Aldain's Alchemical Armory

**Descriptors:** Acid, Cold, Electricity, Enhanced (weapon, see text), Fire

**Class**: Daevic, Guru, Spellweaver, Soulforge, Vizier

**Slot:** Belt

**Saving Throw**: Reflex, see text

*A silken sash of velvety akasha wraps its way around your waist. Amongst its countless pockets rest palm-length phials of textured crystal that store bubbling liquids of various colors.*

Shaping this veil grants you the ability to draw from the vast quantity of alchemical weapons created by the alchemist Aldain. These alchemical weapons come in two types: exploding phials and alchemical blades. For the purposes of enhancement, both of these alchemical weapons are treated as daggers. You may draw an exploding phial or an alchemical blade as a free action, even when it’s not your turn. When you draw an alchemical weapon from this veil, choose a single type: acid, cold, electricity, or fire. You may only draw a number of alchemical weapons from the veil each round equal to your veilweaving modifier, and may only have that many alchemical weapons drawn from the veil total at any time. After drawing an alchemical weapon, it persists for 1 minute or until it is used, after which it crumbles away into inert dust. If you have multiple alchemical weapons created at a time, they all suffer the penalties for creating multiple weapons with an [Enhanced] veil.

When drawing an alchemical blade, you may uncork it as part of drawing it, causing the liquid inside to immediately crystallize into a shortsword formed of alchemical matter. If you don’t choose to uncork it as part of drawing it, you may do so as a free action, even if it’s not your turn. After being uncorked, an alchemical blade lasts until the beginning of your next turn; afterward, it crumbles into inert dust. Rather than dealing piercing damage, all of the physical damage dealt by an alchemical blade is of the elemental type you chose when you drew it. When you successfully hit an enemy with an alchemical blade, you can choose for it to shatter and immediately return to a liquid that sprays on the target. The target must succeed at a Reflex saving throw or take 1d6 points of damage of the elemental type chosen when drawing the alchemical blade.

Explosive phials drawn from the veil are treated as thrown weapons with a range increment of 10 feet and attacks using the phials are made as touch attacks. You apply any enhancement bonuses applied to this veil when making touch attacks using explosive phials, as well as any special properties that affect your accuracy. On a hit, the phial explodes, dealing 1d6 points of damage of the elemental type chosen when drawing the phial, plus any enhancement bonus to damage rolls or any special properties that affect the veil’s weapons. Each creature within 5 feet of the target of this veil must succeed at a Reflex saving throw or take 1 point of damage of the chosen elemental type. If you miss the initial target, they must attempt this saving throw as well.

**Essence:** For each point of essence invested in this veil, the damage dealt by an alchemical blade when shattered against a target increases by 1d6, the damage of a hit by an explosive phial increases by 1d6, and the splash damage of an explosive phial increases by 1.

**Chakra Bind (Belt): [D13, G17, V16]** Binding this veil to your Belt chakra allows you to draw from a wider variety of alchemical weapons. In addition to the normal elemental types you can choose from when drawing an alchemical weapon from this veil, you can choose from the following types as well: force, negative energy, positive energy, and sonic. Choosing one of these damage types causes your alchemical blade to have a weapon die one size smaller (1d3 for Small creatures, 1d4 for Medium, 1d6 for Large) and it deals 1d4 damage when shattered (instead of 1d6). It also causes your explosive phials to deal 1d4 damage (instead of 1d6). This reduction in damage applies to the bonus damage granted by investing essence in this veil as well.

Creatures that are healed by positive energy or negative energy are not healed by alchemical weapons that deal those energy types; instead, they are sickened for 1 round instead of taking any damage of that type (they still take any additional damage from weapon special properties, such as the *flaming* property).