TEXT: ◆ Vizier ◆
  By Michael Sayre
  
  1
  Lead Designers: Michael Sayre
  Additional Design: Andreas Rönnqvist
  Interior Design: Erik Nowak
  Interior Layout: Levi Jones
  Interior Artwork: Joe Shawcross, Toby Gregory, Storn Cook, and Jack Holliday
  Publisher: Jeremy Smith
  Special thanks to the legions of fans who helped playtest the material in this book and offered new and 
  innovative ideas to include.
  Based on the original roleplaying game rules designed by Gary Gygax and Dave Arneson and inspired by 
  the third edition of the game designed by Monte Cook, Jonathan Tweet, Skip Williams, Richard Baker, and 
  Peter Adkison. 
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open 
  Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, 
  proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade 
  dress. (Elements that have previously been designated as Open Game Content or are in the public domain 
  are not included in this declaration.)
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this 
  game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No 
  portion of this work other than the material designated as Open Game Content may be reproduced in any 
  form without written permission.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo 
  Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying 
  Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and 
  the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are 
  used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/
  compatibility for more information on the compatibility license.
  Akashic Mysteries is published by Dreamscarred Press under the Open Game License version 1.0a 
  Copyright 2000 Wizards of the Coast, Inc. 
  © 2014 Dreamscarred Press
  Akashic Mysteries
  Vizier
  
  2
  Akashic Mysteries
  A note from the author
  Welcome to Akashic Mysteries!
  Whether this is your first step into the world of 
  akashic magic or you’re one of the many fans whose 
  insight and assistance helped guide this project 
  through it’s initial playtesting, I want to thank you 
  for your support. Though it’s been through dozens 
  of revisions, renames, and reimaginings, Akashic 
  Mysteries holds a special place in my heart because it’s 
  the very first piece of game design I worked on for the 
  Pathfinder Roleplaying Game, started the same week 
  I picked up the Pathfinder RPG Core Rulebook. Veils, 
  binds, and essence (in one form or another) have been 
  deeply ingrained in the story and mythology of almost 
  every homebrew campaign I’ve created, whether in 
  the underwater world of Oceaq where traditional 
  magic is infeasible due to the difficulties of writing or 
  assembling components in the ocean depths, in the 
  futuristic 300X, where the ability to develop veils and 
  wield akashic power was an evolutionary response 
  first discovered by elven warriors combatting mech-
  piloting goblin industrialists, or in the brutal desert 
  world of Al Wahash where the nomadic camel-folk 
  known as gamla use their akashic powers to protect 
  themselves as they travel the sandy wastes. Hopefully 
  you’ll enjoy this addition to your games as much as I 
  have.
  Michael “Ssalarn” Sayre 
  Lead Designer for Akashic Mysteries 
  Dreamscarred Press
  Introduction
  I’m going to let you in on a little secret: I really 
  don’t like Vancian magic. When I’ve tried to bring 
  new players into the game, it has frequently been my 
  experience that they find themselves turned off by a 
  system that is unintuitive, or frightened to actually 
  use their limited spells. “What do you mean I get one 
  fireball? That’s like turning me out into a world full 
  of zombies with one shotgun shell!” were the first 
  words spoken to me by cousin Jeff when his first 
  wizard hit 5th level. On another occasion, I played in 
  a group where the dreaded “15 minute adventuring 
  day” wasn’t just a common occurrence, it was how 
  several of the players honestly thought the game was 
  meant to be played, much to the dismay of the group’s 
  fighter. 
  Then, one day, I stumbled across a relatively 
  unpopular, almost completely unsupported, but 
  thematically amazing subsystem that explored what it 
  would be like if a character wore his spells directly on 
  his body like a customizable set of magic items. These 
  physical spells, the inspiration for the veils presented 
  in this work, were not as powerful or versatile as the 
  spells available to a wizard, but they were sustained 
  and empowered by the user’s life force, allowing 
  these strange and specialized casters to fight just as 
  long and just as hard as their martial counterparts. 
  I knew immediately that this was something smart, 
  and something special.
  And now in these pages you have the end result of 
  that long ago inspiration: clever viziers, canny gurus, 
  and cruel daevic warriors, who blend akashic magic 
  with their own life force, their essence, to create 
  fantastical magic constructs, girding themselves in 
  cloaks, bangles, breastplates and boots forged of pure 
  magic and brimming with all manner of beneficial or 
  deadly effects.
  Akasha
  Akasha is an ancient form of magic whose use 
  predates most forms of spellcasting known to the 
  mortal world. Long before wizards began unraveling 
  the secrets of the cosmos and codifying them into 
  arcane formulae, and even before dragons, demons 
  and other beings of magic began mingling their 
  blood with lesser species, wise mystics and abstruse 
  visionaries bound the raw magical essence known as 
  akasha into crude physical forms  and bent its might 
  to their enigmatic purposes. 
  Akasha is a somewhat simplistic form of magic, 
  generated by mixing life energy, called essence, with 
  the  small amounts of arcane magic that suffuse all 
  things and shaping them into rough physical forms. 
  These crude magical constructs are sustained by 
  attaching them to points in the body that naturally 
  conduct energy, called chakra. While modern 
  spellcasters scoff at wielders of akasha as crude 
  and unrefined amateurs, non-traditionalists still 
  practice the ancient arts of shaping akasha - known 
  as veilweaving - and trust implicitly in its power and 
  reliability.
  
  3
  Akashic Mysteries
  shape a veil whose alignment opposes his own. The 
  DC for a saving throw against a veil’s abilities is 10 + 
  the number of points of essence invested in the veil + 
  his Intelligence modifier. He can only shape a certain 
  number of veils per day (see veilweaving table below). 
  The vizier gains access to a unique veil slot: the Ring 
  slot. Veils are constructs of pure magic and, as such, 
  are suppressed while in the area of an antimagic field 
  or similar phenomena.
  At 1st level he also gains access to a personal pool of 
  essence, which can be invested into veils to increase 
  their power. The amount of available essence is 
  listed in the table below; the vizier’s character level 
  determines the maximum quantity of essence he 
  can invest in any single veil or other receptacle. As 
  a swift action, the vizier can reallocate his essence 
  investments into his veils every round. A vizier must 
  have at least 8 hours rest or meditation to achieve a 
  clear and focused state, and must meditate for one 
  hour to shape his veils for the day. During this time he 
  unshapes any previously formed veils and constructs 
  Veilweaving 
  Classes
  Characters of any class can learn to use akasha 
  through feats or other means, but the true masters 
  are those who dedicate themselves to wielding this 
  ancient power by advancing in a veilweaving class.
  The first of these classes is presented below: the 
  vizier. The vizier uses his keen wits to channel 
  and focus akashic energy to serve his purposes, 
  developing new and powerful veils. The vizier is the 
  undisputed master of veils; no other class can match 
  his expertise or versatility with their powers.
  THE VIZIER
  “Black and white, things and people, openings and 
  dead ends. The trick isn’t to see what they are. It is to 
  take what they are and mold it into whatever you need 
  it to be.”
  Role: The vizier is a canny adventurer whose 
  understanding of the energy that flows through all 
  things combines with a fierce intellect and drive 
  to excel. The true power of the vizier is seen when 
  he uses his mastery of the mysterious force known 
  as akasha and empowers it with his own essence. 
  A vizier can utilize this ability to create unique 
  bonds with magical items and amplify their power, 
  manifesting powerful veils.
  Alignment:Any
  Hit Die: d6
  Class Skills
  The vizier’s class skills (and the key ability for 
  each skill) are: Appraise (Int), Bluff (Cha), Craft (Int), 
  Diplomacy (Cha), Disguise (Cha), Knowledge (any) 
  (Int), Linguistics (Int), Perception (Wis), Profession 
  (Wis), Ride (Dex), Sense Motive (Wis), and 
  Spellcraft (Int).
  Skill Ranks Per Level: 2 + Int modifier.
  Class Features
  All of the following are class features of 
  the vizier.
  Weapon and Armor Proficiency: Viziers 
  are proficient with all simple weapons and 
  are proficient with light armor and bucklers.
  Veilweaving: A vizier’s primary ability 
  is shaping the magical essence known as 
  akasha into powerful veils, which are drawn 
  from the vizier veil list.  The vizier knows and 
  can shape any veil from this list; however he cannot 
  
  4
  Akashic Mysteries
  level or higher. The vizier is considered to meet all 
  qualifications for use of an item he invests essence 
  into and never needs to make a Use Magic Device 
  check to activate an item he currently has invested 
  essence into.
  Mystic Attunement: At 1st level, the vizier can 
  begin to manipulate the essence not just within 
  himself, but within the objects or creatures around 
  him. When the vizier first gains this ability, he must 
  choose one of the paths of mystic attunement to 
  follow (listed below). 
  Chakra Binds: At 2nd level and every 2 levels 
  thereafter, the vizier unlocks chakra binds in the 
  following order: Hands, Feet, Head, Wrist, Shoulders, 
  Headband, Neck, Belt, Chest, and Body. Once a 
  vizier has unlocked a chakra bind, he may choose to 
  bind a veil to that slot when shaping it to unlock its 
  corresponding bind abilities.
  Improved 
  Essence 
  Capacity: 
  The 
  vizier 
  is 
  particularly talented at investing essence. At 3rd, 11th, 
  and 19th level the essence capacity of all the vizier’s 
  essence receptacles increases by one. In addition, the 
  the ones chosen. At the end of the hour, all effects 
  of unshaped veils end and the effects of all newly 
  formed veils take effect.
  Eldritch Insight: While not a spellcaster in any 
  traditional sense of the word, the vizier has used 
  intense study and natural cunning to develop a 
  unique connection to the flow of mystical energies 
  through himself and through the world around him. 
  The vizier’s class levels count as arcane spellcaster 
  levels for the purposes of qualifying for feats and 
  abilities. The vizier gains the ability to invest his 
  essence into any wand, staff, or wondrous item that 
  normally uses charges; the normal limitations for 
  essence capacity apply, and this capacity is increased 
  by the vizier’s improved essence capacity ability. The 
  vizier chooses how much essence to invest at the 
  start of the day when he shapes his veils, and essence 
  distributed to magical items in this way cannot be 
  redistributed for 24 hours. The item gains a number 
  of additional charges equal to the amount of essence 
  invested; these charges dissipate if not used within 
  24 hours and cannot be used to activate spells of 8th 
  Table 1-1: The Vizier
   Level
  Base 
  Attack 
  Bonus
  Fort 
  Save
  Reflex 
  save
  Will 
  Save
  Special
  Veilweaving
  Veils
  Essence
  1st
  +0
  +2
  +0
  +2
  Eldritch insight, mystic attunement
  2
  1
  2nd
  +1
  +3
  +0
  +3
  Chakra bind (Hands)
  3
  2
  3rd
  +1
  +3
  +1
  +3
  Improved essence capacity +1, veilshifting   
  3
  3
  4th
  +2
  +4
  +1
  +4
  Chakra bind (Feet)
  4
  4
  5th
  +2
  +4
  +1
  +4
  Mystic attunement
  4
  5
  6th
  +3
  +5
  +2
  +5
  Chakra bind (Head)
  4
  6
  7th
  +3
  +5
  +2
  +5
  Veilshifting 
  5
  7
  8th
  +4
  +6
  +2
  +6
  Chakra bind (Wrists)
  5
  8
  9th
  +4
  +6
  +3
  +6
  Mystic attunement, ring binding
  5
  9
  10th
  +5
  +7
  +3
  +7
  Chakra bind (Shoulders)
  6
  10
  11th
  +5
  +7
  +3
  +7
  Improved essence capacity +2, veilshifting
  6
  12
  12th
  +6/+1
  +8
  +4
  +8
  Chakra bind (Headband) 
  7
  14
  13th
  +6/+1
  +8
  +4
  +8
  Mystic attunement
  7
  16
  14th
  +7/+2
  +9
  +4
  +9
  Chakra bind (Neck)
  8
  18
  15th
  +7/+2
  +9
  +5
  +9
  Veilshifting, twinveil rings
  8
  20
  16th
  +8/+3
  +10
  +5
  +10
  Chakra bind (Belts)
  9
  22
  17th
  +8/+3
  +10
  +5
  +10
  Mystic attunement
  9
  24
  18th
  +9/+4
  +11
  +6
  +11
  Chakra bind (Chest),
  10
  26
  19th
  +9/+4
  +11
  +6
  +11
  Improved essence capacity +3, veilshifting
  10
  28
  20th
  +10/+5
  +12
  +6
  +12
  Chakra bind (Body), chakra rebirth
  11
  30
  
  5
  Akashic Mysteries
  Paths of Mystic Attunement
  Path of the Crafter
  A vizier who chooses the path of the crafter has 
  an innate understanding which provides the ability 
  to influence the flow of energy through inanimate 
  objects. As he grows in cunning and experience, his 
  gifts allow him to use his chakra to bind raw magical 
  essence into inanimate objects, turning them into 
  potent arcane tools. The vizier gains a bonus equal 
  to ½ his class level on all skill checks made as part 
  of the crafting process. In addition, any time an ally 
  within 30 feet of the crafter activates a magic item 
  to cast a spell, they may treat the caster level of the 
  spell as 1 higher than normal, or increase the DC of 
  the activated spell by +1.
  In addition, at first level he gains the following 
  ability:
  Transfer the Essence (Su):  The crafter’s experience 
  controlling the flow of magical essence between him 
  and the items he creates leads to a potent insight into 
  the very nature of magical energy. A crafter can spend 
  one hour of uninterrupted concentration to transfer 
  magical 
  enhancements 
  between 
  similar 
  items, 
  exchanging the magical enhancements and abilities of 
  two like items; weapons to weapons, armor to armor, 
  shields to shields etc. The crafter must completely 
  exchange the properties of both weapons when using 
  the ability in this way. For example, a crafter could 
  take a +1 halberd and a +3 flaming longsword and 
  swap the magical essences between them, resulting in 
  a +3 flaming halberd and a +1 longsword. Both items 
  must be legal targets for all abilities swapped this way. 
  Additionally, the crafter can use this ability to transfer 
  charges between wands or staves whose highest level 
  spells are the same; for example, the crafter could 
  transfer charges from a wand of cure light wounds 
  to recharge a wand of shield. When using transfer 
  the essence in this fashion, the vizier may choose to 
  transfer any number of charges currently held in one 
  target to the other. Neither use of this ability works 
  when attempted on cursed or intelligent items, or on 
  artifacts.
  At 5th level, the vizier gains Craft Wondrous Item 
  as a bonus feat.
  At 9th level, he gains Forge Ring as a bonus feat.
  At 13th level, he gains Craft Staff as a bonus feat. 
  At 17th level, the vizier reduces the cost to create 
  wondrous items, rings, and staves by 25%.
  DC for any of his veil abilities increases by +1 each 
  time he gains this ability.
  Veilshifting: As the vizier’s ability to control the 
  flow of magical essence throughout his body and 
  equipment grows, he gains the ability to shape a 
  small number of veils instantly. At 3rd level, the 
  vizier may use a move action which provokes attacks 
  of opportunity once per day to unshape one of his 
  existing veils and instantly reshape the released 
  energy into a new veil. The veil that he shapes using 
  this ability cannot be bound to a chakra until he has 
  spent one hour in meditation, even if the veil replaced 
  this way was already bound. The vizier can use this 
  ability one additional time per day for every four 
  levels beyond 3rd. Each time he gains an additional 
  use of this ability, the number of veils that he can 
  reshape with a single use of this ability increases by 
  one (for example, at 11th level the vizier can reshape 
  up to three veils each time he uses this ability).
  Ring Binding: At 9th level the vizier gains the 
  ability to bind veils shaped in the Ring slot.
  Twinveil Rings: At 15th level the vizier can shape 
  and bind up to two veils which occupy the Ring slot.
  Chakra Rebirth: At 20th level the vizier gains the 
  ability to instantly reshape all of his veils, reforging 
  himself into a vessel better able to navigate the trial 
  before him. His veilshifting ability can now be used 
  at will and no longer provokes attacks of opportunity; 
  any veil shaped this way can be bound to an 
  associated chakra as part of this process. Whenever 
  he uses his veilshifting ability he gains a temporary 
  pool of essence in addition to his normal pool equal 
  to 3 + his Intelligence modifier; this essence lasts for 
  3 rounds and can only be used to power the veils he 
  formed using his veilshifting ability.
  
  6
  Akashic Mysteries
  Path of the Seer
  A vizier who chooses the path of the seer is less 
  interested in inanimate foci, and instead learns to 
  attune himself to the flow of chakra in living creatures, 
  blending his own chakra signature with those of his 
  companions. This gives him an uncanny insight into 
  the motivations of those around him, and the 
  ability to share this insight with those he trusts. 
  Starting at  1st level, all allies within 60 feet 
  of the seer find their movement buoyed by 
  akashic energy, and gain an enhancement 
  bonus of +5 feet to their base land 
  speed. This bonus increases by an 
  additional 5 feet at  9th and 17th 
  level. This is a supernatural ability.
  Akashic Army (Su): At 1st, 5th, 
  9th, and 13th level the seer gains 
  a teamwork feat of his choice. He 
  must meet the prerequisites for these 
  feats, but counts his class level as his 
  base attack bonus for qualification 
  purposes. The seer may invest essence 
  in this ability to fuse his chakra with 
  those of his allies; for each point of essence 
  invested the vizier may share all teamwork 
  feats granted by this ability with one 
  ally within 60 feet. Allies do not need 
  to meet the prerequisites for feats 
  shared in this way. Further, the seer 
  may grant affected allies the use of 
  a lesser version of one veil the seer 
  currently has bound to  his Hands 
  or Feet chakra slot; the seer chooses 
  which veil he will share.  Affected allies 
  may invest essence into this veil if they have 
  their own essence pool, but they cannot benefit from 
  this veil’s bind benefit nor do they gain the benefit of 
  any of the seer’s invested essence. Once chosen the 
  seer cannot choose to share a different veil with that 
  ally until  he reshapes his veils, either via his normal 
  daily allocations or his veilshifting ability. The ally 
  determines save DCs for activated veil abilities using 
  the greater of the vizier’s Intelligence modifier or 
  their own.
  Foresee Conflict: A seer who reaches this this level 
  of mastery gains an almost prophetic insight into the 
  flow of energy in the world around him. This intuitive 
  prophecy allows him to prepare himself for whatever 
  trials the day may bring. Starting at 17th level, each 
  day when he prepares his veils the vizier may choose 
  to retrain any number of the teamwork feats granted 
  by the path of the seer.
  Path of the Ruler
  A vizier who chooses this path is generally a man 
  of great ambition, gravitating towards sultans, kings, 
  and emperors. A ruler constantly emits a powerful 
  aura of subjugation that makes the people around 
  him more amenable to manipulation. This is 
  a supernatural ability.
  Aura of Subjugation (Su): At 1st level 
  the ruler’s aura of subjugation has 
  a range of 30 feet and all creatures 
  other than the ruler within its area of 
  effect take a -1 penalty to their Will saving 
  throws and a -2 penalty to all Sense 
  Motive checks.
  At 5th level the ruler’s control 
  over his aura of subjugation 
  improves and he may now choose 
  to exclude a number of creatures 
  equal to his Intelligence modifier 
  from its effects. In addition, the 
  penalty to Will saving throws from 
  his aura of subjugation increases to 
  -2 and the penalty to Sense Motive 
  checks increases to -4.
  At 9th level the ruler’s aura 
  increases to a 60 foot radius and 
  any ally within its area of effect 
  whom the ruler has chosen 
  to exclude from its penalties 
  instead gains a +2 bonus to 
  their Will saving throws.
  At 13th level the penalty to 
  Will saving throws inflicted 
  by the aura increases to -3 
  and the penalty to Sense Motive 
  checks increases to -6.
  At 17th level, the ruler’s aura of subjugation is near 
  absolute; as an immediate action the ruler may force 
  a single creature within the aura’s area of effect to 
  reroll a Will saving throw  or Sense Motive check.
  
  7
  Akashic Mysteries
  New Feats
  This section contains new feats for veilweavers 
  and classes interested in utilizing the essence system. 
  A new type of feat, marked with the [Akashic] 
  descriptor, is presented below. Akashic feats can be 
  taken by anyone, though they will usually provide 
  greater benefit to veilweavers or characters with 
  access to the essence subsystem.
  Access Higher Chakra Slot
  You gain the ability to bind veils to a higher chakra, 
  increasing their power and versatility. 
  Prerequisites: Con 17, character level 17th. 
  Benefit: When this feat is selected, choose one of 
  the following slots: neck or belt. You can now bind a 
  veil to that slot. This does not allow you to bind more 
  than one veil to that slot, even if you’ve gained the 
  ability to bind there from another source.
  In addition, you gain a minor benefit from this new 
  bind, depending on the slot chosen:
  Neck: +1 insight bonus on Bluff and Diplomacy 
  checks. 
  Belt: +1 insight bonus on Fortitude saves.
  Special: You can gain this feat multiple times. Its 
  effects do not stack. Each time you take the feat, it 
  applies to a new slot.
  Access Low Chakra Slot
  You gain the ability to bind veils to a low chakra, 
  increasing their power and versatility. 
  Prerequisites: Con 13, character level 7th. 
  Benefit: When this feat is selected, choose one of 
  the following slots: Hands, Head, or Feet. You can now 
  bind a veil to that slot. This does not allow you to bind 
  more than one veil to that slot, even if you’ve gained 
  the ability to bind there from another source.
  In addition, you gain a minor benefit from this new 
  bind, depending on the slot chosen:
  Head: +1 insight bonus on Will saves.
  Feet: +1 insight bonus on Acrobatics and Stealth 
  checks.
  Hands: +1 insight bonus on Climb and Swim checks. 
  Special: You can gain this feat multiple times. Its 
  effects do not stack. Each time you take the feat, it 
  applies to a new slot.
  Access Middle Chakra Slot
  You open up one of your body’s centers of power, 
  allowing you to bind a veil or a magic item to that 
  chakra. 
  Prerequisites: Con 15, character level 13th. 
  Benefit: When this feat is selected, choose one of 
  the following equipment slots: Headband, Shoulders, 
  or Wrist. You can now bind a veil to that slot. This 
  does not allow you to bind more than one veil to that 
  slot, even if you’ve gained the ability to bind there 
  from another source.
  In addition, you gain a minor benefit from this new 
  bind, depending on the slot chosen:
  Wrists: +2 insight bonus to CMB checks made to 
  disarm or as part of a grapple. 
  Headband: +1 insight bonus on Perception and 
  Sense Motive checks 
  Shoulders: +1 insight bonus on Reflex saves. 
  Special: You can gain this feat multiple times. Its 
  effects do not stack. Each time you take the feat, it 
  applies to a new middle chakra.
  Akasha-Infused Spells [Akashic]
  You gain the ability to invest akasha directly into 
  the spells you cast.
  Prerequisites: Con 13, ability to cast 1st-level spells.
  Benefit: When you take this feat, choose one 
  school of magic. You can invest essence into this feat 
  to increase the caster level of one spell you know 
  or have prepared from that school of magic by 1. 
  Prepared casters apply this benefit to all instances of 
  the chosen spell (so if a wizard has prepared fireball 
  twice, both instances gain the benefits). For each 
  additional point of essence invested in this ability 
  you may choose an additional spell from the selected 
  school to gain this benefit.
  You gain 1 point of essence.
  Akashic Augmentation
  You can augment a psionic power with your chakra 
  energy rather than mental energy.
  Prerequisites: Con 13, ability to manifest 2nd-level 
  psionic powers.
  Benefit: You can invest essence into this feat and 
  choose a particular psionic power that you know. The 
  power point cost to augment that power is reduced 
  by a value equal to the invested essence. This can’t 
  reduce the augmentation cost to less than 1. You 
  can’t invest more essence in this feat than the chosen 
  power’s level, even if the maximum essence capacity 
  of this feat would normally be higher than that value.
  You gain 1 point of essence.
  
  8
  Akashic Mysteries
  Akashic Charge [Akashic]
  You can channel akasha to amplify your blows when 
  charging. When you make a charge attack while this 
  feat is active, your weapon is briefly encased in a thin 
  sheath of akashic energy.
  Prerequisite: Con 13 or veilweaver level 1.
  Benefit: Once per day, you can invest essence into 
  this feat. You gain an insight bonus on attack rolls 
  and damage rolls equal to the invested essence on all 
  charge attacks.
  You gain 1 point of essence.
  Body-Bound Mind [Akashic]
  The energy of akasha courses through your mind, 
  increasing your mental capacity.
  Prerequisites: Con 13, a power point reserve.
  Benefit: Once per day, you can invest essence into 
  this feat. You gain bonus power points equal to twice 
  the invested essence. Once the amount of essence 
  invested is chosen, it cannot be altered 
  and remains invested for 24 hours. 
  If you have the ability to bind a veil to 
  your Head slot (even if you don’t have one 
  currently bound), you gain an additional 
  2 bonus power points as long as at least 
  1 point of essence is invested in 
  this feat.
  You gain 1 point of essence.
  Chakra Power [Akashic]
  You can take your body’s 
  toughness and natural resilience 
  and use it to fuel attacks whose 
  power exceeds mere physical 
  strength.
  Prerequisites: Con 13, Power Attack 
  or Piranha Strike.
  Benefit: You can invest essence into 
  this feat. You gain an insight bonus to 
  CMB to succeed on a bull rush, overrun, 
  or sunder attack equal to the invested 
  essence. You also gain an insight bonus 
  equal to the invested essence on 
  damage rolls made when using Power 
  Attack or Piranha Strike.
  You gain 1 point of essence.
  Chakra Strike [Akashic]
  You 
  can 
  channel 
  akasha 
  into 
  your 
  precision-based 
  attacks, 
  damaging 
  your 
  foe’s inner energy and body 
  simultaneously.
  Prerequisites: Con 13, sneak attack or studied 
  strike class feature.
  Benefit: You can invest essence into this feat. You 
  gain an insight bonus on damage rolls made when 
  delivering attacks with the sneak attack or studied 
  strike class features equal to twice the invested 
  essence.
  You gain 1 point of essence.
  Chakra Targeting [Akashic]
  You can focus akashic energy into your ranged 
  attacks, dealing more damage and improving your 
  aim.
  Prerequisites: Con 13, Deadly Aim.
  Benefit: You can invest essence into this feat. While 
  using the Deadly Aim feat, you gain an insight bonus 
  equal to the invested essence on ranged attack rolls 
  against targets within 30 feet, and an insight bonus 
  equal to the invested essence on ranged damage rolls.
  You gain 1 point of essence.
  Chakra-Enhanced Fortitude [Akashic]
  You can use akasha to strengthen your blood 
  and harden your internal organs. You boost 
  your ability to resist effects that would 
  adversely affect your health.
  Prerequisite: 
  Con 
  13 
  or 
  veilweaver level 1.
  Benefit: 
  You 
  can 
  invest 
  essence into this feat. You gain an 
  insight bonus on Fortitude saves equal 
  to the invested essence.
  You gain 1 point of essence.
  Daevic Rage [Akashic]
  You can channel akasha to enhance 
  your rage. When you do so, eldritch 
  energy bleeds from your body with 
  every wound you take, shrouding 
  you in power that harms your foes 
  and shields you from harmful 
  magics.
  Prerequisites: Con 13, rage 
  class feature.
  Benefit: You can invest essence 
  into this feat. While raging, you deal 
  an additional 2 points of untyped 
  energy damage per point of essence 
  invested on all melee attacks and a 
  +1 insight bonus per point of essence 
  invested on all saves vs. spells and 
  spell-like abilities for one round after 
  taking hit point damage. This ability 
  can only be triggered once per 
  round.
  You gain 1 point of essence.
  
  9
  Akashic Mysteries
  Divine Essence [Akashic]
  You can channel positive or negative energy to 
  imbue yourself with akasha.
  Prerequisites: Con 13, channel energy class feature.
  Benefit: You can spend a use of channel energy as 
  a free action to add 1 point of essence to your essence 
  pool for 1 round. For the duration of this effect, your 
  essence capacity in all veils, akashic feats, and other 
  essence-powered abilities is increased by 1. At 5th 
  level and every 5 levels thereafter you may spend 
  an additional use of channel energy when activating 
  this ability to increase the bonus to capacity by an 
  additional 1 (for example, a 15th level cleric could 
  spend 4 uses of channel energy to increase his total 
  essence capacity by 4 for 1 round).
  You can use this ability once per round.
  Enhanced Capacity
  Your capacity for channeling akasha allows you to 
  maintain more essence in a single veil.
  Prerequisites: Con 15 or veilweaver level 7th.
  Benefit: When you shape your veils for the day, 
  choose one essence receptacle such as a veil, magic 
  item designed to contain essence, or class feature. 
  Your essence capacity for that receptacle is increased 
  by 1. Each time you shape your veils, you can change 
  the receptacle that benefits from this feat.
  Special: You can take this feat multiple times. For 
  each time you take this feat, you can apply its effects 
  to one additional receptacle while shaping. You can’t 
  apply this feat’s effects more than once to the same 
  receptacle.
  Essence Expertise [Akashic]
  By achieving a special meditative state, you can 
  focus your essence to grant yourself akasha-enhanced 
  defenses.
  Prerequisites: Con 13, Int 13, Combat Expertise.
  Benefit: You can invest essence into this feat. You 
  gain an insight bonus to CMB to make disarm and 
  trip attempts, and to Bluff checks to feint in combat, 
  equal to the invested essence. You also gain an insight 
  bonus equal to the invested essence to AC when using 
  Combat Expertise.
  You gain 1 point of essence.
  Essence Focus [Akashic]
  The blending of akasha and psionics you have 
  mastered gives you unusual focus and recovery.
  Prerequisites: Con 13, a power point reserve.
  Benefit: You can invest a point of essence into this 
  feat as a move action to regain your psionic focus. 
  essence invested in this way cannot be reassigned 
  for 3 rounds. In addition, while essence is invested in 
  this feat you gain the ability to activate two abilities 
  which require you to expend your psionic focus as 
  part of the same action (for example, a psion using 
  this ability could gain the benefits of both Quicken 
  Power and Talented as part of the same expenditure).
  Essence of Movement [Akashic]
  You flow through the battlefield, nimbly evading 
  the blows of your enemies.
  Prerequisites: Con 13, Dex 13, Dodge.
  Benefit: You get a +1 dodge bonus to Armor Class 
  against attacks of opportunity caused when you 
  move out of or within a threatened area, plus an 
  additional +1 per point of essence invested in this 
  feat. In addition, you gain a +1 insight bonus per 
  point of essence invested on all Acrobatics checks.  A 
  condition that makes you lose your Dexterity bonus 
  to Armor Class (if any) also makes you lose the dodge 
  and acrobatics bonuses. This feat counts as Mobility 
  for determining prerequisites.
  You gain 1 point of essence.
  Essence of Recovery [Akashic]
  You can channel akasha to enhance your ability 
  to heal. When you use your akasha-infused healing 
  class feature, your body and hands hum with eldritch 
  energy.
  Prerequisites: Con 13, lay on hands or wholeness 
  of body class feature.
  Benefit: Once per day, you can invest essence into 
  this feat. Add the invested essence to your class level 
  to determine the amount of healing available to you 
  from your lay on hands or wholeness of body class 
  features. If you have both class features, the benefit 
  applies to both. Once the amount of essence invested 
  is chosen, it cannot be altered and remains invested 
  for 24 hours.
  You gain 1 point of essence.
  Essence of the Immortal [Akashic]
  You fortify your heart and lungs with akasha, 
  making you even more durable.
  Prerequisite: Con 15, must have an essence pool.
  Benefit: You gain hit points equal to twice your 
  total essence pool. If the size of your essence pool 
  changes, the number of hit points granted by this feat 
  changes to match the new total.
  Special: This counts as the Toughness feat for 
  determining prerequisites.
  Essence Rejection
  A strange defect or racial quirk has left you utterly 
  devoid of even the vaguest hints of akashic energy, 
  and your chakra energy is unusually resistant to 
  akashic effects.
  
  10
  Akashic Mysteries
  Prerequisite: No essence pool.
  Benefit: You gain a +1 bonus on saving throws 
  against effects generated by veils. This bonus 
  increases by 1 at 4th level and every 4 levels thereafter 
  (to a maximum bonus of +6 at 20th level).
  Special: You lose the benefit of this feat if you gain 
  any essence.
  Extra Essence
  You are better able to harness your personal store 
  of akasha.
  Prerequisites: Con 13.
  Benefit: You gain 1 point of essence. If you are 
  capable of shaping at least one veil, you instead gain 
  2 points of essence.
  Focused Critical [Akashic]
  You can focus your spirit into your weapon attacks, 
  dealing more damage with successful critical strikes.
  Prerequisite: Con 13.
  Benefit: You can invest essence into this feat. You 
  gain an insight bonus equal to the invested essence on 
  attack rolls made to confirm a critical threat. You also 
  gain an insight bonus equal to the invested essence 
  on damage rolls made as part of a critical hit. (This 
  extra damage is also multiplied for the critical hit.)
  You gain 1 point of essence.
  Life Bond [Akashic]
  You can transfer your own vital essence into 
  another.
  Prerequisites: Con 17, veilweaver level 5.
  Benefit: You gain the ability to transfer your life 
  force to other living creatures. As long as you are 
  in physical contact with another creature, you can 
  spend a full round action to transfer any number of 
  your own hit points to that creature. You cannot lower 
  your current hit points below zero with this ability.
  Pistolero’s Bind [Akashic]
  With a flick of the wrist you repair your damaged 
  weapon with a thin layer of akasha.
  Prerequisites: Con 13, proficient with at least one 
  firearm, ability to bind veils to your Hands slot.
  Benefit: You can use a standard action to remove 
  the broken condition from a single firearm you are 
  currently wielding, as long as that condition was 
  gained by a firearm misfire. This is not a permanent 
  fix, as you have merely reinforced the weapon with a 
  weak Akashic veil. Any further misfires will cause the 
  weapon to become useless until it is repaired (though 
  the akasha reinforcing the weapon will prevent early 
  firearms from exploding).
  Shape Veil
  You gain the ability to shape a single veil. 
  Prerequisite: Veilweaver level 3rd or Con 13, Wis 
  13, and character level 5th.
  Benefit: When this feat is selected, choose a veil 
  from any class’s veil list. The veil must match one 
  of the following slots: Hands, Feet, Head, Wrist, 
  Shoulders, Headband, Belt, Neck. A veil that can be 
  shaped in multiple slots is not eligible to be taken 
  unless both slots are included in this list.
  You can shape that veil using the normal veilweaving 
  rules. If you do not have levels in a veilweaving class, 
  you have total veils shaped of 1 and use your Wisdom 
  modifier to determine the DCs and effects of your veil 
  abilities. If you gain any levels in a veilweaving class, 
  your primary veilweaving attribute is determined by 
  that class. Once chosen, the veil granted by this feat 
  can never be changed. Your veilweaver level for this 
  veil is equal to your character level.
  Special: You can gain this feat multiple times. Its 
  effects do not stack. Each time you take the feat, 
  choose a new veil.
  Shared Veil
  You can share a veil with an ally with which you 
  have a special bond.
  Prerequisite: Ability to shape veils and an animal 
  companion, eidolon, familiar, mount, or creature 
  whose services are granted as a class feature.
  Benefit: At your option, any one veil shaped by 
  you and currently affecting you can also affect your 
  familiar, animal companion, or mount or similar 
  entity. The creature in question must remain within 
  15 feet of you to receive the benefit and must have the 
  appropriate limb or body part (a horse cannot benefit 
  from a veil that occupies the Hands slot, for example). 
  If the creature leaves this radius of effect, it loses 
  the benefits of the veil until such time as it returns 
  within 15 feet. If the veil has an activated ability 
  (like Gorget of the Wyrm’s breath weapon attack) 
  the companion instinctively knows how to use it and 
  can be commanded to do so with a Handle Animal 
  check as though it were a trained trick. Familiars 
  do not require a check, and can be commanded to 
  utilize their veil as a free action (though they must 
  still spend the appropriate action to activate it). Your 
  companion also shares the benefits of any essence 
  you have invested in the veil.
  
  11
  Akashic Mysteries
  Tainted Chakra [Akashic]
  Your chakra is tainted with the energy of some dark 
  entity or shadowed bloodline, giving your veils and 
  essence abilities a sinister cast.
  Prerequisites: Ability to shape veils.
  Benefits: You can shape veils with the [evil] 
  descriptor regardless of your alignment. You gain a 
  +1 profane bonus on the save DCs of such veils and 
  increase any profane bonuses normally offered by 
  such veils by +1.
  Treewalker [Akashic]
  You can run up trees and other living vertical 
  surfaces as though they were solid ground.
  Prerequisites: Con 15 or veilweaver level 1, ability 
  to bind veils to your Feet slot.
  Benefit: You gain the ability to fuse a small portion 
  of your life energy to that of other living creatures, 
  enabling you to briefly bind your hands and feet to 
  trees, plants, and other non-sentient living things, 
  allowing you to move up and down the surfaces of 
  these as though you had a climb speed equal to your 
  base land speed.
  Twin Veil
  One of your chakra slots becomes more receptive 
  and capable of sustaining more akasha than would 
  normally be possible.
  Prerequisite: Veilweaver level 9th.
  Benefit: When this feat is selected, choose a chakra 
  to which you can bind veils. Two of your shaped 
  veils can occupy (and be bound to) that chakra 
  simultaneously. This still counts as two veils towards 
  your total number of active veils.
  Special: You can gain this feat multiple times. Its 
  effects do not stack. Each time you take the feat, it 
  applies to a new chakra. This feat stacks with the 
  twinveil ring class feature, allowing up to three of 
  your shaped veils to occupy (and be bound to) your 
  Ring chakra.
  Normal: Without this feat, each chakra slot can 
  only be occupied or bound by a single veil.
  Veilbound Metamagic
  You can use essence to enhance your spells.
  Prerequisites: Con 13, ability to cast 1st-level spells, 
  any metamagic feat.
  Benefit: When you take this feat, choose one 
  metamagic feat you know. Once per day, you can 
  invest essence into this feat and choose one or more 
  spells that you know (and have prepared, if you 
  prepare spells) to apply the effects of this feat to. 
  Using this ability adds one hour to the time normally 
  required for spell preparation (for spontaneous 
  casters this requires an hour of meditation). You 
  must invest a number of points of essence equal to 
  the normal spell level adjustment required by the 
  metamagic feat (minimum 1 point of essence) for 
  each spell to be affected. The next time you cast that 
  spell, the spell gains the effect of that feat without any 
  change to its level (or casting time, if you cast spells 
  spontaneously). You can apply the effect of this feat 
  to as many spells as you can afford to invest with 
  essence. For example, you could invest 4 points of 
  essence to quicken one spell (as Quicken Spell), or 12 
  points of essence to quicken 3 spells, as long as you 
  had at least 12 points of essence to invest, an essence 
  capacity of at least 4, and knew the Quicken Spell 
  feat. Once essence is invested in a spell, it remains 
  invested until the spell is cast, at which point the 
  essence returns to your essence pool.
  You gain 1 point of essence.
  Veilbound Resilience [Akashic]
  You can use akasha to seal your wounds, causing 
  the wounds to throb with eldritch energy while they 
  mend.
  Prerequisites: Con 13, Heal 1 rank.
  Benefit: Once per day, you can invest essence in 
  
  12
  Akashic Mysteries
  this feat. As a swift action, you can heal your own 
  wounds. Each use of this ability heals 3 hp per point of 
  essence invested in the feat, and you can use the feat a 
  number of times per day equal to the invested essence. 
  Once the amount of essence invested is chosen, it 
  cannot be altered and remains invested for 24 hours. 
  If you have the ability to bind a veil to your body slot, 
  each use of this ability instead heals 5 hp per point of 
  essence invested in the feat.
  You gain 1 point of essence.
  Veil-Touched Nemesis [Akashic]
  Akashic energy imbues your attacks, enabling your 
  allies to more easily exploit your enemy’s weaknesses.
  Prerequisites: Con 13, favored enemy class feature.
  Benefit: Whenever you successfully deal weapon 
  damage to a favored enemy, that enemy suffers a 
  penalty to armor class against all attacks made by 
  your allies equal to the amount of essence invested 
  in this feat for 1 round. This penalty does not apply to 
  attacks made by you.
  You gain 1 point of essence.
  Veil-Woven Channel [Akashic]
  You can enhance the power of your channel energy 
  ability with akasha-focused power.
  Prerequisites: Con 13, channel energy class feature.
  Benefit: You can invest essence into this feat. When 
  you use your channel energy class feature choose 
  one of the following: armor class, Fortitude saves, 
  Reflex saves, Will saves, or attack rolls. When you use 
  channel energy to heal, all creatures healed by the 
  effect  gain a bonus equal to the amount of invested 
  essence to the selected ability for 1 round. When you 
  use your channel energy class feature to deal damage, 
  all creatures who fail their save take a penalty to 
  the selected ability equal to the amount of essence 
  invested for 1 round.
  You gain 1 point of essence.
  View Energy
  You can imbue your eyes with akashic energy, 
  allowing you to see the life energy that flows through 
  living things.
  Prerequisites: Con 13, Wis 13, Perception 5 ranks. 
  Benefit: Once per day, you can invest essence into 
  this feat. While essence is invested in this feat you 
  can spend a move action to activate a special mode of 
  sensory perception, called akashic sight, which allows 
  you to accurately detect and pinpoint living creatures, 
  regardless of invisibility or lighting conditions. This 
  akashich sight has a range equal to 5 feet per point 
  of invested essence. The akashich sight lasts until the 
  start of your next turn. 
  If you have the ability to bind a veil to your 
  Headband slot, the akashic sight granted by this feat 
  is capable of detecting both living and nonliving 
  creatures.
  You gain 1 point of essence.
  Weaver’s Reflexes [Akashic]
  You can use akasha to boost your ability to avoid 
  harm by giving yourself enhanced reaction speed.
  Prerequisite: Con 13 or veilweaver level 1.
  Benefit: You can invest essence into this feat. You 
  gain an insight bonus on Reflex saves equal to the 
  invested essence.
  You gain 1 point of essence.
  Wildclaw Chakra [Akashic]
  You can channel akasha to enhance your combat 
  prowess while wild shaped.
  Prerequisites: Con 13, wild shape class feature.
  Benefit: You can invest essence into this feat. While 
  wild shaped, you gain an insight bonus on attack rolls 
  made with natural weapons equal to the invested 
  essence.
  You gain 1 point of essence.
  Will of the Daeva [Akashic]
  You can use akasha to boost your willpower, giving 
  you newfound strength of purpose.
  Prerequisite: Con 13 or veilweaver level 1
  Benefit: You can invest essence into this feat. You 
  gain an insight bonus on Will saves equal to the 
  invested essence.
  You gain 1 point of essence.
  
  13
  Akashic Mysteries
  Chakras and Veils
  Every veil is associated with a chakra, even if it 
  is not bound to it. Chakras are points on the body 
  that conduct magical energy. Veils do not interfere 
  with magic items that occupy the same slot. The 
  veil appears as a translucent eldritch construct 
  surrounding that part of the body. You cannot shape 
  two veils that occupy the same chakra. Each chakra 
  corresponds directly to the matching equipment slot. 
  Some veils can occupy one of two or more different 
  equipment slots; you choose when you manifest your 
  veil which of these slots you want it to occupy. Even 
  if the veil can occupy more than one slot, you cannot 
  have more than one instance of a given veil shaped 
  at the same time. The available slots are: Hands, Feet, 
  Head, Wrist, Shoulders, Headband, Neck, Belt, Chest, 
  Body. Some classes may gain access to specific and 
  unique veils and chakra slots not normally available. 
  veils can be bound to a slot to increase their power 
  once a character has reached a certain level of 
  experience in manipulating akasha. By binding a 
  veil to that slot you gain the most potent abilities 
  from the veil by flooding it with even more of your 
  inherent akashic energy. Once a character has gained 
  the ability to bind veils to a particular slot, they can 
  automatically bind a veil there as part of the process 
  of shaping their veils for the day.
  Akasha and Magic 
  Interactions
  While veilweaving is quite different from standard 
  spellcasting, the basic rule for the interactions of 
  veils and magic is very straightforward: veils interact 
  with spells and vice versa in the same way that spells 
  normally interact with other spells or spell-like 
  abilities.
  Spell resistance is effective against most veils that 
  directly target a creature or emulate an enchantment 
  effect, but unless otherwise specified does not apply 
  against area of effect abilities or auras. Veils that 
  grant or enhance natural attacks or weapons, such 
  as the Horns of the Minotaur, are never subject to 
  spell resistance. A veilweaver’s veil effects always 
  overcome their own spell resistance. 
  Veils are mostly physical constructs of akasha, and 
  as such can be targeted by effects like a sunder attempt; 
  a veil that takes more than twice the veilweaver’s 
  level in damage in a single attack is suppressed 
  and does not function for 1d4 rounds. Veils have a 
  hardness score equal to the veilweaver’s level and 
  gain a bonus to saves vs. targeted effects equal to the 
  Veilweaving
  Akasha is the power of creation itself, the very 
  essence of magic. Akasha resonates with arcane, 
  divine, and psionic energy, often acting as a natural 
  amplifier for those power sources, though it is potent 
  in its own right. Sages and scholars have debated 
  whether akasha is the result of those power sources 
  mixing and meshing with the life energy of mortal 
  beings, or if perhaps it is the undiluted source from 
  which those diverse powers sprang. What is known 
  is that all creatures have some facility to access this 
  power or be accessed by it.
  Veils are the most common tools by which akashic 
  magic is utilized.  These veils are created when a 
  creature channels akashic energy through natural 
  conduits in the body known as chakra. This energy 
  is then molded by the willpower of the creature from 
  which it sprang into a semi-tangible construct capable 
  of converting the wielder’s life energy, known as 
  essence, into a near infinite variety of effects.
  Every creature has a finite amount of essence in 
  their being, referred to as an essence pool. While 
  essence is not typically expended when veils or other 
  akashic effects are activated, a given creature can 
  only devote a certain amount of their essence to any 
  particular function. This is done by investing the 
  essence into the chosen receptacle, which could be a 
  veil, akashic feat, or other ability.
  Veils are limited only by the wearer’s focus and 
  imagination. When a character first gains access to a 
  veilweaving class, he has the potential to manifest and 
  utilize any veil available to that class.  The character’s 
  facility with any particular veil may vary depending 
  on the size of his essence pool and whether or not he 
  has unlocked the associated chakra, which enables 
  him to bind a veil or effect.
  Binding is a process veilweavers and other wielders 
  of akashic magic learn through experience and 
  growth. When they’ve utilized a particular chakra 
  long enough that it has become imbued with a surplus 
  of akashic power, akashic characters learn how to 
  build even more complex and powerful constructs 
  by utilizing the reinforced channels of energy in 
  their bodies. This is the process known as binding, 
  and it is possibly one of the most potent abilities any 
  veilweaver can learn.
  
  14
  Akashic Mysteries
  Girdle, continue to accrue as normal.  Veils that are 
  sundered while the veilweaver is unconciousness are 
  not just suppressed, but destroyed completely and 
  cannot be used again until the veilweaver reshapes 
  his veils.
  Essence Capacity: However large your essence 
  pool is, you can only invest a certain amount of 
  essence into any one veil, feat, class feature, magic 
  item, or other akashic receptacle. Your character 
  level determines this essence capacity as shown 
  below, though some feats, class features, magic items, 
  or other abilities or effects may modify your base 
  capacity:
  Character Level
  Essence Capacity
  1st – 5th
  1
  6th- 11th
  2
  12thh-17th
  3
  18th-20th
  4
  Veils
  The veils are listed here in alphabetical order.
  BANGLES OF THE JEALOUS SEDUCTRESS 
  Descriptors: [mind-affecting]
  Class: Daevic, vizier 
  Slot: Wrist
  Saving Throw: Will negates
  Shimmering circlets of akasha chime and jingle with 
  each movement of your arms like the bracelets of an 
  eldritch courtesan. 
  This mysterious veil draws the eyes of all creatures 
  within an aura with a range of 5 feet, entrancing 
  them with subtle sounds and glimmers of intriguing 
  light. Any creature within this radius that fails its 
  Will saving throw becomes fascinated for as long 
  as it remains within the area of effect. A creature 
  that successfully saves against this ability cannot be 
  affected again for 24 hours. The wearer can activate 
  or deactivate this ability as a standard action.
  Essence: For each point of essence invested in this 
  ability, increase the radius of effect by 5 feet. 
  Chakra Bind (Wrist): Binding this veil to your 
  Wrist slot your forearms with jealous power, causing 
  the veil to lash out with a miniature chakram of pure 
  akasha against any who escape its hold. Whenever 
  a creature who failed their initial saving throw vs. 
  this ability is freed from the fascinated effect, you 
  may make a ranged touch attack against them as a 
  free action, dealing 1d8 points of slashing damage +1 
  per point of essence invested. If the creature is freed 
  from the effects of the veil unwillingly, such as if the 
  amount of essence currently invested. Veils can also 
  be targeted by dispel magic, mage’s disjunction, or 
  similar spells effects, and are treated as magic items 
  when determining the effects. A veil successfully 
  affected by a mage’s disjunction is suppressed for the 
  duration of the spell and any essence invested in a 
  suppressed veil becomes unavailable until the effect 
  ends. Veils are nearly invisible until invested with at 
  least one point of essence; a veilweaver gains a +5 
  circumstance bonus to Disguise checks to hide the fact 
  that he has an uninvested veil shaped, though detect 
  magic, true seeing, or similar effects automatically 
  reveal their presence. As soon as a point of essence 
  is invested in a veil they flare into tangibility and are 
  easily noticeable.
  Bonuses from shaped veils: Note that the general 
  rules for stacking still apply; two bonuses of the 
  same type do not stack, even if they come from two 
  different veils or a veil and a spell or spell-like effect.
  Identifying veils and effects: Information about 
  a veil’s properties or effects can  be determined 
  using the Knowledge (arcana) skill according to the 
  following table:
  Task
  Skill DC
  Identify a magical manifestation 
  as akasha or veilweaving
  DC 10
  Identify a specific veil’s basic 
  properties
  DC 15
  Identify a specific veil’s bind 
  effects
  DC 20
  In areas where akashic magic is uncommon or 
  otherwise unheard of, increase the DC of these checks 
  by 5.
  Descriptors: 
  Veils 
  use 
  many 
  of 
  the 
  same 
  descriptors as spells. Whenever a veil contains a 
  descriptor, it carries all the same connotations as 
  the spell descriptor of the same name. Since veils do 
  not have schools, subschools, domains, or disciplines, 
  these descriptors are the primary way to categorize 
  and identify a veil and its effects.
  Ongoing effects and unconsciousness:  Veils 
  do not require conscious action to maintain, but 
  if a veilweaver is rendered unconscious while he 
  has active veils shaped a number of things may 
  occur. Any  active aura powers granted by shaped 
  veils are suppressed until the veilweaver regains 
  consciousness, at which point the veilweaver must 
  spend a move  action to reactivate them. Any effects 
  that occur automatically over time, such as the 
  temporary hit point generation of the Stone Giant’s 
  
  15
  Akashic Mysteries
  BRALANI’S BROOCH
  Descriptors: [electricity]
  Class: Vizier
  Slot: Neck
  Saving Throw: none
  This silvery leaf-shaped cloak pin is little more than 
  a radiant glimmer, but it confers the Bralani’s affinity 
  for lightning upon the wearer.
  This veil lends the wearer a small shard of a 
  Bralani’s immunity to electricity. The wearer gains 
  energy resistance 10 versus electricity.
  Essence: For each point of essence invested in this 
  veil, increase the granted resistance by 5.
  Chakra Bind (Shoulders): Binding this veil to your 
  Shoulders slot causes your akashic energy to whirl 
  around you like a tornado, causing all ranged attacks 
  to suffer a 10% miss chance against you, +5% per 
  point of essence invested.
  Chakra Bind (Neck): Binding this veil to your Neck 
  slot adds the Bralani’s resistance versus harmful 
  spells to your borrowed lightning resistance. While 
  this veil is bound you gain spell resistance 18 +2 per 
  point of essence invested in this veil.
  CIRCLET OF BRASS
  Descriptors: [fire]
  Class: Guru, vizier
  Slot: Headband
  Saving Throw: none
  This veil, first shaped by an ancient efreeti lord, 
  molds akasha into a brazen circlet that seems to flicker 
  and move like molten flame.
  The wearer of this veil is especially potent at 
  controlling the powers of flame. The wearer increases 
  the save DC of any of his spells or abilities which deal 
  fire damage by 1, and gains a +2 insight bonus to 
  damage rolls with those abilities.
  Essence: For each point of essence invested in this 
  ability, increase the bonus to save DCs by 1 and the 
  bonus to damage rolls by +2.
  Chakra Bind (Headband): Binding this veil to your 
  Headband slot invests your eyes with fiery energy. 
  As a standard action, you may launch a ray of fiery 
  energy from your eyes with a range of 60 feet. On 
  a successful ranged touch attack, this ray deals 1d6 
  points of fire damage +1d6 per point of essence 
  invested in this ability.
  wearer moves out of range or deactivates the aura or 
  if the affected creature is forcibly moved out of the 
  area of effect, this effect does not trigger.
  BLOODY SHROUD
  Descriptors: [evil]
  Class: Daevic, Vizier
  Slot: Body
  Saving Throw: Fortitude negates
  This veil wreathes the wearer’s entire body and 
  manifests as a tattered and blackened aura of akashic 
  energy streaked through with rippling flashes of 
  crimson.
  The wearer of this shroud gains an aura with a 
  range of 5 feet. Whenever a creature within the range 
  of this aura takes piercing or slashing  damage, the 
  first 1 point of that damage is treated as bleed damage 
  unless they succeed at a Fortitude save. This aura can 
  be activated or deactivated as a standard action.
  Essence: For each point of essence invested in 
  this ability increase the range of your aura by 5 feet 
  and increase the amount of damage treated as bleed 
  damage by 1.
  Chakra Bind (Body): Binding this veil to your Body 
  slot fills you with darksome energy. This power is 
  triggered as part of any melee attack with a weapon 
  you are currently wielding. If you successfully score 
  a critical hit against a target, the attack inflicts 1d4 
  negative levels (Fortitude ½). For each negative level 
  inflicted this way you gain 1 temporary point of 
  essence and 5 temporary hit points. The temporary 
  essence lasts for 1 round and the temporary hit points 
  expire after 1 hour.
  
  16
  Akashic Mysteries
  Hands Slot Veils
  Hands of the Bard 
  Guru, Vizier
  Gain bonuses to Concentration checks and certain spell DCs 
  Riven Darts
  Vizier
  Deal force damage with ranged touch attacks
  Snakehandler’s Gauntlets 
  Guru, Vizier Gain DR and bonus to saves vs. poison 
  Storm Gauntlets 
  Vizier 
  Gain touch attack that deals elemental damage
  Feet Slot Veils
  Coward’s Boots 
  Vizier 
  Gain bonuses to movement speed 
  Horselord’s Greaves
  Vizier
  Gain bonuses to Handle Animal and Ride checks
  Lavawalker’s Boots 
  Guru, Vizier Walk on liquids and gain resistances 
  Pestilence Cloak
  Vizier
  Gain illusory concealment
  Polar Snowshoes
  Vizier
  Gain a frigid aura
  Stalker’s Tabi
  Guru, Vizier
  Gain bonuses to Acrobatics and Stealth checks
  Tauric Brace 
  Vizier 
  Gain a bonus to CMD vs. bull rush, reposition, and trip
  Head Slot Veils
  Horns of the Minotaur 
  Vizier 
  Gain a gore attack 
  Sentinel’s Helm 
  Vizier 
  Gain bonuses to Sense Motive and Perception 
  Stare of the Ghaele 
  Vizier 
  Gain a gaze attack that causes foes to become shaken
  Wrist Slot Veils
  Bangles of the Jealous 
  Seductress 
  Vizier 
  Gain an aura that fascinates foes  
  Ditchdigger’s Armlets
  Vizier
  Create earthen explosions
  Storm Gauntlets 
  Vizier 
  Gain touch attack that deals elemental damage 
  Thurston’s Bladewards 
  Vizier 
  Gain DR/bludgeoning 
  Ring Slot Veils
  Dark Lord’s Ring of 
  Essence-Binding
  Vizier
  Gain a zombie servant
  Deathchannel Ring
  Vizier
  Deal negative energy damage to nearby creatures
  Light Whip
  Vizier
  A whip of light trips nearby enemies
  Ring of the Abjurer
  Vizier
  Gain an armor bonus to AC
  Stormcaller’s Band
  Vizier
  Bull rush enemies with a powerful gust of wind
  Shoulders Slot Veils
  Bralani’s Brooch 
  Vizier 
  Gain resistance to electricity 
  Gorget of the Wyrm 
  Vizier 
  Gain a draconic breath weapon 
  Pestilence Cloak
  Vizier
  Gain illusory concealment
  Spiked Pauldrons 
  Daevic, 
  Vizier 
  Gain bonus to CMD vs. grapple checks and deal damage to 
  grappling creatures 
  Vorpal Guards 
  Vizier 
  Gain bonus to AC vs. critical hit confirmation rolls
  
  17
  Akashic Mysteries
  Headband Slot Veils
  Circlet of Brass
  Vizier
  Increase the power of spells and abilities which deal fire 
  damage
  Dreamcatcher 
  Vizier 
  Gain bonus to selected Knowledge skills 
  Eye of the Oracle 
  Vizier 
  Gain ability to boost attacks, checks, and saves 
  Eyes of the Hawkguard 
  Vizier 
  Increase range of vision and ranged weapons
  Neck Slot Veils
  Bralani’s Brooch 
  Vizier 
  Gain resistance to electricity 
  Collar of Skilled 
  Instruction 
  Vizier 
  Use Aid Another on allies at range 
  Gorget of the Wyrm 
  Vizier 
  Gain a draconic breath weapon
  Belt Slot Veils
  Horselord’s Greaves
  Vizier
  Gain bonuses to Handle Animal and Ride checks
  Stalker’s Tabi
  Vizier
  Gain bonuses to Acrobatics and Stealth checks
  Stone Giant’s Girdle 
  Daevic, 
  Guru, Vizier 
  Gain a pool of temporary hit points
  Tauric Brace 
  Vizier 
  Gain a bonus to CMD vs. bull rush, reposition, and trip 
  Waistband of the Wealthy 
  Daevic, 
  Vizier 
  Gain a bonus to Bluff and Sense Motive checks 
  Chest Slot Veils
  Cuirass of Confidence 
  Daevic, 
  Vizier 
  Gain an aura that makes people friendlier 
  Heart of the Wight 
  Vizier 
  Gain undead related resistances 
  Vestments of the Maharaja 
  Vizier 
  Gain a bonus to Diplomacy and Intimidate checks
  Body Slot Veils
  Bloody Shroud
  Daevic, 
  Vizier
  Gain an aura that causes wounds to bleed uncontrollably
  Eyes of the Hawkguard 
  Guru, Vizier Increase range of vision and ranged weapons 
  Stone Giant’s Girdle 
  Daevic, 
  Guru, Vizier 
  Gain a pool of temporary hit points
  Robe of the Forgotten 
  Deity 
  Vizier 
  Gain concealment vs. attacks
  
  18
  Akashic Mysteries
  CUIRASS OF CONFIDENCE
  Descriptors: [mind-affecting]
  Class: Daevic, vizier
  Slot: Chest
  Saving Throw: Will negates
  This golden veil is a pure construct of your 
  unwavering belief that the world is rightfully yours.
  While wearing this veil you project an unshakeable 
  aura of authority that makes other beings naturally 
  inclined to trust you. The attitude of any creature 
  that fails a Will save against this veil is automatically 
  improved by one step; they must make this save as 
  soon as they come within 60 feet of the wearer. This 
  ability lasts for 1 hour per character level at which 
  point the affected target’s attitude drops one step. 
  Any improvements to the affected creature’s attitude 
  resulting from successful Diplomacy checks or other 
  similar actions taken after the creature was affected 
  by the ability remain. This veil has no impact on 
  creatures without sight. Once a creature has passed 
  or failed their save against this ability they cannot be 
  affected again for 24 hours
  Essence: For each point of essence invested in 
  this ability you gain a +1 insight bonus to Diplomacy 
  checks against any creature that has
  Chakra Bind (Chest): Binding this veil to your 
  Chest slot imbues it with even more potent abilities; 
  when an opponent targets you with a melee or ranged 
  attack, you can spend an immediate action to make a 
  Diplomacy check. You can use the result as your AC 
  or touch AC against that attack. If this attack comes 
  from an opponent who you would gain a bonus to 
  Diplomacy checks against due to this veil’s other 
  abilities, that bonus applies to this check as well.
  DARK LORD’S RING OF ESSENCE-BINDING
  Descriptors: [evil]
  Class: Vizier
  Slot: Ring
  Saving Throw: none
  The tainted essence flowing through this darksome 
  veil attaches itself to the fading life energy residing in 
  a corpse to bring it back to a crude semblance of life.
  The wearer of this veil gains the ability to transform 
  a recently deceased medium humanoid body into a 
  zombie under their control.  Use the statistics for a 
  human zombie found in the Pathfinder Roleplaying 
  Game Core Rulebook. You can only have one creature 
  created by this ability at any time. Using this ability 
  while a prior instance is still active causes the first 
  creature to collapse into dust.
  Essence: For each point of essence invested in this 
  COLLAR OF SKILLED INSTRUCTION
  Descriptors: none
  Class: Daevic, guru, vizier
  Slot: Neck
  Saving Throw: none
  This veil lends its magic to your voice commanding 
  the attention of those around you.
  The wearer of this veil can use the aid another 
  action to assist an ally within 10 feet on a skill or ability 
  check. The ally must be able to hear and understand 
  your instructions, and you take all rolls and actions as 
  normal for the chosen aid another action.
  Essence: For each point of essence invested in 
  this ability you can assist one additional ally and the 
  range increases by 5 feet. If all allies are not engaged 
  in the same task, using this ability is a full-round 
  action rather than a standard action.
  Chakra Bind (Neck): Binding this veil to your 
  Neck slot fills you with an even greater ability to 
  coordinate your allies and share your will. When you 
  bind this veil choose one teamwork feat you meet 
  the prerequisites for. As a standard action, you can 
  grant this feat to yourself and all allies within 30 feet 
  who can see and hear you. Allies retain the use of 
  this bonus feat for 3 rounds plus 1 round for every 
  two levels you possess. Allies do not need to meet the 
  prerequisites of this bonus feat.
  COWARD’S BOOTS
  Descriptors: none
  Class: Guru
  Slot: Vizier
  Saving Throw: none
  A fluctuating aura of crystalline energy surrounds 
  your feet and shins, causing each step to propel you 
  forward with increased force
  The Coward’s Boots, despite the name, can propel 
  an intrepid adventurer into the fray just as easily as 
  they can carry him out. A character manifesting this 
  veil increases their base speed by 5 feet.
  Essence: For each point of essence invested in this 
  ability your base speed is increased by an additional 
  5 feet.
  Chakra Bind (Feet): Binding this veil to your Feet 
  chakra makes you particularly skilled at evading your 
  enemies’ blades. As long as this veil is bound you 
  gain the use of the Essence of Movement feat, even 
  if you wouldn’t otherwise qualify for it, and essence 
  invested in this veil also counts as essence invested 
  in that ability.
  
  19
  Akashic Mysteries
  ½). All terrain in the affected area becomes difficult 
  terrain. Once this ability has been activated the 
  wearer must wait 1d4 rounds for the veil to recharge 
  before it can be used again. This ability has no effect 
  if there is not a solid surface to explode within the 
  affected area.
  Essence: For each point of essence invested in this 
  ability, the damage dealt increases by 1d6.
  Chakra Bind (Wrist): When this veil is bound to 
  the wearer’s Wrist slot, his ability to create earthen 
  explosions drastically increases. The targeted area 
  is now affected as though by a spiked pit spell with 
  a caster level equal to his total veilweaver level. 
  Creatures that succeed on their saving throw vs. the 
  initial effect automatically succeed on their saves vs. 
  spiked pit.
  DREAMCATCHER
  Descriptors: none
  Class: Daevic, guru, vizier
  Slot: Headband
  Saving Throw: see text
  This nearly invisible veil forms a crystalline web of 
  eldritch energy that surrounds the user’s head like an 
  intricate halo.
  This veil is an elaborate magical construct designed 
  to sift relevant bits of knowledge from the aether and 
  provide them to the user. When the veilweaver first 
  shapes the Dreamcatcher veil he gains a +2 bonus 
  to one Knowledge skill of his choice, and can make 
  checks with this skill as if trained.
  Essence: For each point of essence invested in this 
  veil, the bonus to Knowledge checks is increased by 
  +2 and the user can select an additional Knowledge 
  skill to gain these benefits. Unlike most veils, you 
  must designate the amount of essence you will invest 
  at the time you shape your veils for the day, and you 
  cannot change or reassign this essence for 24 hours.
  Chakra Bind (Headband): When a veilweaver 
  binds this veil to their Headband chakra, no stray 
  thought is hidden from them. The wearer benefits as 
  though under the effects of a constant detect thoughts 
  spell; creatures who succeed their Will save  must 
  save again after 3 rounds as though the veilweaver 
  had cast a new instance of the spell. The DC for the 
  detect thoughts increases by 1 for every two points of 
  essence invested in this veil.
  ability, the zombie gains an additional 5 hit points 
  and a +1 profane bonus to attacks, armor class, 
  damage, save,  turn resistance, and the DCs of any 
  special abilities the zombie may have. If the wearer 
  has invested at least 2 points of essence in this ability, 
  the zombie gains the plague zombie template. If the 
  wearer invests 4 points of essence in this ability, the 
  zombie’s size increases by 1 category (as the enlarge 
  person spell, but affecting undead).
  Chakra 
  Bind 
  (Ring): 
  Binding 
  this 
  veil 
  to 
  your ring slot causes the zombie to undergo a 
  hideous transformation, becoming a cairn wight 
  under your control.
  DEATHCHANNEL RING
  Descriptors: [evil]
  Class: Vizier
  Slot: Ring
  Saving Throw: Will
  This obsidian ring glimmers with a fell light as it 
  drains the very life from nearby creatures.
  When this veil is formed the wearer gains the ability 
  to create a pulse of negative energy as a standard 
  action that deals 1d6 damage to all creatures in a 5 
  foot radius. Creatures affected by this ability can 
  make a Will save for half damage. The veilweaver 
  can choose whether or not to have this ability affect 
  them. This ability can be used a number of times per 
  day equal to 1 + primary veilweaving modifier.
  Essence: Each point of essence invested into this 
  veil increases the damage by an additional 1d6 and 
  the radius by an additional 5 feet.
  Chakra Bind (Ring): When the wearer binds this 
  veil to their Ring slot, the vile energies within it 
  become even more potent. The damage dice for this 
  effect increase to d8s and the wearer gains a profane 
  bonus to damage rolls with this ability equal to the 
  amount of essence invested.
  DITCHDIGGER’S ARMLETS
  Descriptors: [earth]
  Class: Vizier
  Slot: Wrist
  Saving Throw: Reflex half
  These akashic armbands pulse with natural energy 
  just before their wearer causes the earth to erupt in a 
  violent cascade.
  As a full-round action the wearer of this potent veil 
  can cause the earth to erupt in a violent explosion. 
  The wearer selects a 10 foot by 10 foot square within 
  50 feet and causes it to erupt, dealing 1d6 bludgeoning 
  damage to all creatures in the area (Reflex save for 
  
  20
  Akashic Mysteries
  GORGET OF THE WYRM
  Descriptors: varies
  Class: Daevic, Vizier
  Slot: Shoulders or Neck
  Saving Throw: Reflex half
  A shimmering array of translucent scales girds your 
  neck and trails down your back and shoulders when 
  this veil is activated.
  This veil allows the wearer to wield the destructive 
  breath weapon of one of the chromatic dragons. When 
  you first prepare this veil, choose an energy type 
  (cold, fire, acid, or electricity). The veil’s descriptor 
  matches the chosen type, and you gain a 15 foot cone 
  or 30 foot line breath weapon that deals 1d4 damage 
  of the selected type (Reflex save for half). This breath 
  weapon can be used as a standard action.
  Essence: For each point of essence invested in this 
  veil, increase the breath weapon’s damage by one 
  step on the following scale: 1d4 > 1d6 > 3d6 > 5d6 > 
  7d6 > 9d6 > 11d6 > 13d6 > 15d6.
  Chakra Bind (Shoulders): You gain a pair of 
  pearlescent wings which grant you a fly speed of 
  20 feet (clumsy maneuverability). For each point of 
  essence invested in this veil, your fly speed increases 
  by 10 feet and the maneuverability improves by one 
  step (clumsy > poor > average > good > perfect).
  Chakra Bind (Neck): Binding this veil to your 
  Neck slot allows you to take full advantage of your 
  borrowed draconic might. While this veil is bound 
  to your Neck slot the individual damage die for your 
  breath weapon increase by one step (d4s become d6s, 
  d6s become d8s). In addition, the veilweaver and all 
  allies within 30 feet gain resistance to the energy type 
  chosen for the breath weapon equal to 5 per point of 
  essence invested.
  HAND CANNONS
  Descriptors: none
  Class: Daevic, vizier
  Slot: Wrist
  Saving Throw: none
  It’s said that this veil was developed after an 
  adventuring akasha user witnessed the destructive 
  power of a rampaging cannon golem.
  Massive cylinders of whirling energy surround the 
  arms of anyone wielding this potent veil. While the 
  Hand Cannons are manifested you gain the ability 
  to make a special ranged weapon attack with a 
  range increment of 20 feet that deals 2d6 points of 
  EYE OF THE ORACLE 
  Descriptors: none
  Class: Vizier
  Slot: Headband
  Saving Throw: none
  This veil manifests as a glowing third eye in the 
  center of the user’s forehead.
  While manifesting this veil, the veilweaver is 
  infused with prophetic power; once per round as a 
  free action that can be taken when it is not your turn, 
  you may apply a +1 insight bonus to an attack roll, 
  saving throw, or skill check. Alternatively you can 
  apply this bonus to your AC or CMD vs. a single attack. 
  In either case you may declare your use of this ability 
  after the relevant roll has been made but before the 
  result has been declared. Using this ability counts as 
  one of your attacks of opportunity for the round.
  Essence: For each point of essence invested in this 
  veil, the insight bonus is increased by +1.
  Chakra Bind (Headband): Tying this veil to the 
  Headband chakra creates a nexus of divination magic 
  within the wearer’s mind. A veilweaver who binds 
  this veil acts as though under the constant effect of 
  an analyze dweomer spell.
  EYES OF THE HAWKGUARD
  Descriptors: none
  Class: Guru, vizier
  Slot: Headband or Body
  Saving Throw: none
  The archer lords of the far northern steppes were the 
  first to manifest this potent veil, using its power to spy 
  enemies long before they could become a threat.
  When a character chooses to shape this veil he 
  extends the range of all of his modes of vision (normal, 
  low-light, darkvision, etc.), and the range increment 
  of any ranged weapon he wields by 10 feet.
  Essence: For each point of essence invested in this 
  ability, the character’s increase to their field of vision 
  and weapon range expands by an additional 10 feet.
  Chakra Bind (Headband): You gain the ability to 
  see invisible creatures and objects normally, as if 
  under the effects of a see invisibility spell.
  Chakra Bind (Body): You see all things as they truly 
  are, as if you were under the effects of a constant true 
  seeing spell.
  
  21
  Akashic Mysteries
  HEART OF THE WIGHT
  Descriptors: [evil]
  Class: Vizier
  Slot: Chest
  Saving Throw: none
  While manifesting this veil the wearer’s flesh is 
  covered in a deathly shroud and his eyes seem to reflect 
  an eerie red light.
  While using this veil the necrotic chill of the undead 
  suffuses your chakra with malevolent energy. The 
  wearer gains a +2 profane bonus to saves vs. death 
  effects, disease, paralysis, poison, sleep, and stun 
  effects.
  Essence: For each point of essence invested into 
  this veil, the bonus to saves increases by +1.
  Chakra Bind (Chest): Tying this vile veil to your 
  Chest slot mixes the energy of undeath directly into 
  the core of energy that flows through your core. You 
  become immune to damage or penalties to your 
  physical ability scores (Strength, Dexterity, and 
  Constitution), as well as to fatigue and exhaustion 
  effects. While this veil is bound you cannot benefit 
  from helpful effects that purposely cause damage 
  to these scores. Negative and positive energy effects 
  affect you as though you were an undead creature; 
  negative energy heals you while you take damage 
  from positive energy. You also gain channel resistance 
  equal to the amount of essence invested in this veil.
  bludgeoning and piercing damage. You can attack 
  with this ability as many times in a round as your base 
  attack bonus allows, and this ability can be modified 
  by feats which normally affect ranged weapon 
  attacks, like Deadly Aim, Point Blank Shot, and Rapid 
  Shot. You must have at least one free hand to attack 
  with this veil, and you cannot attack with this veil in 
  the same round you attack with any other weapon. 
  The wearer may choose to use their veilweaver level 
  in place of their base attack bonus to determine their 
  attack rolls and other abilities of this veil.
  Essence: For every 1 point of essence invested in 
  this veil, the range increment increases by 5 feet. For 
  every 2 points of essence invested, the Hand Cannons 
  add a +1 enhancement bonus (maximum +5).
  Chakra Bind (Wrist): Binding these potent 
  weapons to the Wrist chakra allows the wearer 
  to unleash their full destructive power. When at 
  least 2 points of essence are invested in this ability, 
  the veilweaver may apply the effects of one of the 
  following weapon enhancements to attacks with the 
  Hand Cannons: flaming, frost, or shock. If he has at 
  least 4 points of essence invested he adds the following 
  options: flaming burst, icy burst, or shocking burst. If 
  the veilweaver invests 6 or more points of essence in 
  the ability, he can pick any two of the listed abilities.
  HANDS OF THE BARD
  Descriptors: none
  Class: Guru, vizier
  Slot: Hands
  Saving Throw: none
  Every twitch of your fingers or movement of your 
  hand is trailed by wisps and after-images of rarified 
  akasha making your movements difficult to follow.
  When you shape this veil you gain a +2 bonus 
  concentration checks made to cast defensively and 
  to the DCs of all spells or abilities with the (pattern) 
  descriptor.
  Essence: For each point of essence invested in this 
  ability, increase the bonus to Concentration checks 
  and (pattern) DCs by +1.
  Chakra Bind (Hands): Binding this veil to the 
  Hands slot allows the wearer to use hypnotic pattern 
  as a spell-like ability three times per day (DC 12 + 
  primary veilweaving modifier).
  
  22
  Akashic Mysteries
  Any creature you are mounted on gains a +1 insight 
  bonus to AC and saving throws, and 5 temporary hit 
  points per point of essence invested in this veil.
  LAVAWALKER’S BOOTS
  Descriptors: none
  Class: Guru, Vizier
  Slot: Feet
  Saving Throw: none
  A shimmering aura of azure energy surrounds your 
  feet and calves, allowing you to stride across liquid 
  surfaces.
  When you shape this veil you gain the ability to 
  walk across liquid surfaces as though they were solid 
  ground, traversing water or even lava or acid with 
  relative ease.
  Essence: You gain acid and fire resistance equal to 
  2 times the number of points of essence invested in 
  this ability.
  Chakra Bind (Feet): The magic of these boots now 
  lifts you free of the ground. You travel 4 inches above 
  any liquid or solid surface as easily as you would walk 
  on solid ground and leave no tracks of any kind. In 
  addition, you can even charge across chasms or over 
  large gaps; any time you use the charge, withdraw, 
  or run action in a round, you may move across open 
  space without falling. If you end your movement 
  while still over empty space, you immediately begin 
  to fall as normal.
  LIGHT WHIP
  Descriptors: none
  Class: Vizier
  Slot: Ring
  Saving Throw: none
  A gleaming length of brilliant energy extends from 
  your hand, lashing your enemies and pulling their feet 
  out from under them.
  The wearer of this veil can summon up a whip 
  composed of akashic energy that lashes at anyone 
  who approaches with ill intent. The veilweaver 
  threatens all squares within a 15 foot radius of him 
  when this veil is active. If a creature provokes an 
  attack of opportunity in this threatened space, he can 
  make attempt to trip that creature. This still counts 
  against his number of attacks of opportunities per 
  round. His CMB for the trip attempt is equal to his 
  total character level plus his primary veilweaving 
  modifier. This trip attempt does not provoke an 
  attack of opportunity and the wearer is not knocked 
  prone if the attempt fails by 10 or more.
  Essence: For each point of essence invested in 
  HORNS OF THE MINOTAUR
  Descriptors: none
  Class: Daevic, Vizier
  Slot: Head
  Saving Throw: none
  Curving horns of pure akasha swirl forth from your 
  brow, constantly reflecting their own fell light.
  The curving akashic horns of this veil give you a 
  gore attack that deals 1d4 damage. Unlike most gore 
  attacks, this is always treated as a secondary attack, 
  however the wearer may use their veilweaver level 
  in place of their base attack bonus for this attack.
  Essence: For each point of essence invested in this 
  veil the damage it deals is increased by +2.
  Chakra Bind (Head): Binding this veil to your Head 
  slot allows it to be treated as a primary natural attack, 
  even when used in conjunction with manufactured 
  weapons. In addition, you gain a +1 insight bonus per 
  point of essence invested on all attacks made with 
  this veil.
  HORSELORD’S GREAVES
  Descriptors: none
  Class: Daevic, Vizier
  Slot: Feet or Belt
  Saving Throw: none
  Veridian akasha sheathes your body from the waist 
  down as you form a veil of nature-infused energy 
  designed for the specific purpose of making you a 
  master cavalryman.
  The wearer of this veil gains a +2 insight bonus to 
  Handle Animal and Ride checks
  Essence: For each point of essence invested in this 
  ability increase the bonus to Handle Animal and Ride 
  checks by +2.
  Chakra Bind (Feet): Binding this veil to your Feet 
  slot allows you to cast the mount spell as an at-will 
  spell-like ability with a caster level equal to your 
  character level. You can only have one instance of 
  this ability active at any one time, and casting mount 
  using this ability while a previous casting is still 
  active instantly dismisses the first summoned mount. 
  Any creature you are mounted on gains a +1 insight 
  bonus to AC and saving throws, and 5 temporary hit 
  points per point of essence invested in this veil.
  Chakra Bind (Belt): Binding this veil to your Belt 
  slot allows you to cast the phantom steed spell as an 
  at-will spell-like ability with a caster level equal to 
  your character level. You can only have one instance 
  of this ability active at any one time, and using this 
  ability while a previous casting is still active instantly 
  dismisses the first steed 
  
  23
  Akashic Mysteries
  POLAR SNOWSHOES
  Descriptors: [cold]
  Class: Vizier
  Slot: Feet
  Saving Throw: Fortitude half
  Icy white akasha gathers in a frigid mist about your 
  feet, chilling the area surrounding you.
  The wearer of this veil gains the ability to activate 
  a 10 foot aura of icy cold around him as a standard 
  action. All creatures other than the wearer who end 
  their turn within this aura take 1d4 points of cold 
  damage (Fortitude save for half). Ending this effect 
  is a free action.
  Essence: For each point of essence invested in 
  this ability increase the cold damage dealt by an 
  additional d4.
  Chakra Bind (Feet): When this veil is bound to the 
  wearer’s Feet slot, the aura of cold reaches absolutely 
  frigid temperatures. All water and similar liquids 
  (though not alcohol, acid, lava, or other liquids 
  unlikely to freeze) within 30 feet of the veilweaver 
  instantly freeze. This allows the wearer and others 
  within the affected area to walk across lakes, rivers, 
  and even oceans as he creates his own personal 
  icebergs and platforms. These icy constructs can 
  comfortably bear the weight of as many creatures as 
  can occupy the area of effect. Liquids outside of the 
  affected area return to their previous state after 1d4 
  rounds.
  RING OF THE ABJURER
  Descriptors: [force]
  Class: Vizier
  Slot: Ring
  Saving Throw: none
  An iridescent sapphire band encircles the wearer’s 
  ring finger, granting him potent defensive powers.
  The wearer of this veil is warded from blows, 
  gaining a +4 armor bonus to AC. This is a force effect.
  Essence: The bonus to AC increases by +1 per point 
  of essence invested.
  Chakra Bind (Ring): Binding this veil to the Ring 
  slot gives the wearer the ability to cast globe of 
  invulnerability, lesser as a spell-like ability with a 
  caster level equal to their character level, but with 
  a duration of two rounds plus the number of points 
  of essence invested in this veil. This ability can be 
  used a number of times per day equal to the wearer’s 
  primary veilweaving modifier.
  this veil, the wearer gains a +2 bonus to CMB when 
  performing a trip with the granted ability.
  Chakra Bind (Ring): Binding this veil to their ring 
  slot drastically increases its power, causing multiple 
  tendrils of light to emerge from the veil. Each time 
  the ability granted by this veil is triggered, the wearer 
  may make a trip attempt against every enemy within 
  range.
  PESTILENCE CLOAK
  Descriptors: [phantasm, mind-affecting]
  Class: Vizier
  Slot: Feet or Shoulders
  Saving Throw: Will/Fortitude; see text
  A hissing swarm of flies and cockroaches forged of 
  pure akasha shrouds the wearer of this hideous veil.
  A swarm of illusory insects grants the wearer of this 
  veil concealment (20% miss chance) against ranged 
  attacks. A creature targeting the wearer is entitled 
  to a Will save to disbelieve this effect and ignore the 
  concealment.
  Essence: For each point of essence invested in this 
  ability the wearer gains a +1 insight bonus to the DC 
  of any fear effects they utilize (including spells, class 
  abilities, etc.). In addition, as essence is invested the 
  insects become more and more solid. When 3 points 
  of essence are invested in this veil, the concealment 
  applies to both melee and ranged attacks. When 5 
  points of essence are invested in this ability, it instead 
  grants total concealment (50% miss chance). When 7 
  points of essence are invested in this veil, it ceases 
  to be an illusion; creatures are no longer entitled to 
  a Will save and the ability loses the phantasm and 
  mind-affecting descriptors.
  Chakra Bind (Feet): When a veilweaver binds this 
  veil to their Feet slot, they gain a fly speed of 5 feet 
  (clumsy) as the flies and other insects comprising the 
  veil swarm around their feet and lift them into the air. 
  This fly speed increases by 5 feet per point of essence 
  invested.
  Chakra Bind (Shoulders): Any creature attempting 
  to target the wearer of this veil with a grapple, melee 
  touch, or natural attack must succeed on a Fortitude 
  saving throw or be sickened for as long as they are 
  within 10 feet of the wearer. The sickened effect 
  continues for one round after the affected creature 
  has left this area for each point of essence invested 
  in this ability. Once a creature has made a successful 
  save against this ability, it cannot be affected again 
  for 1 hour.
  
  24
  Akashic Mysteries
  SENTINEL’S HELM
  Descriptors: none
  Class: Daevic, vizier
  Slot: Head
  Saving Throw: none
  After failing to spot the blade that took his best 
  friend’s life, the vizier Thurston Neville developed this 
  veil to ensure that he would never allow danger to 
  sneak so close to another under his care.
  An image of a tattered bronze helm partially 
  obscures the features of any veilweaver wearing this 
  veil, though it’s impossible to miss the dangerous glint 
  of their eyes peering from the helm’s depths. While 
  wearing this veil, you gain a +2 insight bonus to all 
  Perception and Sense Motive checks.
  Essence: For each point of essence invested in 
  this veil, increase the bonus to Perception and Sense 
  Motive checks by +2.
  Chakra Bind (Head): By binding this veil to 
  your Head chakra, your senses are sharpened to a 
  preternatural edge and you are nearly impossible 
  to surprise. While this veil is bound you gain the 
  uncanny dodge ability, as the rogue. If you already 
  have uncanny dodge from another source, you 
  instead gain improved uncanny dodge.
  SNAKEHANDLER’S GAUNTLETS
  Descriptors: [poison]
  Class: Guru, vizier
  Slot: Hands
  Saving Throw: see text
  A whirling aura of olive energy surrounds your hands, 
  protecting you from snapping fangs and fortifying you 
  against poisons.
  The Snakehandler’s Gauntlets are a veil developed 
  long ago by mystics who would prove their power 
  by snatching up poisonous serpents with their bare 
  hands. While manifesting this veil, a character 
  gains DR 1 / alignment and a +2 resistance bonus to 
  saves vs. poison. For the purposes of this ability, any 
  weapon that is treated as good, evil, lawful or chaotic 
  overcomes the damage reduction.
  Essence: For each point of essence invested in this 
  ability the DR increases by 1 and the bonus to saves 
  vs. poison increases by +2.
  Chakra Bind (Hands): You gain the ability to deal 
  poisoned blows like the creatures you are proofed 
  against. While this veil is bound to your Hands chakra, 
  you gain the poison use ability. In addition, you may 
  spend a move action to coat your weapon in a single 
  dose of poisonous magical film (Poison (Ex)  injury; 
  save Fort; frequency 1/round for 6 rounds; effect 1d2 
  RIVEN DARTS
  Descriptors: [force]
  Class: Vizier
  Slot: Hands
  Saving Throw: none
  Sparks of pure force energy sparkle at your fingertips, 
  awaiting their deadly release.
  As a standard action, the wearer of this veil can 
  launch a dart that deals 1d4 points of force damage 
  as a ranged touch attack with a maximum range of 
  20 feet.
  Essence: For each point of essence invested in this 
  ability increase the force damage dealt by 1d4.
  Chakra Bind (Hands): Binding this veil to your 
  Hands slot allows you to fire as many darts with this 
  ability as you have points of essence invested in this 
  veil. Each dart requires its own attack roll; the darts 
  can be aimed individually, but no more than two 
  darts may target any one creature.
  ROBE OF THE FORGOTTEN DEITY
  Descriptors: [darkness]
  Class: Vizier
  Slot: Body
  Saving Throw: none
  In ancient times the world was shrouded in darkness 
  and gods both dark and terrible laughed as the land 
  trembled at their footsteps. While younger, lighter 
  gods have since sealed or cast out those ancient 
  powers, remnants of their umbral essence still suffuses 
  the darkest corners of the world.
  When a character forges his chakra into this shroud 
  of primal darkness his features become faded and 
  indistinct, even in the light of day. Any creature that 
  makes a successful attack against the wearer of this 
  veil has a 10% chance that their attack will miss due to 
  the shadowy obscuration provided. This obscuration 
  is increased by 10% in dim light or darker lighting 
  conditions. True seeing negates this miss chance, and 
  darkvision or low-light vision negate the dim light 
  bonus but it is not affected by see invisibility.
  Essence: For each point of essence invested in this 
  veil the miss chance increases by 5%
  Chakra Bind (Body): Binding this veil to your Body 
  slot makes you one with the very essence of shadow; 
  as a swift action you can meld with shadows granting 
  you the incorporeal subtype for a number of rounds 
  equal to your primary binding modifier + 1 round for 
  each 2 points of essence invested.
  
  25
  Akashic Mysteries
  Chakra Bind (Belt): By binding this veil to their 
  Belt slot the wearer is wreathed in shadowy akasha 
  that allows them to use the Stealth skill even while 
  being observed. As long as they are within an area 
  of dim light or darker, the wearer can hide themself 
  from view in the open without anything to actually 
  hide behind.
  STARE OF THE GHAELE
  Descriptors: [fear, mind-affecting]
  Class: Vizier
  Slot: Head
  Saving Throw: Will negates
  In ancient times a master of akasha made his way to 
  the very gates of Elysium itself without surrendering 
  his mortal coil; while he wisely heeded the words of 
  the ghaele sentinels who guarded the gates and turned 
  away, the memory of their stern gaze stayed with him 
  always.
  Drawing upon the stern and wild eyes of 
  Elysium’s fiercest guardians, this veil manifests as a 
  shimmering emerald helm that makes the wearer’s 
  gaze unnaturally fierce. While wearing this veil you 
  gain a gaze attack; enemies within 30 feet who fail 
  their Will save vs. this ability are shaken for 1d6+1 
  rounds. Once a creature has failed its save vs. this 
  ability, it cannot be affected by this ability again for 
  24 hours. This ability can be activated or deactivated 
  as a standard action.
  Essence: For every 2 points of essence invested in 
  this ability, the DC to resist its effects increases by an 
  additional +1.
  Chakra Bind (Head): Binding this veil to your Head 
  chakra allows you to bring even more of the ghaele’s 
  potent gaze to bear; instead of inflicting the shaken 
  condition, enemies who fail their save vs. the veil’s 
  ability are staggered.
  Dex; cure 1 save.) This poison dissipates immediately 
  if this veil is unbound for any reason.
  SPIKED PAULDRONS
  Descriptors: none
  Class: Daevic, vizier
  Slot: Shoulders
  Saving Throw: see text
  The intimidation factor alone of this spiky and 
  razor-edged manifestation makes them a favorite of 
  veilweavers with a particularly brutal bent.
  These translucent and over-sized shoulder guards 
  discourage enemies from laying hands on their 
  wearer. While manifesting this veil you gain a +2 to 
  CMD vs. being grappled, and any creature in a grapple 
  with you takes 1d4 piercing damage each round until 
  the grapple is broken.
  Essence: For each point of essence invested in 
  this ability, increase the bonus to CMD by +2 and the 
  damage dealt to grappling opponents by 1d4.
  Chakra Bind (Shoulders): Binding this wicked 
  veil to your Shoulders chakra makes you slightly less 
  cuddly than a rabid dire porcupine. While this veil is 
  bound, increase the damage dice dealt to grappling 
  creatures to d6s instead of d4s. In addition you can 
  spend a standard action to send a flurry of deadly 
  spikes lashing out around you. These spikes deal 
  piercing damage equal to the veil’s normal damage 
  bonus to grappling creatures to all creatures in a 10 
  foot radius around you. Creatures affected by this 
  ability may make a reflex save for half damage.
  STALKER’S TABI
  Descriptors: none
  Class: Guru, vizier
  Slot: Feet or Belt
  Saving Throw: none
  Shadowy akasha wreathes your feet, muffling the 
  sound of your footsteps and granting supernatural 
  agility to your stride.
  The wearer of this veil gains a +2 insight bonus to 
  Acrobatics and Stealth checks.
  Essence: For each point of essence invested in this 
  ability, increase the bonus to Acrobatics and Stealth 
  checks by +2.
  Chakra Bind (Feet): Binding this veil to your Feet 
  slot allows you to teleport short distances by moving 
  through shadows. As a move action, you can teleport 
  10 feet +5 feet per point of essence invested in this 
  veil. The teleportation must start and end in an area 
  of dim light or darker illumination.
  
  26
  Akashic Mysteries
  STORMCALLER’S BAND
  Descriptors: none
  Class: Vizier
  Slot: Ring
  Saving Throw: none
  This tiny circlet of akasha contains the roaring 
  essence of a tropical hurricane.
  The wearer of this veil gains the ability to unleash a 
  torrent of wind that blasts his enemies, allowing him 
  to make a bull rush against any one creature or object 
  within 60 feet. His CMB for this bull rush is equal to 
  his total character level plus his primary veilweaving 
  modifier. This bull rush does not provoke an attack 
  of opportunity.
  Essence: For each point of essence invested in 
  this veil, the wearer gains a +2 bonus to CMB when 
  performing a bull rush with the granted ability and 
  increases the range of the ability by 10 feet.
  Chakra Bind (Ring): Binding this veil to their ring 
  slot allows the wearer to cast wind wall as a spell-like 
  ability useable a number of times per day equal to the 
  wearer’s primary veilweaving modifier.
  STORM GAUNTLETS
  Descriptors: none
  Class: Vizier
  Slot: Hands or Wrist
  Saving Throw: none
  Translucent akashic gauntlets contain the swirling 
  force of a winter storm, allowing you to control the 
  primal destructive force of nature itself.
  The wearer of this veil gains a touch attack that 
  deals 1 electric, 1 sonic, and 1 cold damage. This 
  touch attack can be used any time you could make a 
  weapon attack.
  Essence: For each point of essence invested in this 
  ability, increase the electric, sonic, and cold damage 
  by one step each on the following scale: 1 > 1d3 > 1d4 
  > 1d6 > 1d8 > 1d10 >1d12 > 2d6 > 2d8.
  Chakra Bind (Hands): Binding this veil to your 
  Hands chakra allows you to fire focused blasts of 
  storm; in addition to the melee touch attack granted 
  by this veil, you can also use a standard action to 
  deliver this attack via a ranged touch attack with a 
  range of 30 feet +5 feet per point of essence invested 
  in this veil.
  Chakra Bind (Wrist): Binding this veil to your 
  Wrist slot allows you to apply the bonus damage to 
  attacks made with any melee  weapon you wield 
  (including natural attacks). This bonus damage does 
  not stack with similar weapon effects like shocking 
  and frost.
  STONE GIANT’S GIRDLE
  Descriptors: none
  Class: Daevic, guru, vizier
  Slot: Belt or Body
  Saving Throw: none
  This veil takes the form of granite colored bands of 
  energy which wrap about the user’s waist, lending him 
  the fortitude and might of a stone giant.
  This veil reinforces the wearer with the unrivaled 
  hardiness of a stone giant. The user gains 5 temporary 
  hp. The temporary hit points granted by this ability 
  slowly replenish at a rate of 1 hp per minute.
  Essence: For each point of essence invested in this 
  ability, the maximum amount of temporary hit points 
  granted increases by 5. These hit points must still 
  be accrued at a rate of 1 per minute up to the new 
  maximum.
  Chakra Bind (Belt): Binding this veil to your Belt 
  slot allows you draw on the might of the stone giant 
  in addition to its hardiness. You gain access to the 
  rock catching and rock throwing abilities of a giant. 
  For the purposes of what size rocks you can catch 
  and throw via these abilities, treat your size as one 
  category larger and your slam damage as 1d8.
  Chakra Bind (Body): Your body swells and ripples 
  with muscle as your very essence is completely 
  infused with the indomitable strength of the Stone 
  Giant; you gain a size bonus to Strength equal to 1 
  per 2 points of essence invested. If you have at least 4 
  points of essence invested in this ability, your melee 
  reach increases by 5 feet.
  
  27
  Akashic Mysteries
  Essence: For each point of essence invested in 
  this veil, increase the granted DR by 1.
  Chakra Bind (Wrist): Binding this veil to 
  your Wrist chakra further increases their 
  defensive potency, granting you a shield bonus 
  to AC equal to 2 + the number of essence 
  points invested.
  VESTMENTS OF THE MAHARAJA
  Descriptors: [compulsion, mind-affecting]
  Class: Vizier
  Slot: Chest
  Saving Throw: see text
  Your inner ambition and pride are 
  given tangible form as your torso is 
  draped in eldritch energy that gleams 
  with the flickering light of a 
  thousand priceless gems.
  While using this magnificent 
  veil, your inherent majesty is undeniable 
  to any who gaze upon you. You gain a +2 
  insight bonus to Diplomacy and Intimidate 
  checks.
  Essence: For each point of essence you 
  invest in this veil, the bonus to Diplomacy 
  and Intimidate checks increases by +2.
  Chakra Bind (Chest): Binding this veil to 
  the Chest slot creates a direct conduit for 
  the wearer to impose their inner majesty 
  upon those around them. A number of 
  times per day equal to their primary 
  veilweaving modifier, a creature who 
  has bound this veil to his Chest slot can 
  impose powerful influence over others; 
  the wielder can command the obedience 
  and fealty of creatures within 120 feet 
  when he activates this ability (a standard 
  action). Up to a total of 100 hit dice of creatures can 
  be ruled, but creatures with Intelligence scores of 12 
  or higher are each entitled to a Will save to negate 
  the effect. Ruled creatures obey the wearer as if he 
  were their absolute sovereign. Still, if the wearer 
  gives a command that is contrary to the nature of 
  the creatures commanded, the magic is broken and 
  cannot affect that creature again for 24 hours. This 
  ability stays in effect for 1 hour per character level. 
  Creatures with more hit dice than the veilweaver are 
  not affected by this ability.
  TAURIC BRACE
  Descriptors: none
  Class: Daevic, vizier
  Slot: Feet or Belt
  Saving Throw: see text
  While manifesting this veil, the user’s lower 
  body is occasionally obscured by the fleeting 
  image of a four-limbed beast.
  While using this veil, the wearer is 
  unnaturally hard to displace, as though he 
  had an extra set of limbs anchoring him. A 
  character utilizing this veil gains a +2 
  insight bonus to CMD vs. bull rush, 
  reposition, and trip maneuvers. 
  Essence: For each point of essence 
  invested in this veil, the bonus to 
  CMD increases by +2.
  Chakra Bind (Feet): When this veil is 
  bound to your Feet slot you gain some of 
  the speed of the tauric races. You gain a 
  5 foot enhancement bonus to your base 
  speed +5 per point of essence invested.
  Chakra Bind (Belt): When this veil is 
  bound to your Belt slot, the tauric aura about 
  your lower extremities becomes even more 
  constant and noticeable. The enhanced power 
  of this bound veil gives you the ability to crush 
  your foes underfoot, granting the trample 
  ability. As a full-round action, you can overrun 
  any creature that is the same size or smaller 
  than yourself. This works like the overrun 
  combat maneuver, but you do not need to 
  make a check, you merely have to move over 
  opponents in your path. The creatures take 
  1d6 points of damage (1d8 if Large, 2d6 if Huge), 
  plus 1-1/2 times your Strength modifier. Targets of 
  the trample can make attacks of opportunity at a –4 
  penalty. If a target forgoes the attack of opportunity, 
  it can make a Reflex save for half damage.
  THURSTON’S BLADEWARDS
  Descriptors: none
  Class: Daevic, vizier
  Slot: Wrist
  Saving Throw: none
  The Vizier Thurston Neville developed this veil after 
  an orcish witch-doctor lopped off the arm Thurston’s 
  cleric companion was using to present her holy symbol 
  to the villain’s undead minions. Thurston rarely had to 
  learn a lesson twice.
  Foggy gray bracers surround your forearms when 
  you manifest this veil, granting you DR 2 / bludgeoning.
  
  28
  Akashic Mysteries
  VORPAL GUARDS
  Descriptors: none
  Class: Vizier
  Slot: Shoulders
  Saving Throw: none
  Sweeping plates of energy cover your upper arms 
  and shoulders and rise in ridged guards that reach 
  past the top of your head.
  These massive pauldrons protect your neck and 
  face from deadly blows. Whenever a critical hit is 
  threatened against you, your AC vs. the confirmation 
  roll is increased by +4.
  Essence: For each point of essence invested in this 
  veil, increase the bonus to AC vs. critical confirmation 
  rolls by +1. In addition, you gain a 5% chance per point 
  of essence invested to negate critical hits or precision 
  damage, as the fortification armor enhancement.
  Chakra Bind (Shoulders): Binding this veil to 
  your Shoulders chakra makes you immune to the 
  vorpal weapon property. In addition, increase the 
  fortification granted by this ability by an additional 
  10%.
  WAISTBAND OF THE WEALTHY
  Descriptors: none
  Class: Daevic, vizier
  Slot: Belt
  Saving Throw: none
  This veil appears a gleaming golden band about the 
  wearer’s waist that seems to reflect and refract light as 
  though studded with a thousand precious gems.
  The wearer of this ostentatious veil can sell ice to a 
  linnorm or part a dwarf from his beard, but is rarely 
  taken in by other fast talkers; you gain a +2 insight 
  bonus to Appraise and Bluff checks.
  Essence: For each point of essence invested in this 
  veil, increase the bonus to Appraise and Bluff by +2.
  Chakra Bind (Belt): Binding this veil to your 
  Belt slot provides you with all of the storage space 
  required to store your vast wealth and acquisitions. 
  This veil now doubles as a bag of holding type I. For 
  each point of essence invested in this veil, increase its 
  storage capacity by one step (type II, type III, type IV). 
  If this veil is dismissed or unbound for any reason, or 
  if you choose to reshape this veil, all items currently 
  stored within it are instantly ejected into adjacent 
  squares.
  
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  10. Copy of this License: You MUST include a copy of this License 
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  12. Inability to Comply: If it is impossible for You to comply with 
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  13. Termination: This License will terminate automatically if You fail 
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  14. Reformation: If any provision of this License is held to be 
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a, © 2000, Wizards of the Coast, Inc.
  System Reference Document. © 2000, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material 
  by E. Gary Gygax and Dave Arneson.
  Pathfinder RPG Core Rulebook. © 2009, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams. Pathfinder RPG Bestiary, © 2009, Paizo 
  Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan 
  Tweet, Monte Cook, and Skip Williams.
  Advanced Player’s Guide, © 2010, Paizo Publishing, LLC; Author: 
  Jason Bulmahn
  Pathfinder RPG GameMastery Guide, © 2010, Paizo Publishing, 
  LLC; Author: Cam Banks, Wolfgang Buar, Jason Bulmahn, Jim Butler, 
  Eric Cagle, Graeme Davis, Adam Daigle, Joshua J. Frost, James Jacobs, 
  Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, 
  Hal Maclean, Colin McComb, Jason Nelson, David Noonan, Richard Pett, 
  Rich Redman, Sean K reynolds, F. Wesley Schneider, Amber Scorr, Doug 
  Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny 
  Williams, Skip Williams, Teeuwynn Woodruff.
  Pathfinder Roleplaying Game Ultimate Magic, © 2011, Paizo Publishing, 
  LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob 
  McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, 
  Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Combat, © 2011, Paizo 
  Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, 
  Jason Bulmahn, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. 
  Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean K 
  Reynolds, and Russ Taylor. 
  The Book of Experimental Might, © 2008, Monte J. Cook. All rights 
  reserved.
  Tome of Horrors, © 2002, Necromancer Games, Inc.; Authors: 
  Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey 
  Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, 
  and Bill Webb; Based on original content from TSR.
  Akashic Mysteries, © 2014 Dreamscarred Press; Author: Michael Sayre
  
  450+ pages of psionic awesome!
  Full-Color Hardcover!
  Now Available at
  dreamscarredpress.com
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Dreamscarred Press/Akashic Mysteries - Vizier.pdf