Title Veils
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Divergent Paths: Rajah
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The Demiurge

Descriptors: none
Class: Rajah
Slot: Headband
Saving Throw: none

A crown of gold, seemingly made with the sun’s light, adorns the Demiurge’s head. All of creation is for them to use as they see fit.

This veil emulates one of your Title veils, granting you the effect of any one Title veil that you’re currently shaping onto your allies (even if that Title is currently suppressed because the ally is out of range). You do not gain the effects of any invested essence or binds (see below). You can change which of your Titles this veil is emulating as a swift action, or whenever you would reallocate your essence.

You may bind this veil to the Headband chakra if you have the empowered titles class feature, even if you normally cannot bind Headband veils.

Essence: The essence invested in this veil is treated as if it were invested into the emulated Title for the purposes of determining its effect on you.

Chakra Bind (Headband): You gain the chakra bind effect of the emulated Title, but only if you could bind that title. If the Title has multiple possible chakra binds, you select one of the chakras you could bind a Title to. You can take 1 point of essence burn as a move action to unshape a Title veil you have shaped, then instantly shape a new Title veil onto an ally within close range (25 feet + 5 feet per 2 veilweaver levels).


Title Veils

A Title is a unique type of akashic veil shaped mostly by rajahs. Unlike other veils, a Title is shaped onto one of the veilweaver’s allies (known as the entitled), and cannot be shaped onto the veilweaver themselves. Titles do not occupy veil slots (neither shaping nor binding), and there is no limit to the amount of Titles a creature can have shaped or bound onto them. Even though the veilweaver shaped it, a Title’s effects are considered to originate from the entitled. A creature can only receive Titles from one veilweaver at once; if they already have a Title shaped onto them, different veilweavers cannot shape their own Titles onto them. Unlike other veils, a veilweaver can shape as many of a given Title as they wish, though they may not shape the same Title onto a creature multiple times, nor may they shape a veil that shares the same name onto a creature who already has that veil shaped.

A Title’s effect is only applied to the entitled while the veilweaver who created it is within close range (25 feet + 5 feet per two veilweaver levels). If an entitled creature leaves that range, the title persists until the end of the veilweaver’s turn, at which it becomes suppressed. Even if the effects are suppressed, the veilweaver can still interact with the veil, such as by investing essence in or out of it or unshaping it, but any class features, feats, and so on that require the veil to be shaped (such as the Rajah’s Vassalage class feature) cannot function with the veil so long as its suppressed. While a creature is entitled, the veilweaver can pinpoint the location of that creature, as long as the title is not suppressed. If it is, the veilweaver can only gain vague information about the entitled creature’s location, as long as they are on the same plane.

Titles can be identified and sundered as normal for veils, using the CMD of the entitled rather than that of the veilweaver. If the veilweaver falls unconscious, the title effects are suppressed. Destroying or killing the veilweaver removes their titles from allies, while destroying or killing an entitled ally removes the title from them.

Shared Veils and Titles
Titles can be shared using the Shared Veil feat and other abilities, just like normal veils. When a Title is shared by a veilweaver, they entitle the creature they shared it with, granting them the Title’s benefits as if they had shaped it onto them. This does not interfere with the Title’s normal function or the creature it is already shaped onto. For example, if a yaksa caller summoner’s eidolon (see Chapter 2 of Akashic Mysteries) gains the ability to shape a Title with the Shape Veil feat, the eidolon would entitle another creature as normal, and the yaksa caller could then use their share veil class feature to gain that Title’s benefits as well. Likewise, a buraq animal companion could both entitle a creature and share the effects of a Title with its master.

What's This About Slots?
Though Titles do not occupy veil slots, there is still a slot listed in each Title’s description. Rajahs can always bind their Titles to gain their chakra effect so long as they have the empowered titles class feature, but any other character who gains access to Titles must be able to bind veils to the Title’s associated slot in order to bind it for the chakra’s effect. As they do not occupy veil slots, title veils are not affected by Akashic catalysts.

Early Morning Routines
Preparing Title veils for the day functions exactly like preparing normal veils (which requires a good night’s rest followed by 1 hour of preparation). After this hour is finished, the Title veils are prepared to go, and the veilweaver may collect their allies to entitle them, only requiring line of sight and a free action to designate them as the entitled for the veil(s). The veilweaver may hold onto these title veils for as long as they wish, or until they shape their veils again.

Thus, if the veilweaver is enjoying their stay at an inn, and the party’s bard is in a jail cell for the night, the veilweaver may prepare the title for the bard in the comfort of the inn, then give it to the bard once they collect him from the local law enforcement.

Table: Title Veils

Name Description
The Benevolent Gain bonuses when fighting evil.
The Brawler Make free disarms, dirty tricks, or trips and empower them.
The Dragon Rend with two weapons by using a breath weapon.
The Duelist Challenge enemies to duels, become protected against non-dueled targets.
The Ephemeral Gain the ability to teleport; become stealthy while doing so.
The Fallen Inhibit enemies with black feathers.
The Gravekeeper Drain life from enemies you hit.
The Memory Your attacks cause distortions that explode one round later.
The Mighty Bullrush enemies into walls, other enemies for bonus damage.
The Nightmare Curse enemies and cause them to become isolated from their allies.
The Primordial Gain animus and various elemental effects.
The Protector Gain shield AC, grant shield AC to adjacent allies.
The Resolute Gain psionic benefits, expend psionic focus to re-roll some dice rolls.
The Skirmisher Move yourself and enemies when you attack.
The Sniper Improve weapons critical damage and threat range, reroll attacks.
The Specialist Gain phantom ammunition with unique effects.
The Stormbringer Gain bonuses from attacking from a charge or from attacking after a jump.
The Twin Gain a clone that you can swap places with.
The Venomous Your attacks become envenomed; ignore poison immunities.
The Warlord Gain a flag made of akasha, grant bonuses to nearby allies.
The Watcher Curse enemies, and cause them to take penalties when attacking your allies.
The Wild Gain physical attributes when attacking with unarmed or natural attacks.
The Wind Drawing a weapon creates a whirlwind for attacking

The Benevolent

Descriptors: Good, Title
Class: Rajah
Slot: Headband
Saving Throw: none

A golden halo forms above the Benevolent’s head. Just looking at it fills one with hope for better days.

The entitled gains a +2 deflection bonus to their AC and a +2 sacred bonus on saving throws against the attacks and abilities of evil creatures. They gain an additional +2 bonus on saving throws against mind-affecting effects, also gain resistance 5 to acid and cold, and damage reduction 0/evil; this damage reduction alone is not enough to reduce damage, see below. Finally, the entitled gains a halo that glows as per the light spell. The entitled can suppress or resume this glow as a free action.

Essence: For each point of essence invested in this veil, the entitled increases their resistance to acid and cold by 2, and increases both the damage reduction granted by the Title and their deflection bonus to AC against evil creatures by +1. For every two points of essence invested into this veil, the entitled increases their bonus on saving throws against evil creatures by +1.

Chakra Bind (Headband): The entitled’s DR/evil increases by 5, and allies within close range (25 feet + 5 feet per 2 veilweaver levels) of them gain this veil’s deflection bonus to AC and sacred bonus on saving throws against evil creatures. The light effect of the entitled’s halo instead glows as a daylight spell. Finally, a weapon of the entitled’s choice also gains the holy weapon special ability. This effect ends after one round if it leaves the entitled’s grip. A new weapon can be chosen for this holy weapon special property as a full round action.

The Brawler

Descriptors: Title
Class: Rajah
Slot: Hands
Saving Throw: none

With each strike, the air ripples out from the Brawler’s fists.

As a move action, the entitled may store energy within this veil as a ‘charge’, up to a maximum of two charges. Whenever the entitled hits with a weapon attack, the entitled may expend a charge as a free action, even if it isn’t their turn (but only once per attack), to immediately make a disarm, dirty trick, reposition, or trip combat maneuver against the target. This combat maneuver attempt does not provoke an attack of opportunity. If the entitled could already use the combat maneuver without provoking attacks of opportunity, the entitled insteads gain a +4 bonus on their CMB check.

Essence: Each point of essence invested in this veil grants a +1 bonus on CMB checks for disarm, dirty trick, reposition, or trip combat maneuvers. Every 2 points of essence invested in this veil increases the number of charges the veil can hold by 1.

  • Chakra Bind (Hands): When expending energy gathered by this veil on a disarm, dirty trick, or trip combat maneuver, the entitled gains an additional effect base off the combat maneuver made:
  • Disarm: If successful, the entitled may immediately make an attack against that target with the disarmed weapon, using their highest base attack bonus. The entitled does not need to have free hands to make an attack with the disarmed weapon.
  • Dirty Trick: If successful, the entitled may immediately make another dirty trick against a different target within range.
  • Reposition: The target does not have to remain within the entitled’s reach during the reposition.
  • Trip: The entitled may trip flying creatures, even though they’re normally immune. If successful, the target loses the ability to fly for a number of rounds equal to your veilweaving modifier (potentially falling).

The Dragon

Descriptors: Title
Class: Rajah
Slot: Chest
Saving Throw: Reflex

Golden akasha settles within the Dragon’s chest. When the Dragon proves themselves worthy, the essence within surges forth as a white hot flame.

When the entitled hits with an attack from both their primary hand and an off hand or two different naturals weapons (two different claws, a claw and a bite, but not two bites, for example) in the same turn, once per round, they may, as a free action before the end of the turn, breathe a 20- foot cone or a 40-foot line of white-hot akasha, dealing 1d6 points of untyped damage to all opponents within the area (Reflex negates).

In addition, as a standard action, the entitled may make a single attack against a creature with their primary and offhand weapon, taking penalties as normal for two-weapon fighting.

Unlike for other veils, the save DCs for this veil are equal to 10 + 1/2 your veilweaver level + your veilweaving modifier. The damage of this veil increases to 2d6 at veilweaver level 5th, and by an additional 1d6 every five veilweaver levels thereafter.

Essence: Every point of essence reduces the entitled’s penalty for fighting with two weapons by 1. Every 2 points of essence invested in this veil increases the damage done by this veil by 1d6.

Chakra Bind (Chest): After hitting a creature with weapons in both their primary hand and an off hand in the same round, the entitled’s weapons ignite until the end of their next turn; such ignition allows these weapons to ignore an amount of DR equal to 1/2 your veilweaver level (minimum 1) + 1 for each point of essence invested in this veil. Additionally, the damage done by this veil is increased by 2 for each die of damage it deals.

The Duelist

Descriptors: Title
Class: Rajah
Slot: Belt
Saving Throw: none

A red sash sits snugly across the hips of the Duelist. Every duel won is marked by a golden notch across the sash.

The entitled gains the ability to mark an enemy as a swift action. This enemy remains marked until they reach 0 or fewer hit points, is knocked unconscious, or one minute after combat ends. The entitled may only mark one enemy this way at a time, and may not mark a creature while they already have a creature marked. While an enemy is marked, the entitled gains a +2 bonus to AC and on saves against all attacks not originating from the marked target, as well as a +2 bonus on attack and damage rolls against the marked target.

Essence: Each point of essence invested in this veil increases the bonuses to AC and on attack rolls granted by this veil by 1. Every two points of essence increases the bonuses to saving throws and on damage rolls granted by this veil by 1.

Chakra Bind (Belt): Once per round, when the entitled hits their marked target, you gain a point of temporary essence that is immediately invested into this veil, even if it would exceed this veil’s essence limit. This essence lasts for 1 minute after combat ends.

The entitled also gains the ability to make a counter against his marked target as a free action once per round. The entitled makes an opposed attack roll with a -5 penalty against their foe’s attack roll on an incoming attack roll; if successful, the attack is negated.

The Ephemeral

Descriptors: Title
Class: Rajah
Slot: Body
Saving Throw: none

The Ephemeral’s skin takes on a midnight blue tint.

As a move action, the entitled can teleport a distance up to their speed into an unoccupied space they can see. When the entitled teleports, they create a momentary diversion, allowing them to make a Stealth check, if they’re not already using Stealth, at the usual -10 penalty (As normal, they must get to an unobserved location to take advantage of a diversion in this way). This move action provokes attacks of opportunity.

Essence: For each point of essence invested in this veil, the maximum range of the entitled’s teleports increases by 5 feet.

Chakra Bind (Body): As a swift action, the entitled can create a pulse of shadowy smoke centred on their space. This creates a 20-foot-radius spread of black smoke that grants creatures within the area concealment (20%). The border of this spread blocks line of sight; those within cannot see out, and those outside cannot see in. The entitled’s vision is unaffected by the smoke, and while within the area, he can freely use Stealth while observed, even if another creature manages to pierce his concealment. The smoke lasts for a number of rounds equal to 2 + the amount of essence invested into this veil.

The Fallen

Descriptors: Evil, Title
Class: Rajah
Slot: Headband
Saving Throw: none

Two black horns curl up from either side of the Fallen’s head, the tips tinged with a deep red.

Once per round as a free action, the entitled may conjure and direct a black feather to unerringly strike a creature within close range (25 feet + 5 feet per 2 veilweaver levels). This action does not provoke an attack of opportunity. Creatures struck by the black feather find it painful and hard to remove, requiring a move action to pull the feather from their body. A creature may have any number of feathers from this veil embedded in them.

While at least one feather from this veil is embedded into a creature, that creature takes a –1 penalty on attack rolls and suffers a 10% spell failure chance, and all weapon damage dealt to that creature is profane damage. Additional feathers do not increase these penalties.

Essence: Each point of essence invested in this veil increases the penalty to attack rolls by -1 and the spell failure chance by 10%, up to a maximum penalty of –5 and failure chance of 50%. Every point of essence past 4 adds a cumulative –1 penalty to a creature’s AC when they are impaled by a feather.

Chakra Bind (Headband): As a swift action, the entitled may launch a barrage of feathers, in a 20-foot burst centered on themselves or in a 30-foot cone. These feathers strike unerringly, but only once per enemy caught within the area. Finally, a weapon of the entitled’s choice also gains the unholy weapon special ability. This effect ends after one round if it leaves the entitled’s grip. A new weapon can be chosen for this unholy weapon special property as a full round action.

The Gravekeeper

Descriptors: Title
Class: Rajah
Slot: Neck
Saving Throw: none

Bloody handprints wrap around the Gravekeeper’s neck. This blood is always wet to the touch.

The entitled gains a blood pool with a maximum equal to their total hit points. When the entitled rolls initiative, this blood pool becomes 0. Whenever the entitled deals damage, they store half of the damage they deal into this blood pool. If they deal damage in an area of effect, they store half of the highest damage they deal to any one individual target in this blood pool.

As a standard action, the entitled may remove any amount of points from their blood pool and heal themselves for an amount of hit points equal to the amount of blood points removed.

Essence: Whenever you heal hit points from this veil, your next attack deals an additional 1d6+1 points of damage for each point of essence invested into this veil. This effect lasts for 1 minute or until you hit with an attack.

Chakra Bind (Neck): Whenever the entitled reduces an opponent to 0 or fewer hit points, they may, as a free action, empty up to half of their current blood pool, healing that amount of hit points.

Additionally, as a move action, the entitled may empty up to half of their current blood pool, healing that amount of hit points.

The Memory

Descriptors: Title
Class: Rajah
Slot: Head
Saving Throw: none

The actions of the Memory echo through time, replaying again moments later.

Once per round, when the entitled makes an attack or produces a damaging effect that would include one or more creatures (either by creating a damaging area-of-effect and/ or targeting them directly), they can create an echo as a free action in the spaces of the area of effect and/or targeted creatures. An echo does not block line of sight or movement, but any intelligent creature can tell that these echos are dangerous. At the start of the entitled’s next turn, the echo explodes, destroying itself and causing a brief distortion of time and space within the area. Enemies caught in this distortion take 1d6 points of damage. This damage increases by 1d6 for every 4 veilweaver levels you possess.

Essence: Each point of essence increases the damage done by the temporal distortions by 1d6.

Chakra Bind (Head): Enemies who are caught in the distortion are also slowed (as per the spell) for 1 round.

The Mighty

Descriptors: Title
Class: Rajah
Slot: Shoulders
Saving Throw: none

Massive pauldrons, in the shape of mountains, rests upon the Mighty’s shoulders.

The entitled can call upon this veil’s power to enter a mighty rage. The entitled may use this veil’s power for no more than a number of consecutive rounds equal to your veilweaving modifier. The entitled can enter this rage as a free action on their turn, but the entitled may not enter this rage if they are fatigued or exhausted. The entitled may leave this rage on their turn as a free action, but become fatigued upon doing so for rounds equal to the number of rounds raged this way (minimum 1 round).

While raging, the entitled takes a -2 penalty to their armor class, but their weapon and natural attacks ignore hardness. Additionally, once per round while raging in this manner, when the entitled hits with an attack, they may make a free bullrush attempt against the target of that attack. This bullrush does not provoke an attack of opportunity.

Essence: Each point of essence invested into this veil grants the entitled a +2 bonus on checks made to bull rush, and every 2 points of essence invested into this veil increases the damage done by this veil’s bind by 1d6+1.

Chakra Bind (Shoulders): When the entitled bullrushes an enemy into a solid object or a creature, the entitled deals 1d6+1 points of damage to the target of their bullrush and the object or creature that the creature was bullrushed into. This damage ignores hardness and damage resistance. The damage of this veil increases to 2d6+2 at veilweaver level 5th, and by an additional 1d6+1 every five veilweaver levels thereafter.

Additionally, for every 5 feet the entitled pushes a creature back during a bullrush, the entitled may move that creature 5 feet in any direction, except further away from the entitled.

The Nightmare

Descriptors: Curse, Title
Class: Rajah
Slot: Hands
Saving Throw: See text

The Nightmare’s hands become thin and clawed, as if belonging to a beast made of shadow. When the Nightmare’s curse activates, black hands reach from the cursed victim’s shadows, holding him in place.

As a free action, the entitled may single out a victim that they have cursed. That target becomes anchored to their current location, and cannot move more than 5 feet from that location without making a bull rush attempt against a CMD of 10 + your veilweaver level + your veilweaving modifier.

This bull rush is made as a part of the move action and does not provoke an attack of opportunity. The target takes a -1 penalty for every 5 feet of distance between it and its anchor point. Failing this check means the target’s move is wasted and it cannot move farther away. If it fails this check by 10 or more, it is pulled 5 feet toward the tether point and is knocked prone. If it beats the check by 10 or more, the effects of this veil ends. Only one creature may be affected by this veil at a time.

The entitled also gains the ability to bestow a latent curse onto their weapon. Doing so is done as a swift action, and this latent power lasts for 1 round. If this weapon hits, the latent power is released, and the creature struck by the weapon is cursed for 1 minute.

Essence: Each point of essence increases the CMD of this veil’s effect by 2 and the save DC by 1.

Chakra Bind (Hands): In addition to being anchored to their location, the creature must make a will save (DC 10 + 1/2 your veilweaver level + your veilweaving modifier) or become intangible to all creatures it regards as an ally. The target is essentially incorporeal, invisible, and silenced to its allies, though it can’t move through objects and can interact normally with items.

In addition, an isolated creature can no longer see, hear, or perceive creatures it considers allies. The target can see and hear itself, cast spells with verbal components, and use command words normally, but any effect that requires allies to see, hear, or touch the target doesn’t function. Any creature with an attitude of indifferent or worse toward the target or that wishes the target harm can see and interact with the target normally.

True seeing pierces this effect, but see invisibility can’t be used to perceive the targets of this effect. This effect lasts as long as they are cursed, but they make a will save at the end of each of their turns at the original DC to shake this effect. If they succeed at this will save, they may not be affected by The Nightmare’s bind effect for the next minute.

The Primordial

Descriptors: Acid, Cold, Electricity, Fire, Title
Class: Rajah
Slot: Chest
Saving Throw: none

The Primordial’s chest is covered in this akashic veil, rendering it invisible. In its place lies a swirling panoply of stone, fire, water, and air.

The entitled gains Tap Animus as a bonus feat. If they already possess an animus pool, this feat is exchanged for Extra Animus as normal. They also gain access to each of the following abilities, which can be used by spending animus.

  • Earth’s Response: When the entitled is hit with an attack, they can spend 3 or more points of animus to activate this ability as an immediate action, causing the earth to erupt around the attacker. The entitled makes a ranged touch attack against that creature that does not provoke attacks of opportunity. If it hits, that creature is pushed 5 feet in any direction, plus an additional 5 feet for each point of animus spent past the third. Treat this movement as successful bull rush attempt.
  • Thunderstrike: When the entitled makes an attack, they can spend at least 3 points of animus to activate this ability as a swift action, denying the target their Dexterity bonus to their AC against the attack and converting the damage of their attack to electricity damage. The entitled also gains a bonus to AC equal to the amount of animus spent against any attacks of opportunity the attack may provoke.
  • Warmth of the Sun: The entitled can spend at least one point of animus as a free action, even if they couldn’t act normally (for example, while stunned). When the entitled does so, they may make a saving throw against an ongoing effect on them that allows for multiple saving throws over time to negate, or if the effect has its duration measured in rounds, at the effect’s original DC. They receive a bonus on this save equal to the amount of animus spent. If it succeeds, the effect ends. This does not progress poison, diseases, or similar effects on a failed saving throw. This ability may only be used once per round.
  • Ice Armor: As a free action, the entitled may spend at least one point of animus, gaining a number of temporary hit points for each point of animus spent equal to 2 plus the amount of essence invested in this veil. These temporary hit points last for 1 minute or until used.

Essence: For each point of essence invested in this veil, whenever the entitled enters combat, they gain 1 point of animus at the start of their first turn.

Chakra Bind (Chest): When this veil is bound to its chakra, each of its abilities gain an additional effect.

  • Earth’s Response: If the ranged touch attack hits, the entitled may also make a free trip combat maneuver against the target of the counter, with a bonus to the trip attempt equal to the amount of animus spent. This trip attempt does not provoke an attack of opportunity, but otherwise treat this as a normal combat maneuver, even if it is made at range.
  • Thunderstrike: The target of the entitled’s attack is treated as flat-footed against the attack, rather than merely denied their Dexterity bonus, preventing the target from performing immediate actions or attacks of opportunity in response to the attack. The entitled also gains a +3 bonus to hit if the entitled’s target is wearing metal armor, is wielding a metal weapon, or is made of metal (such as an iron golem).
  • Warmth of the Sun: The entitled also gains fast healing equal to 1/2 the amount of essence invested in this veil (minimum 1) for a number of rounds equal to the animus spent.
  • Ice Armor: While the entitled has temporary hit points from this ability, the entitled gains a circumstance bonus to AC equal to 1 + the amount of essence invested in this veil.

The Protector

Descriptors: Title
Class: Rajah
Slot: Wrist
Saving Throw: none

A shield of akashic energy settles over the Protector’s wrists, tugging at their body to intercept attacks.

When an ally within 10 feet is subjected to a single target spell, power, or an attack, as an immediate action, the entitled may move up to 10 feet and redirect the attack, spell, or power to themselves. The entitled must end their movement adjacent to their ally or this effect fails. This veil’s power must be declared before dice have been rolled.

Essence: Each point of essence invested in this veil increases the range that your ally can be in and the amount of movement that you can move by 5 feet.

Chakra Bind (Wrists): Activating this veil’s effect is now a free action that can be done on any turn instead of an immediate action, but can only be done once per round.

As an immediate action, you can increase your AC by 2 plus 2 per essence invested in this veil and your saves by half this amount until the end of the turn.

The Resolute

Descriptors: Title
Class: Rajah
Slot: Head
Saving Throw: none

A silvery metal covers the Resolute’s cheeks and jaw, wrapping up behind their head. This metal seems to change colors with the wearer’s mood.

The entitled gains two power points and the psionic subtype, allowing them to become psionically focused. If they already had the psionic subtype, they instead gain a number of bonus power points equal to your veilweaver level (minimum 2). These power points are ready to use immediately and used before the character’s normal power points (much like temporary hit points). As the power draws out or enforces ones psionic potential, the points granted by this veil are unique to each individual. With 1 round of concentration following 8 hours of rest, you can replenish the power points this veil grants.

The entitled can expend their psionic focus to reroll a skill check made as a part of a maneuver, an attack roll, damage roll, or a saving throw after seeing the result of their roll. This does not require an action on the part of the entitled, and can be done at any time.

Essence: When the entitled uses this veil to reroll a d20, they gain a bonus on their reroll equal to the amount of essence invested in this veil.

Chakra Bind (Head): Whenever the entitled reduces an opponent to 0 or fewer hit points, or knocks an opponent unconscious, they may become psionically focused.

The Skirmisher

Descriptors: Title
Class: Rajah
Slot: Feet
Saving Throw: none

The Skirmisher’s feet are surrounded by swirling eddies of wind, spirals of dust and debris trapped within.

When the entitled hits with an attack, they can move up to 10 feet as a free action without provoking attacks of opportunity, even if it isn’t their turn. In any given round, the entitled cannot move further than their movement speed using this ability. (Movement taken from other abilities, such as a move action, do not count towards the limit of this veil.)

Essence: For each point of essence invested in this veil, the entitled gains a +10-foot bonus to each of their movement speeds.

Chakra Bind (Feet): Whenever the entitled hits a creature with a melee attack, they can push that creature up to 5 feet in any direction. The target’s movement does not provoke attacks of opportunity. The target doesn’t fall until the entitled allows them to, or the current turn ends. The entitled may push a locked creature, then use their own movement from this veil to follow their target without relinquishing their lock.

The Sniper

Descriptors: Title
Class: Rajah
Slot: Wrists
Saving Throw: none

The Sniper’s arms become covered in ornate, flowing tattoos, and he gains the ability to ricochet attacks at improbable and infuriating angles.

The entitled may choose to have their ranged attacks originate from any point within their weapon’s first range increment (or the maximum range of the attack, if it has no range increment) that they have line of sight and line of effect to. Distance penalties are measured using the sum of the distance from the entitled to their chosen point and the distance from that point to the target, though the maximum range of the attack is measured from either the entitled or her chosen point. This can result in attacks reaching farther and taking greater penalties than without this veil’s effect. Additionally, once per round, when the entitled misses a ranged attack, he can choose to attempt that attack against another, different target within range, using the space of the target he missed to determine line of sight and line of effect.

Essence: For each point of essence invested in this veil, the entitled lessens the total penalty on their attack rolls by 1 to a minimum of 0. In addition, the entitled may use this veil’s effect on a miss one additional time per round for every two points of essence invested in this veil (including on the same attack multipl e times if they wish).

Chakra Bind (Wrists): The entitled reduces the total penalty for attacking creatures beyond their weapon’s first range increment by 2. In addition, they may increase the threat range of ranged weapons they’re wielding to 19-20, and may increase the critical multiplier of such weapons to x3. This effect does not stack with any other effect that expands the threat range of a weapon, such as the Improved Critical feat or a keen weapon.

The Specialist

Descriptors: Acid, Cold, Electricity, Fire, Title
Class: Rajah
Slot: Wrist
Saving Throw: see text

Tiny elementals stick to the Specialists’ wrists, conjuring myriads of ammunition when needed.

Whenever the entitled reloads a projectile weapon, he can choose to create any of the following types of ammunition out of distilled akasha. This does not require an action, and is done as part of reloading the weapon. Ammunition created in this way counts as magic for the purposes of overcoming damage reduction, and can only be used by the entitled. If the entitled would throw a non-consumable weapon (Such as an alchemist’s fire), they may instead throw a phantom copy of that weapon. This phantom copy lasts until the end of the entitled’s turn, but otherwise functions in all ways as the weapon they would have thrown. Daily uses across the weapon, such as that of a dagger of venom’s poison effect, are shared across the original and all other phantom copies.

  • Alkaline: All damage dealt by this ammunition is acid damage, and when it hits a creature, it explodes outwards, dealing acid damage equal to your veilweaving modifier to all enemies adjacent to the target. The target and all enemies hit by the splash must make a Reflex save or have their AC reduced by 1 for 1 minute. This effect stacks with itself.
  • Chilling: All damage dealt by this ammunition is nonlethal cold damage, and the target of the attack must make a Fortitude save or become fatigued until the nonlethal damage this ammunition deals is healed. This fatigue effect cannot increase any existing fatigue effect to exhaustion.
  • Soulfire: All damage dealt by this ammunition is fire damage, and any creature hit must make a Reflex save or catch on fire, taking fire damage equal to your veilweaving modifier. Each subsequent round, a burning target can attempt a new Reflex save to extinguish the flames; otherwise it takes fire damage equal to your veilweaving modifier again. While burning in this way, they are outlined as if by faerie fire. A creature may only be affected by one Soulfire at a time.
  • Thunderbolt: All damage dealt by this ammunition is electricity damage, and any creature hit, along with all enemies within 10ft of the creature hit, must make a Fortitude save or be deafened for 1 minute.
  • Normal: This ammunition is treated as the weapon’s normal ammunition.

If the weapon generates its own ammunition (such as a weapon with the endless ammunition weapon special ability), the entitled may instead choose to generate one of the above ammunition types. If the entitled chooses to use their own ammunition, they may add one of the above effects to that ammunition. Weapons that are thrown may gain the effect of one of these ammunitions. Weapons that gain properties this way have this effect last until the end of your turn. Ammunition conjured this way is treated as being magic for the purposes of overcoming damage resistance.

The DC of any saving throw against the effects of these ammunitions, such as the Reflex save to stop burning from soulfire, is equal to 10 + 1/2 your veilweaver level + your veilweaving modifier.

Essence: Each point of essence invested into this veil increases the DCs of ammunition granted by this veil by 1. In addition, each ammunition type gains an additional effect:

  • Thunderbolt - The entitled gains a +1 bonus on attack rolls when using this ammunition if their opponent is wearing metal armor, is wielding a metal weapon, or is made of metal for each point of essence invested into this veil.
  • Soulfire - Each round in which a creature fails a Reflex save against this ammunition, that creature’s fire resistance is reduced by an amount equal to the essence invested in this veil. This reduction persists for 1 minute after the creature is no longer burning from this ammunition’s effect, and cannot reduce a creature’s fire resistance below 0.
  • Alkaline - The AC reduction on a failed Reflex save is 1 greater per point of essence invested in this veil.
  • Chilling - The amount of non-lethal damage damage done is increased by 1 per point of essence invested in this veil.
  • Normal - It’s just really good ammunition. Masterwork. It looks so pretty as it kills people.

Chakra Bind (Wrists): As a full-round action, the entitled can fire a barrage of suppressive fire using one ranged or thrown weapon, creating a number of 5-foot-radius spreads equal to 2 + the amount of essence invested in this veil. These zones last for one round and are treated as difficult terrain. Each zone must be wholly within the entitled’s weapon’s maximum range and adjacent to at least one other zone, and must not overlap with one another. If a creature passes through or starts its turn within one of these spreads, they take damage as if struck by the weapon used (to include any special ammunition granted by this veil). A successful Reflex save (DC 10 + 1/2 your veilweaver level + your veilweaving modifier) negates this damage.

The Stormbringer

Descriptors: Sonic, Title
Class: Rajah
Slot: Feet
Saving Throw: none

Every step the Stormbringer takes falls with the sound of distant thunder.

The entitled becomes immune to falling damage, and may choose to fall instantly to the ground from any height. The entitled also gains a bonus on Acrobatics checks made to jump equal to twice their Hit Dice.

In addition, if the entitled attacks their opponent from a higher elevation (including after jumping towards them), they are considered to be charging that opponent for the purposes of feats and abilities that would provide a beneficial effect. This effect can only happen once per turn. Finally, unlike other titles, the Stormbringer is not suppressed when it moves out of range of the veilweaver.

Essence: Each point of essence invested in this veil grants the entitled a +2 bonus on all Acrobatics checks and a +2 bonus to AC against attacks of opportunity and reduces the entitled’s armor check penalty by 2. If this reduces the entitled’s armor check penalty to 0, then the entitled takes no movement speed penalties from wearing medium or heavy armor.

Chakra Bind (Feet): If the entitled jumps or falls at least 10 feet, upon landing they may create a thunderous burst from their location, causing each enemy within 5 feet of them to take 1d6 points of sonic damage per 10 feet jumped or fallen. A successful Reflex save (DC 10 + 1/2 your veilweaver level + your veilweaving modifier) halves this damage. Jumps and falls of a distance equal to or greater than 20 feet deal damage as falls of that length instead, to a maximum of 20 feet plus 20 feet per essence invested in this veil in feet jumped or fallen. For every 20 feet the entitled jumps or falls (up to 20 feet plus 20 feet per point of essence invested), the radius of the burst increases by 5 feet. This effect can only happen once per round.

The Twins

Descriptors: Title
Class: Rajah
Slot: Body
Saving Throw: none

The Twin’s shadow takes on a deep blue hue, and its movements no longer perfectly match their own. When they use the veil’s ability, their shadow shifts and shrinks as a translucent, blue-tinted double of the Twin takes form.

The entitled gains an ephemeral duplicate of the same size as them that has the same restrictions as the entitled regarding where and how it can move, except that it can freely share its space with creatures. The duplicate cannot attack or be attacked (sunder attempts against the veil are directed at the entitled, as normal). As the duplicates are not creatures, they cannot be affected by spells or similar abilities, but are still subject to the laws of physics (such as gravity) and any effects that may change them (such as a reverse gravity spell).

Whenever the entitled chooses to move, they can will their duplicate to move an equal or lesser distance as part of that movement. The duplicate can also be moved up to the entitled’s speed or recalled to the entitled’s space as a swift action. The duplicate must remain within close range (25 feet + 5 feet per 2 veilweaver levels) of the entitled, and winks out if ever moved beyond this distance, instantly reappearing within the entitled’s space. If the duplicate needs to make a skill check related to this movement (such as jumping), the duplicate uses the entitled’s skill modifier on the check. If the entitled makes a similar check for their own movement, the duplicate’s check shares the die roll as well.

Enemies of the entitled treat the duplicates as an enemy with a reach of 5 feet for the purpose of being flanked. The entitled threatens spaces adjacent to her twins (provided the entitled can threaten with the weapon they are wielding), regardless of distance, and may make attacks of opportunity against creatures that provoke within those spaces.

Essence: The entitled’s duplicate provides superior harassment; creatures taking advantage of the duplicate’s placement gain a bonus on damage rolls against creatures they flank with it equal to the amount of essence invested in this veil. At 2 essence, and every 2 essence thereafter, the entitled receives another duplicate.

Chakra Bind (Body): The entitled and their allies within close range of a duplicate may spend a move action to swap places with a duplicate. This is a teleportation effect.

The Venomous

Descriptors: Poison, Title
Class: Rajah
Slot: Belt
Saving Throw: See text

An akashic belt that contains dozens of crystal filled vials sits around the Venomous’ hips.

The entitled gains the poison use class feature, no longer risking accidentally poisoning themselves. In addition, their weapons are always considered to be coated in a vile akashic poison with the following stats:

Akashic Poison
Type poison (injury); Save Fortitude DC (10 + 1/2 veilweaver level + veilweaving modifier)
Onset -; Frequency 1/round for 6 rounds
Effect 2 Con damage; Cure 1 save
Special This poison cannot deal ability damage that would equal or exceed an enemy’s ability score. If it would, the excess ability damage is instead applied to a different attribute of the entitled’s choosing, provided the ability damage would not equal or exceed that ability score. If there are no valid attributes for this redirection, this poison fails to do any more damage.

As a swift action, the entitled may change any number of the following attributes:

  • Save Fortitude or Will
  • Onset instantaneous, 1 round, 1 minute, or 10 minutes.
  • Frequency 1/round for 6 rounds, 1/minute for 6 minutes, or 1/10 minutes for 1 hour.
  • Effect 2 damage to an ability score of your choice or 1 point of essence burn.

Alternatively, as a swift action, the entitled may suppress this veils effects. The entitled may undo this suppression as a swift action.

Essence: For each point of essence invested in this veil, the save DCs of poisons the entitled uses, and Steel Serpent maneuvers the entitled initiates, increase by +1. For every 2 points of essence invested in this veil, the ability damage or essence burn dealt by the akashic poison increases by 1.

Chakra Bind (Belt): Poisons the entitled uses ignore poison and ability damage immunity, and creatures that are ability damaged or poisoned are denied their Dexterity bonus to their AC against the entitled’s attacks. If any poison’s save DC that the entitled uses is less than 10 + 1/2 the veilweaver’s level + the veilweaver’s veilweaving modifier, it becomes that instead. Poisons that have their base DC modified by this veil also benefit from this veil's essence benefit after their DC has been modified.

The Watcher

Descriptors: Curse, Title
Class: Rajah
Slot: Head
Saving Throw: none

A simple eyepatch forms over the eye of the Watcher. Those who the Watcher has cursed see the Watcher’s gaze in every shadow.

Targets the entitled has cursed take a -2 penalty on attack rolls against targets other than the entitled and have the save DCs of their abilities reduced by 1 if those abilities are not being used against the entitled.

The entitled also gains the ability to bestow a latent curse onto their weapon. Doing so is done as a swift action, and this latent power lasts for 1 round. If this weapon hits, the latent power is released, and the creature struck by the weapon becomes cursed for 1 minute.

Essence: Each point of essence invested in this veil increases the attack penalty by 1. Every two points of essence increases the reduction to save DCs by 1.

Chakra Bind (Head): Whenever the entitled deals damage to a cursed target, the entitled gains temporary hit points equal to half of the damage dealt. These temporary hit points last for 1 minute and do not stack with themselves.

The Warlord

Descriptors: Title
Class: Rajah
Slot: Shoulders
Saving Throw: none

A heavy weight settles into the Warlord’s shoulders, as a symbol of hope forms overhead.

As a swift action, the entitled may designate a creature within close range (25 feet + 5 feet per two veilweaver levels). Attacks made against the designated target gain a +2 bonus on attack and damage rolls. During each of the entitled’s allies’ turns, that ally may, as a free action, move 5 feet if they are within close range of the designated creature. This movement must place the ally closer to the designated target, and does not interfere with the entitled’s allies’ ability to make 5 foot steps. Only one creature may be designated this way at a time. Designating a new creature removes the old designation. Designations can be removed as a swift action.

Essence: Each point of essence invested in this veil increases the amount of movement granted by this veil by 5 feet. For every two points of essence invested, the bonus granted on attack and weapon damage rolls increases by +1.

Chakra Bind (Shoulders): As a free action once per round, the entitled may designate a 5-foot square with an akashic symbol. Allies within or adjacent to this square gain a morale bonus to AC equal to the attack bonus granted by this veil. Allies of the entitled who start their turn in this area also gain temporary hit points equal to your veilweaving modifier plus the essence invested in this veil. These temporary hit points last for 1 minute or until used. The entitled may only have one akashic symbol laid out at a time.

The Wild

Descriptors: Title
Class: Rajah
Slot: Neck
Saving Throw: none

A thick mane of fur surrounds the Wild’s neck.

The first time each turn the entitled hits with an unarmed strike or natural weapon, they gain a +2 bonus to Strength, Dexterity, or Constitution. This bonus stacks with itself up to +6 to a single score, but all bonuses are lost if the entitled does not hit with an unarmed strike or natural weapon for 1 round. These bonuses are lost when initiative is rolled.

Essence: Each point of essence invested in this veil increases both the number of rounds the Entitled does not need to hit with an unarmed strike or natural weapon and the maximum bonus to an ability score this veil can provide by 1.

Chakra Bind (Neck): While the entitled possesses at least 6 points of ability increase from this veil, their unarmed strike and natural weapons deal damage as if one size category larger than they actually are.

The Wind

Descriptors: Title
Class: Rajah
Slot: Feet
Saving Throw: none

Eddies of air circle around the Wind’s feet. At a moment’s notice, they can turn into a violent gust.

The entitled may draw their weapon as a part of an attack. Once per round when the entitled draws a weapon as a part of an attack, they may make that attack against any enemy within close range (25 feet + 5 feet per two veilweaver levels), even if that enemy isn’t within their reach. The attack is still treated as a melee attack.

Essence: Each point of essence invested in this veil grants a +2 bonus on initiative checks and a +1 bonus to dodge AC.

Chakra Bind (Feet): The entitled may sheath your weapon as a free action once per round. If the entitled can already sheath their weapon as a free action, they may instead, once per round when they sheath their weapon, move up to half their speed towards an enemy that they attacked this round.


Veilweaving
Akashic Mysteries by Dreamscarred Press Akashic Trinity by Lost Spheres Publishing
Akashic Mysteries Daevic Guru Vizier
Akashic Trinity Eclipse Nexus Radiant
The Rajah Rajah Title Veils Radiant Dawn MD
The Stormbound Stormbound Stormbound Veils
The Zodiac Zodiac Lunar Veils
Prestige Classes
Amplifier Black Templar Storm Warrior Veilshifter
Races
Gamla Sobek Suqur
Rules
Veilweaving Rules Veil List and Descriptions Akashic Trinity Veils
Akashic Animal Companions Akashic Feats Akashic Traits Akashic Weapons
Akashic Wondrous Items Reference Materials
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