Armory of the Conqueror

**Descriptors:** none

**Class:** Daevic, Helmsman

**Slot:** Hands, Wrists

**Saving Throw:** none

*A gleaming band of hardened akasha wraps around your weapons, thrumming with power.*

When you invest essence in this veil, choose one manufactured weapon you are wielding, unarmed strikes, or a single natural weapon. As long as this veil is invested with essence, at the beginning of each turn you may select a different weapon.

Investing essence in this veil causes the selected weapon to grow in power as if you had increased in size, as detailed in the essence section below. Ranged weapons confer this property to their ammunition, and thrown weapons retain this size increase until after the attack made using the thrown weapon is resolved.

This effective increase in size does not stack with any other size increases, such as the *enlarge person* spell, the *impact* special property, the Encompassing Light talent, or the Size Change talent. If you or your weapon would be affected by such an ability while you are benefiting from the powers of this veil, use the higher of the size increases when determining your weapons damage dice.

**Essence:** A weapon affected by this veil is treated as though it is one size category larger than it actually is when 1 point of essence is invested. For every 2 points of essence invested beyond the first, this size bonus increases by an additional category.

**Chakra Bind (Hands): [D4, He2]**Binding this veil to your Hands chakra makes the weapon extremely difficult to pull from your grasp, granting you a +1 insight bonus to CMD vs. Disarm attempts per point of essence invested.

**Chakra Bind (Wrists): [D7, He8]**The veil wrapping your weapon protects it from harm. In addition to granting the same benefits as the Hands bind, your weapon’s hardness increases by 5 times the number of points of essence invested in this ability, and the weapon gains an insight bonus on all saves vs. any effects which target it (such as a rusting grasp spell) equal to the amount of essence invested.

## Armory of the Conqueror (Old)

**Descriptors:** none

**Class:** Daevic, Helmsman

**Slot:** Hands, Wrists

**Saving Throw:** none

A gleaming band of hardened akasha wraps around a shining blade, thrumming with the power of his essence.

Unlike most veils, Armory of the Conqueror has no effects until it is imbued with essence. When you shape this veil, choose one weapon you are wielding. The damage die for that weapon increases when essence is invested according to the progression detailed in the essence section. Ranged weapons confer this property on their ammunition, and thrown weapons retain this effective size increase until after the attack made using the thrown weapon is resolved.

**Essence:** A weapon affected by this veil is treated as though it is one size category larger than it actually is when 1 point of essence is invested. For every 2 points of essence invested beyond the first, this size bonus increases by an additional category.

**Chakra Bind (Hands): [D4, He2]** Binding this veil to your Hands chakra makes the weapon extremely difficult to pull from your grasp, granting you a +1 bonus to CMD vs. Disarm attempts per point of essence invested.

**Chakra Bind (Wrists): [D7, He8]** The veil wrapping your weapon protects it from harm. In addition to granting the same benefits as the Hands bind, your weapon’s hardness increases by 5 times the number of points of essence invested in this ability, and the weapon gains a bonus on all saves vs. any effects which target it (such as a rusting grasp spell) equal to the amount of essence invested.

## Sigil of Imbuement (Shards of Power)

**Descriptors:** Shatter, Variant

**Classes:** Daevuc, Eclipse, Guru, Huay, Kheshig, Promethean, Stormbound, Vizier

**Chakra:** Wrists

**Save:** See Text

*A mandala of glowing runes of many hues encircle your wrists, these runes are mirrored upon weapons you wield and burn with power. This veil was first taught to a Kheshig by a wandering sage from a far off land.*

This is a variant of the Armory of the Conqueror veil. When you shape this veil, choose one of the following elements: *Earth*, *Fire*, *Metal*, *Water*, or *Wood*.

When you invest essence in this veil, and at the beginning of each of your turns while this veil is invested with at least 1 point of essence, choose one manufactured weapon you are wielding, unarmed strikes, or a single natural weapon; that weapon becomes imbued by glowing runes.

The imbued weapon deals half its damage (rounded up) as the  element chosen when this veil was shaped (Acid for Earth, Fire for Fire, Sonic for Metal, Cold for Water, or Electricity for Wood).

This veil can be shattered as a standard action, allowing the veilweaver to make special attack action with the imbued weapon that causes the elemental energies to harmfully infuse the target on a successful hit with effects based on the chosen element:

* *Earth:* Acid splatters over the struck target, clinging and burning them. For a number of rounds equal to your veilweaving modifier the target takes acid damage equal to the essence invested in this veil.
* *Fire:* The strike superheats the air around the target, sapping their strength. The target must make a Fortitude save or be fatigued for a number of rounds equal to your veilweaving modifier.
* *Metal:* The strike forces the target to make a Will save or suffer a 20% miss chance for a number of rounds equal to your veilweaving modifier from the loud crash and flashing metal.
* *Water:* The strike causes chilling ice crystals to begin to freeze the target's limbs. The target must make a Reflex save or reduce all their movement speeds by 5ft for each essence invested for a number of rounds equal to your veilweaving modifier (to a minimum of 5 feet).
* *Wood:* The strike causes sparks of writhing electricity to crackle around the target for a number of rounds equal to your veilweaving modifier. The first time an enemy other than the target moves within 5 feet of the target on their turn or begins their turn within 5 feet of the target, they must make a Reflex save or be struck by sparks, taking your veilweaving modifier in electricity damage.

All continuing effects caused by the veil’s shattering can be removed by the target or its allies taking a full-round action that provokes attacks of opportunity the round after they occur.

While this veil is shattered the imbued weapon cannot be changed and deals its normal damage, but still gains bonus damage of the chosen elemental type equal to the burned essence. **Essence:** For each point of essence invested, increase the elemental damage done by the imbued weapon and any damage done by the veils shatter effects by +2.

**Chakra Bind (Wrists):** Binding this veil to your wrist chakra causes the runes to not only empower the weapon, but almost wholly convert it temporarily to unstable energy. The imbued element can be now changed by taking 1 essence burn as a move action. When you shatter this veil as a standard action you can now cause the imbued energy to blast forth, hitting all enemies in an area determined by the chosen element and forcing them to save against the elemental debuff caused by that element instead of striking a single target. Enemies hit by the shatter effect take damage as if they were struck by the imbued weapon, and must save against the chosen element’s effect.

* *Earth:* Acid sprays from the ground at your feet in a 5ft radius centered on you, +5ft for every essence invested.
* *Fire:* Fire blasts forth from your hands to affect all enemies in a 5ft/essence invested cone.
* *Metal:* Your weapon extends to affects all enemies in a line 5ft/essence invested long.
* *Water:* A storm of swirling ice shards and pounding sleet fills a cylinder 5ft/essence invested in diameter and 20ft tall centered within close range.
* *Wood:* Lightning strikes a target within your reach, then streaks out to hit an additional random enemy target per essence invested within 15ft.