Arm of the Void

**Descriptors:** None

 **Class** : Daevic, Eclipse, Nexus, Promethean

 **Slot** : Wrists

 **Saving Throw** : Reflex

*Your arm is able to breach the walls of reality itself, coming out the other side as a mass of tendrils to harry your foes.*

As a standard action, you may temporarily pass your arm through a tear in reality, only to emerge as a mass of tendrils to assault a foe within Close range (25 feet plus 5 feet per two veilweaver levels) of you. This is treated as a melee tentacle natural attack, with a damage die of 1d6 if you are Medium sized(1d4 Small, 1d8 Large).

Additionally, a struck creature must make a Reflex saving throw or become coated in a sticky, black, foul-smelling slime that makes it difficult for them to concentrate or cast spells for a number of rounds equal to your veilweaving modifier. Whenever the creature would cast a spell or manifest a power, they must make a concentration check as if they took damage equal to your veilweaving modifier while casting the spell. Multiple applications of this ability stack with itself.

 **Essence** : For each point of essence invested in this veil, the saving throw DC of this veil increases by +1, and the damage die of your tentacle increases by one step on the following progression:1d6 -> 1d8 -> 1d10 -> 2d6 -> 2d8 -> 3d6 -> 3d8 -> 4d6 -> 4d8 -> 6d6-> 6d8 -> 8d6 -> 8d8 -> 12d6 -> 12d8 -> 16d6. This stacks with any increases to your size, to a maximum of 16d6.

 **Chakra Bind (Wrists): [Daevic 7, Eclipse 12, Nexus 8, Promethean 8]**  Binding this veil to your Wrists chakra allows you to keep your arm extending through the tear in reality to continuously assault your foe. Instead of making an attack roll using your tentacles, you may make a grapple attempt using them. On a successful grapple attempt, the creature takes damage as if struck by your tentacles and must make a Reflex save against the effects of this veil. When making grapple checks using this veil, you gain a +1 insight bonus to your grapple check and are treated as one size larger when determining the size of creatures you can grapple per 2 points of essence invested in this veil.

Unlike a normal grapple attempt; the creature is not moved to a space adjacent to you. As long as you maintain the grapple, neither you nor the grappled creature can move from your current space. The creature can attempt to break the grapple as normal. If they would successfully gain control of the grapple, it instead ends. This veil is also treated as being in your space and the grappled creature’s space for the purpose of sundering as long as the grapple is maintained. If you suffer from forced movement, the grapple ends. If your target suffers from an effect that would force them to move or allows them to teleport out of the grapple, you may make a grapple check against them as an attack of opportunity to negate that movement or teleportation on a successful check. If you fail, the grapple ends and the creature is moved or teleported.

You may only maintain this special grapple as a standard action, even if you possess an ability that would allow you to start or maintain a grapple at a lower action cost. Whenever you maintain a grapple in this way, you may only choose to deal damage using your tentacle to them (requiring them to make a Reflex save against the effects of this veil as well)