Fisherking, Helmsman, Vizier
Slot: Hands, Wrists
Saving Throw: None
“I accept the price, Sky-God. I will catch Onini the Python, the Mmoboro Hornets, Osebo the Leopard, and Mmoatia the Fairy.”
Shaping this veil covers your hands in gloves of shimmering spider webs, granting you a +2 insight bonus to Craft (traps) checks, Bluff checks made to feint or lure creatures into traps, and the DC to escape bonds you put on other creatures such as by tieing them up.
Essence: For each point of essence invested in this veil, the insight bonus to Craft (traps), Bluff checks, and the DC to escape bonds placed by you increases by +1. For every 2 points invested in this veil, the attack bonuses, Perception and saving throw DC’s of traps created by you increase by +1. These bonuses also apply to effects that are considered traps, such as the spell etheric shardsOA.
Chakra Bind (Hands) [E3, F2, H2, Vi2] Binding this veil to your Hands chakra allows you to ensnare creatures in a literal web of lies as a standard action. You must make a feint check against the target creature. If you succeed, instead of the normal benefits of a feint your target can't move from their current position for 1 round. A flying creature automatically succeeds on Fly checks to hover while under this effect. Each time a creature is affected by this ability in a 24 hour period the DC to use it against them increases by +2.
Chakra Bind (Wrists) [E12, F8, H8, Vi8] In addition to the benefits of the Hands bind, binding this veil to your Wrists chakra allows you to craft pre-prepared traps in the form of dolls made of dense spider web. When investing essence into this veil you can decide to bind it instead. For each point of essence bound to this veil you can summon 1 spider web doll(1 lbs, hardness and HP equal to your veilweaver level) into existence as swift action. This doll remains as long as the veil is shaped or until it is used. A creature can place this doll onto a surface as standard action, over the course of two minutes the doll unravels to form a mechanical trap of that creature's choice with a CR no greater than 1/2 of your veilweaver level. This effect functions as if fabricate had been cast using your veilweaver level as the caster level, except that the duration is 1 hour per level, the necessary materials do not need to provided except for alchemical items or poisons incorporated into the trap, and you must always make a Craft(traps) check against the trap’s craft DC. On a failed check the doll is wasted and no trap is created. A created trap must be appropriate to the environment, subject to GM discretion. Traps crafted in this way can’t be reset and become a pile of worthless spiderwebs that rapidly vanish when their duration ends. Any alteration to the terrain created by this veil’s effect, such as the pit of a pitfall trap, reverts to its previous state when the trap’s duration ends.








