Aether Wire

**Descriptors:** Enhanced (weapon: see text), Force

**Class:** Daevic, Eclipse, Guru, Helmsman, Nexus, Soulforge, Vizier

**Slot:** Hands, Wrists, Shoulders

**Save:** Reflex (see text)

*A cloud of razor-sharp wire pools out from your wrists at your command, able to be wielded to deftly slice and entrap your foes.*

Shaping this veil grants you the ability to wield the aether wire to slice and entrap your foes. This veil functions as a two-handed weapon, deals 1d6 points of slashing and piercing damage and 1 point of bleed damage on a successful hit, has a reach equal to your natural reach + 5 feet. You do not add your Strength modifier to damage rolls made using the aether wire, and you cannot deal precision damage using it or affect it with the Power Attack feat (or similar feats). The damage dealt by this veil does not change based on your size, and the bleed damage dealt by this veil stacks with itself, to a maximum of three times your veilweaving level, and other sources of bleed damage.

You can use the aether wire to make grapple checks with a +2 insight bonus to your CMB. You do not suffer the penalty for having no free hands when grappling in this way. You can also grapple multiple creatures at once using this ability, and maintain a grapple made using this veil in place of an attack made as part of an attack action, standard action, or full-attack action made using the aether wire.

When maintaining a grapple by replacing such an attack you can only choose to deal damage using the aether wire, and you suffer a penalty on your grapple check equal to the penalty on the attack roll it is replacing (including iterative attack penalties).

You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with the aether wire, even though it isn’t a light weapon. If using your Dexterity to make attack rolls using the aether wire, you can use your Dexterity in place of your Strength for your CMB to grapple checks made using it.

You do not need to spend an action to draw the aether wire; it is part of the veil, and can be wielded as long as you have two free hands. It cannot be disarmed. The wires produced by this veil are formed of force and are nearly invisible. They are able to deal their full damage to incorporeal creatures and can grapple them as if they were not incorporeal.

**Essence:** For each point of essence invested in this veil, the aether wire deals an additional 1d6 points of slashing and piercing damage and 1 point of bleed damage on a successful hit, and the insight bonus to grapple checks made using the aether wire increase by +1. This damage is not multiplied on a critical hit. For every 3 points of essence invested in this veil, your reach using it increases by +5 feet.

**Chakra Bind (Hands):** Binding this veil to your Hands chakra allows you to attack more distant foes and entrap them in place. Your reach using the aether wire is doubled, however you do not threaten attacks of opportunity using this extended reach. For example: If your base reach with the aether wire is 15 feet, this ability would grant you an additional 15 feet of reach, however you would only threaten in the initial 15 feet.

Additionally, whenever you grapple a non-adjacent creature using the aether wire you can choose not to move them adjacent to you. When doing so, your hold on that creature is more tenuous and more easily broken. The grappled creature receives a Reflex save to automatically break the grapple at the start of each of its turns while grappled in this way, and if it is moved outside of your reach with the aether wire the grapple automatically ends. The creature can attempt to break the grapple through normal means as well. You may use the higher of your veilweaving modifier or the modifier of the ability score you used to grapple the foe when determining the saving throw DC of this ability. When you successfully maintain a grapple against a non-adjacent creature you are grappling, you may only perform one of the two actions:

* You may deal damage to the creature with the aether wire.
* You may move the creature adjacent to you.

**Chakra Bind (Wrists):** Binding this veil to your Wrists chakra allows you to weave a dangerous web of nearly invisible razor- sharp wires that threaten to slice foes who move within its area. This ability functions as the *etheric shards* spell, save that it has no maximum duration, uses your veilweaving level as your caster level, only has an area of one 5-ft. cube/level, and this veil’s saving throw DC in place of the spell’s. The area of this ability must be contiguous. The Perception DC to find these wires is equal to 25 + 1/2 your veilweaving level. Using this ability does not provoke attacks of opportunity. You can move freely in the area of this effect without risking damaging yourself.

You may only have one instance of this ability active at a time; using it an additional time ends the first effect. If this veil is unshaped or suppressed, the effects of this ability immediately end.

**Chakra Bind (Shoulders):** Binding this veil to your Shoulders chakra grants you the benefits of both the veils Hands and Wrists binds. Additionally, the wires that make up the veil become particularly potent at stopping magical means of escaping them. Creatures grappled by your aether wire have the effects of freedom of movement, or similar effects that allow a creature to automatically escape a grapple, suppressed. Whenever a creature grappled by your aether wire or inside the area of your etheric shards created by this veil attempts to teleport, you can take 1 point of essence burn to affect them as the dimensional anchor spell for 1 round. This ability is subject to spell resistance, and you must be able to see or otherwise perceive the affected creature to use this ability (such as through blindsense or blindsight).