Bangles of Orbiting

**Descriptors:** Variant

**Class:** Eclipse, Helmsman, Nexus, Promethean, Vizier

**Slot:** Hands, Wrists

**Saving Throw:** None

*Minuscule stars and planets orbit your hands and wrists as if a galaxy in miniature, carrying nearby dust and debris in their wake.*

This veil is a variant of the Gravity Bangles veil.

By touching an object as a standard action you can infuse it with your telekinetic power. You cannot use this ability on items worn or carried by another creature, and you cannot use this ability on objects you are wearing. You can either move the touched object up to a location within Close range (25 feet + 5 feet per veilweaving level) of you, or you can place it into an orbit around you. The maximum total weight of an object you can life telekinetically with this ability is 50 pounds, and the maximum size of object you can put into orbit is based on your veilweaving level, as below:

*•    Veilweaving level 1st:* Tiny or smaller (such as a longsword)

*•    Veilweaving level 5th:* Small or smaller (such as a heavy shield or greatsword)

*•    Veilweaving level 9th:* Medium or smaller (such as a barrel or chest)

*•    Veilweaving level 13th:* Large or smaller (such as a statue or table)

*•    Veilweaving level 17th:* Huge or smaller (such as a wagon)

If you choose to place an object into orbit around you, it drifts slowly around you. You may put a total weight of 50 pounds of objects into orbit around you. Objects in orbit move with you when you move as if you were carrying them, you may pick up any object in your orbit as a free action (even outside of your turn), and you can choose to drop an object from your orbit as a free action (even outside of your turn). A creature attempting to take an object from your orbit must make a disarm or steal attempt, and you use your veilweaving modifier in place of the lower of your Strength or Dexterity for your CMD against those checks (If your Strength is higher than your Dexterity, you would use your veilweaving modifier + your Strength for your CMD, and vice versa if your Dexterity is higher than your Strength). If you wish to, you can allow a creature to grab an object from your orbit as a move action without needing to make a check.

When you touch the object as a standard action, you can instead choose to launch it at a target within the range you could have moved it. You can launch objects in your orbit without needing to touch them as a purely mental action. Launching an object is considered a ranged attack and can benefit from feats or combat talents related to weapon and ranged attacks. You may use the higher of your Dexterity and your veilweaving modifier when making an attack roll with the launched object. On a successful hit, the target and the launched object take damage depending on the object’s size, as per below. If the launched object is a weapon, the attack instead deals appropriate damage for that weapon (launched ammunition deals 1d3 damage of its appropriate damage type). Since weapons are designed to deal damage, they do not suffer damage themselves if launched in this way. The type of damage dealt by non-object weapons is based on the type of object launched (most commonly bludgeoning).

*•    Fine:* 1 damage

*•    Diminutive:* 1d2 damage

*•    Tiny:* 1d3 damage

*•    Small:* 1d4 damage

*•    Medium:* 1d6 damage

*•    Large:* 1d8 damage

*•    Huge:* 2d6 damage

Launched objects that hit your target land in space adjacent to the target of your choice. Objects that miss your target land in a randomly determined space adjacent to the target.

**Essence:** For each point of essence invested in this veil, you gain a +1 insight bonus to attack rolls using launched objects, a +2 insight bonus to damage rolls with launched objects, and the maximum weight of objects you can lift or put into your orbit increases by 50 pounds. If you reduce your essence invested in this veil and doing so would cause the objects you have in orbit to bypass your new weight limit, objects of your choice fall from your orbit until the total weight is less than the new limit.

**Chakra Bind (Hands):** Binding this veil to your Hands chakra dramatically increases the finesse of the objects you can telekinetically wield. You gain the following abilities:

*•    Akashic Orbit:* If you have shaped a veil that allows you to produce weapons or shields, you can produce those weapons or shields and put them into your orbit. They are considered to be weightless when in your orbit, and you are considered to be holding them.

*•    Arsenal Orbit:* You may wield weapons in your orbit as if you were holding them as a purely mental action. This does not allow you to wield more weapons than you have hands, and does not grant you additional attacks per round. When making attacks in this way you use your veilweaving modifier in place of your Strength or Dexterity modifier for attack rolls, and you do not add your Strength or Dexterity modifier to damage rolls. You treat attacks made in this way as if they were launched objects for the purposes of this veil’s essence effect. If using projectile weapons with this ability, you can reload them using ammo on your person or in your orbit as well without needing to use your hands.

*•    Shielded Orbit:* You may select a single shield in your orbit and treat yourself as if you were wielding it for all purposes, and may wield that shield as a purely mental action. You can choose which shield you are treated as wielding once per round as a free action.

*•    Launching Orbit:* You may launch objects in your orbit as a ranged weapon attack. These launched objects are considered a two-handed weapon when determining how many attacks you may make using them in a given round.

**Chakra Bind (Wrists):** Binding this veil to your Wrists chakra grants you all of the benefits of the Hands bind, and increases the range at which you may move and launch objects to Medium range (100 feet + 10 feet per level).