Huay
Table of Contents
- Class Features
- Weapon and Armor Proficiency
- Veilweaving
- Bonus Languages
- Veil of Nature
- Chakra Binds
- Skin Shift (Su)
- Improved Essence Capacity
- Woodland Stride (Ex)
- Improved Skin Shift
- Shifting Touch (Sp)
- Mastery of Form
- Favored Class Bonuses
- Archetypes
- Melder
- Stormshifter
- Feats
- Crawling In My Skin
- Extra Skin Form Slot
- Improved Veil of Nature
- Shaping Focus
- Tooth and Veil
- Veil of Balance
- Traits
- Blood of the Elements (Race)
Source: Akasha Reshaped: Huay
Even before creatures had thought, speech, or art, they had envy. Envy of the wings of the birds overhead, the fish swimming endlessly in the deep, the teeth and claws of the wolf. And where that envy meets magic, there is transformation. The path of the huay (pronounced hWAY, plural huayob) is an ancient and sacred art, passed down since the dawn of time by shamans and worshipers of nature. They learn to borrow the special strengths and skills of the natural world around them, shaping their destinies along with their flesh.
Like “witch”, the word huay has garnered a significant negative connotation, mostly due to its association with the huay-chivo, a legendary evil shapeshifting mage. Also like witch, players should not let this dissuade them from departing from the stories and playing their character on their own terms.
Role: The huay can fill many roles, using their abilities for things like scouting, combat, or diplomacy. Whether by changing into a mouse to slip into the enemy fortress unseen, becoming a fearsome dragon to wreak havoc on a marauding horde, or simply using their veils to bolster their allies, a huay is always a welcome addition to an adventuring party.
Alignment: Any neutral.
Hit Die: d8.
Starting Wealth: 2d6 x 10 gp (average 70 gp).
Class Skills: The Huay's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Fly (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).
Skill Points at each Level: 4 + Int modifier.
Class Features
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Veils | Essence |
|---|---|---|---|---|---|---|---|
| 1st | +0 | +2 | +0 | +2 | Veil of Nature | 1+1 | 1 |
| 2nd | +1 | +3 | +0 | +3 | Chakra bind (Hands), skin shift | 1+1 | 2 |
| 3rd | +2 | +3 | +1 | +3 | Imp. essence capacity +1, woodland stride | 2+1 | 3 |
| 4th | +3 | +4 | +1 | +4 | Chakra bind (Feet) | 2+1 | 4 |
| 5th | +3 | +4 | +1 | +4 | Skin form +1 | 3+1 | 5 |
| 6th | +4 | +5 | +2 | +5 | Chakra bind (Head) | 3+1 | 6 |
| 7th | +5 | +5 | +2 | +5 | Skin form +2 | 4+1 | 7 |
| 8th | +6/+1 | +6 | +2 | +6 | Chakra bind (Wrists) | 4+1 | 8 |
| 9th | +6/+1 | +6 | +3 | +6 | Imp. essence capacity +2, skin form +3 | 5+1 | 9 |
| 10th | +7/+2 | +7 | +3 | +7 | Chakra bind (Shoulders), improved skin shift | 5+1 | 10 |
| 11th | +8/+3 | +7 | +3 | +7 | Skin form +4 | 6+1 | 11 |
| 12th | +9/+4 | +8 | +4 | +8 | Chakra bind (Headband), shifting touch (polymorph) | 6+1 | 12 |
| 13th | +9/+4 | +8 | +4 | +8 | Skin form +5 | 7+1 | 13 |
| 14th | +10/+5 | +9 | +4 | +9 | Chakra bind (Neck), shifting touch (baleful) | 7+1 | 14 |
| 15th | +11/+6/+1 | +9 | +5 | +9 | Imp. essence capacity +3, skin form +6 | 8+1 | 15 |
| 16th | +12/+7/+2 | +10 | +5 | +10 | Chakra bind (Belt), shifting touch (greater) | 8+1 | 16 |
| 17th | +12/+7/+2 | +10 | +5 | +10 | Skin form +7 | 9+1 | 17 |
| 18th | +13/+8/+3 | +11 | +6 | +11 | Chakra bind (Chest), shifting touch (any object) | 9+1 | 18 |
| 19th | +14/+9/+4 | +11 | +6 | +11 | Skin form +8 | 10+1 | 19 |
| 20th | +15/+10/+5 | +12 | +6 | +12 | Chakra bind (Body), mastery of form | 10+1 | 20 |
The following are the class features of the huay.
Weapon and Armor Proficiency
A huay is proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with the natural attacks (claw, bite, and so forth) from forms they assume with skin shift.
Huayob are proficient with light and medium armor but are prohibited from wearing metal armor. A huay may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Huayob are proficient with shields (except tower shields) but must use only those crafted from wood. If the huay uses a veil to form a suit of armor or shield that is normally made of metal, they may have it be made of ironwood instead.
A huay who wears prohibited armor or uses a prohibited shield has all of their huay veils destroyed and is unable to reshape their huay veils or use any of their supernatural or spell-like class abilities while doing so and for 24 hours thereafter.
Veilweaving
A huay learns to shape the magical power known as akasha into powerful veils, which are drawn from the huay veil list. They know and can shape any veil from this list. The DC for a saving throw against a veil’s abilities is 10 + the number of points of essence invested in the veil + the huay’s Wisdom modifier. The huay can only shape a certain number of veils per day (see Table 1-1: Huay). Veils are constructs of pure magic and are suppressed while in the area of an antimagic field or similar phenomena.
At 1st level a huay also gains access to their own personal pool of essence, which can be invested into veils and other receptacles to increase their power. The pool of available essence is listed in the huay’s class table; the huay’s character level, as noted in the Akasha and Magic Interactions section, determines the maximum quantity of essence they can invest in any single veil. As a swift action, a huay can reallocate their essence investments into or between their veils and other essence receptacles. A huay must have a good night’s rest and must meditate for one hour to prepare their veils for the day.
Bonus Languages
A huay’s bonus language options include Sylvan, the language of woodland creatures, and Aklo, the tongue spoken by certain sinister fey or otherworldly denizens of reaches of the wild rarely explored by humanity. These choices are in addition to the bonus languages available to the character because of their race.
A huay speaks Druidic, a secret language known only to druids, shifters, and other protectors of nature, which they learn upon becoming a 1st-level huay. Druidic is a free language for a huay; that is, they know it in addition to their regular allotment of languages, and it doesn’t take up a language slot. Huayob are forbidden to teach this language to characters who are not druids, huayob, or shifters.
Veil of Nature
At 1st level, each day when they shape their veils, the huay selects one of the following veils: Geri and Freki, H’s Flowered Regalia, Nymph’s Visage, or Verdant Vambraces. This veil is considered to be shaped on the huay, and does not count against their total veils shaped or veil slots (it is denoted by the “+1” under Veils on Table 1-1: Huay). They may invest essence in it normally, as well as bind it if they have unlocked the bind slot for it. If bound, it likewise does not count against the bind slot.
Chakra Binds
At 2nd level and every two levels thereafter, the huay gains the ability to bind veils directly to her chakra, unlocking potent new abilities. The huay gains the ability to bind slots in the following order: Hands, Feet, Head, Wrists, Shoulders, Headband, Neck, Belt, Chest, and Body.
Skin Shift (Su)
At 2nd level, the huay gains the ability to alter their physical form. This ability acts as alter self, save that its duration is 1 hour per huay level or until they choose to end it. Activating or deactivating skin shift is a standard action. The huay must invest 1 point of essence into this ability in order to activate skin shift, with higher level skin forms requiring more essence to use (see table below). As long as the skin shift is active, any essence invested in it is considered temporarily bound and unavailable for reallocation, and it is burned once the skin shift is deactivated. So long as skin shift is active, the huay may change to another one of their available skin forms or alter their current form as a swift action by taking a point of essence burn. Essence burned in this fashion may not be recovered until their skin shift ends.
At 5th level and every 2 levels thereafter, the huay gains a skin form slot. Each day, once they complete their veil preparation, the huay may fill their skin form slots with any skin forms available to them, based on their level. Skin forms act as certain spells, but otherwise follow the above rules for skin shift. If a skin form is an upgraded version of another, the huay must have all the previous versions in order to choose it. For example, if they wished to select fey form III, they must first have fey form i and fey form ii. The only exception is the beast shape line, any of which may be selected without having the previous version.
Some skin forms may make it difficult or impossible to wield manufactured weapons, including many weapon-like or [enhanced (weapon)] veils. If the huay has a veil shaped that grants them the same natural weapon as a creature they have shifted into, the veil and the form merge into one. Take the more advantageous of the damage, reach, critical threat range, and critical multiplier when attacking with the merged natural weapon. Any special abilities granted by a skin form have their DC increased to 10 + the number of points of essence invested in skin shift + the huay’s Wisdom modifier if their DC is less than that amount.
Skin shift counts as wild shape for the purposes of prerequisites and effects which would interact with wild shape. As well, they count their huay level as their druid level and their veilweaver level as their caster level. The huay is also treated as though they had the shapechanger subtype for the purposes of prerequisites. For effects which require spending additional uses of wild shape, the huay may instead burn a point of essence, treating the burned essence as though it were used to change to a different skin form when determining when it may be recovered.
| Minimum Level | Skin Form | Essence Investment Required |
|---|---|---|
| 5th | Beast Shape I Monstrous Physique I Undead Anatomy I |
1 |
| 7th | Beast Shape II Monstrous Physique II Elemental Body I Fey Form I Vermin Shape I Infuse Self |
2 |
| 9th | Beast Shape III Monstrous Physique III Elemental Body II Vermin Shape II Undead Anatomy II Ooze Form I Plant Shape I |
2 |
| 11th | Beast Shape IV Monstrous Physique IV Elemental Body III Undead Anatomy III Fey Form II Ooze Form II Plant Shape II Form of the Dragon I1 |
3 |
| 13th | Elemental Body IV Fey Form III Ooze Form III Plant Shape III Giant Form I Form of the Dragon II1 Magical Beast Shape2 |
3 |
| 15th | Giant Form II Undead Anatomy IV Form of the Dragon III1 |
4 |
| 17th | Fey Form IV | 4 |
1: Form of the Dragon, Form of the Alien Dragon, Form of the Exotic Dragon, and any other dragon form spells that may be available to players may be selected at the indicated levels, with each taking its own skin form slot.
2: Magical Beast Shape counts as a Beast Shape skin form, but requires Beast Shape IV to be selected.
Improved Essence Capacity
The huay’s connection to the forces of nature have strengthened their akashic might. At 3rd, 9th, and 15th level the maximum essence capacity of all their receptacles increases by 1.
Woodland Stride (Ex)
Starting at 3rd level, a huay may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at their normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect them. The huay may burn a point of essence in order to ignore magically manipulated terrain for a number of rounds equal to their Wisdom modifier + 3.
Improved Skin Shift
At 10th level, the huay chooses one skin form set (such as Monstrous Physique or Fey Form). They no longer take essence burn when switching into skin forms from that set or switching to their Alter Self skin form. In addition, so long as they only shift into skin forms from their chosen set or Alter Self during their skin shift, they do not take essence burn when their skin shift ends.
Shifting Touch (Sp)
At 12th level, the huay may change the form of a creature with a touch. By taking 3 points of essence burn, they may affect a willing creature as with the polymorph spell.
At 14th level, they may use this ability on unwilling creatures, as per baleful polymorph.
At 16th level, they may use it on willing creatures as greater polymorph.
Finally, at 18th level, they may use it as polymorph any object.
The DC to resist this ability is equal to 10 + 1/2 huay level + Wisdom modifier.
Mastery of Form
At 20th level, the huay’s control of their own body has reached its peak. As long as they have at least 5 points of essence invested in their skin shift ability, they may use it to gain the effects of the shapechange spell. Additionally, whenever they are subjected to a polymorph effect or other effect which would alter their physical form, they may ignore it if they do not wish to be affected. Finally, they gain the shapechanger subtype.
Favored Class Bonuses
- All: +1/6 of an Akashic feat.
- All: +1/4 of a point of essence.
- Any shapechanger: If you possess the shapechanger subtype from a source other than huay levels, you may choose this option. Count as +1/5 levels higher when determining what skin forms are available to you.
- Dwarf: Ignore up to +1 points of essence burn each day. You choose when you wish to ignore essence burn.
- Elf: Treat your veil of nature as being invested with +1/5 additional essence; this does not count against your normal limit on invested essence.
- Gnome: Gain +1/4 of a point of DR/cold iron when using skin shift.
- Halfling: Add +10 minutes to the duration of skin shifts into creatures that are size Small or smaller.
- Human: Gain +1/6 of an Extra Skin Form Slot feat.
- Orc: Gain +2 temporary hit points when using skin shift. These temporary hit points overlap (do not stack) with any existing temporary hit points.
- Mineralite: Add +1/4 to your natural armor when using skin shift.
- Sobek: Add +1/5 to the effective size category of your racial bite attack. The effects of your racial bite ability apply to the bite attack of any skin form you take. (For Nameer Sobek, this option instead applies to your racial claw attacks).
Belt: A’s Belt of Fire, Bloodeater’s Belt, C’s Sarong, Cincture of the Dragon, Darkness Dragon, Fauld of Elemental Summoning, Horselord’s Greaves, Pincer Arms, Sleipnir, Stone Giant’s Girdle, Tauric Brace, Verdant Vambraces, Whirlpool Lash
Body: Aerial Nimbus, Babau Skin, Behemoth Hide, C’s Eternity, Eyes of the Hawkguard, Feathers of the Yamaraj, Geri and Freki, Heart of Yggdrasil, Interference Bangles, Luminosity of the Lurker in Light, Martyr’s Toga, Robe of the Forgotten Deity, Robes of the Worldwalker, Stone Giant’s Girdle
Chest: Ablation Field, Breastplate of Bloody Conflict, C’s Eternity, Cincture of the Dragon, Demon Lord’s Hunger, Devil’s Barbs, Heart of the Wight, Heart of Yggdrasil, Molten Scales, Raiment of Swirling Fog, Shaitan’s Earthen Armor, Shawl of Shifting Stars, Spiderweb Wrappings, Stormwarden’s Coat, Treantplate
Feet: Brume Treads, Darkness Dragon, Gelugon’s Talons, Horselord’s Greaves, Immovable Boots, Marid’s Sandals, Pestilence Cloak, Polar Snowshoes, Ruin Treads, Sea Drake’s Talons, Tauric Brace
Hands: A’s Blooded Gauntlets, Efreeti’s Brass Scimitar, Forcestrike Knuckles, Hands of the Crafter, Immaculate Touch, Lashing Spinnerets, Plaguebringer Gauntlets, Reaper’s Scythe, Snakehandler’s Gauntlets, Unicorn Feathering, Verdant Vambraces, Winter’s Somnolence, Wrathful Claws
Head: Clouding Guise, Darkwalker Hood, Djinni’s Turban, Horns of the Minotaur, H’s Flowered Regalia, Lenses of the Seer, Mask of Elemental Adaptation, Mask of the Succubus, Network Interfacer, Nymph’s Visage, Somen of Shadow, Sparkling Alicorn, Stare of the Ghaele, Visor of Stormsight
Headband: Circlet of Brass, Crown of Elemental Mastery, D’s Icy Gaze, Eyes of the Hawkguard, Frostbite Halo, Glabrezu’s Gaze, Imp’s Eyes, Mai’yr’s Band, Network Interfacer, Nymph’s Visage, Sif’s Golden Hair, Spectacles of the Sheikh, Vanth’s Eyes
Neck: Bralani’s Brooch, Cloak of Thorns, Cry of the Erinyes, Diplomat’s Clip, Five Rivers Amulet, Garden Warden’s Gorget, Gorget of the Stormking, Gorget of the Wyrm, H’s Flowered Regalia, Ionizing Scarf, Lenses of the Seer, Metabolist’s Scarf, Nymph’s Visage, Priestess’ Clasp of Rebirth, Runecloth of Doorways, Sparkling Alicorn, Voice of the Janni, Vrock’s Screech
Shoulders: Armlets of the Shaitan, Bralani’s Brooch, Cape of the Wanderer, Cloak of Thorns, Embrace of the Old Ones, Ferryman’s Cloak, Gorget of the Wyrm, Grasping Black, Huginn and Muninn, Molten Scales, Pestilence Cloak, Shahzada’s Dissolution, Spiked Pauldrons, Spore Wings, Stormwarden’s Coat, Treantplate
Wrist: Armbands of the Irked Elephant, Armlets of the Shaitan, Ditchdigger’s Armlets, Dretch Flesh, Efreeti’s Brass Scimitar, Embrace of the Old Ones, Gungnir, Hands of the Crafter, Interference Bangles, Lashing Spinnerets, M’s Band, Pasha’s Crushing Gauntlets, Reaper’s Scythe, Runecloth of Doorways, Scarlet Prayer Band, Shackles of Perdition, Talons of the Roil, Tentacles of Abolethic Sovereignty, Thurston’s Bladewards, Winter’s Somnolence
Archetypes
Melder
Some huayob do not seek to simply replicate the forms of others, but to create entirely new forms. The reasons for this may differ, from artistic expression to increased combat prowess, but the results are always spectacular.
Melded Form: At 5th level, a melder can combine two skin forms into a single melded form. To create a melded form, the melder chooses one skin form (including alter self) as the base form and another as the secondary form. These are chosen from forms they currently have access to. They can choose the same skin form more than once and gain the abilities of multiple different creatures from that skin form, such as combining a tiger and a bull via beast shape. They gain all of the abilities of the base form, as normal, and can then add one additional ability from their secondary form per point of essence invested in their skin shift class feature.
They can choose from the following options available to the secondary form when doing so:
- Gain the natural armor bonus.
- Gain one of the ability score bonuses, if both forms are of the same size category.
- Gain one of the movement modes.
- Gain one of the natural attacks (with appropriate reach and damage for the base form's size) if the base form does not already have that attack type.
- Gain one special attack or quality.
Each of these options overlaps (does not stack) with any existing similar abilities from the base form. The melder can choose multiple of the same option, if they have the essence for it.
At 11th level and again at 17th level, the melder can use an additional secondary form when creating a melded form. The melder may use this ability to mimic other creatures they do not have the skin form for, such as combining a human (via alter self) and a horse (via beast shape) to appear to be a centaur. Though they may look like a specific creature in this fashion, perhaps fooling others into believing they are the creature, they do not gain any of the abilities of that creature without actually using a skin form to become it.
Additionally, the melder does not need to have the previous version of a skin form in order to use an upgraded version.
This alters skin shift and replaces the skin form slots gained at 7th, 9th, 13th, 15th, and 19th level.
Stormshifter
Tapping into the primal energies of the Elemental Planes, the huayob known as stormshifters transform their bodies into powerful elemental forms. Though this weakens their link to other sources of natural power, the strength of the elements more than makes up for it.
Stormweaving: The stormshifter gains access to a unique veil slot: the Storm slot. The stormshifter adds all Storm veils to their veil list and gains an additional shaped veil each day that must be used to shape a Storm veil (as denoted by the “+1” under Veils on Table 1-1: Huay). Storm veils have unique properties that they all share, which are detailed in depth in the Storm Veils section of the Akashic Rules. Unlike normal veils, the stormshifter cannot normally allocate essence to or from a Storm veil. At the beginning of each of her turns while in combat, the stormshifter gains a single point of temporary essence, which can only be allocated to a Storm veil. This temporary essence can be allocated as a free action as soon as it is gained and lasts until combat ends, and then for 1 minute afterward. If she enters combat again before this minute has passed, the duration of the temporary essence is reset. If they choose not to invest this essence when they gain it, or if they have no Storm veils that are valid sources to allocate it, that point of essence is immediately lost.
While not in combat, the stormshifter can meditate as a fullround action to draw the powers of the storm out, treating each round they meditate in this way as a round of combat. However, they can only generate a number of temporary essence in this way up to half of their maximum essence capacity, rounded up (minimum 1). If the stormshifter has multiple Storm veils shaped or other receptacles that can accept this special essence, they can reallocate this essence normally between them as part of reallocating their essence normally. If the stormshifter suffers from Essence Burn, temporary essence gained from this ability is burned after any other temporary essence they possess, as well as after any other essence in their essence pool.
This ability replaces veil of nature.
Weatherproofing: The stormshifter has a natural attunement to the storms of the world, and can survive in almost any land, gaining the benefits of the endure elements spell as a constant effect. This intuitive ability and intense training and focus allows them to control the raging fury of their Storm veils to shield their allies. As a free action on their turn, the stormshifter can choose to grant limited immunity to the harmful effects of their Storm veils to a number of creatures up to their veilweaving modifier plus 1/2 their stormshifter level (rounded down). This limited immunity persists until either the stormshifter uses this ability again, or loses consciousness. This limited immunity grants the chosen creatures the effects of endure elements as a constant effect. If one of these creatures would be subjected to a saving throw from their Storm veils they are treated as automatically passing that saving throw, if they are subjected to an attack roll or combat maneuver from the effects of their Storm veils it is treated as a miss, and if they were to take damage from her Storm veils that damage is reduced to 0. These same properties apply to the stormshifter as a constant effect, even if they would lose consciousness. If the stormshifter loses consciousness other creatures lose the benefits of their weatherproofing ability until they regain consciousness. If one of their Storm veils imposes other penalties that do not require a saving throw (such as a reduction in vision range, making its area difficult terrain, or filling the area with high winds) this ability does not protect against those penalties.
Elemental Shift: A stormshifter treats their huay level as 2 higher when determining when they may access the elemental body skin forms, but treats their level as 2 lower for all other skin forms. They gain access to the infuse self skin form at 2nd level, and the alter self skin form when a normal huay would gain access to infuse self. A stormshifter may prepare a higher level elemental body skin form without having the lower level ones prepared, but loses the ability to do so with beast shape skin forms. A stormshifter must choose elemental body as their improved skin shift form set. When a stormshifter is in an elemental form, the element of that form must match the element of their Storm veil, and vice-versa. When they change to a different elemental form, they may activate their shifting storms ability as part of that change.
Additionally, the stormshifter may gain a stormbound storm power in place of a skin form slot.
This ability alters skin shift and improved skin shift.
Shifting Storms: The energy that forms a stormshifter’s Storm veil is inherently chaotic and destructive, and only with great effort can the stormshifter maintain control over it. This same chaos allows them to easily alter the nature and form of their shaped Storm veils. At 3rd level, when the stormshifter rolls initiative, and at the beginning of each of their turns, they can unshape a single Shaped storm veil, and immediately shape a new one in its place. Doing so burns half the essence invested in the Veil (rounded up, minimum 1), and is done before they gain temporary essence for the turn from their stormweaving ability. If the Storm veil they unshape was bound to their chakra, the new Storm veil they shape in its place is also bound.
This ability replaces woodland stride.
Stormbinding: At 9th level the stormshifter gains the ability to bind veils shaped to the Storm slot.
Improved Stormweaving: At 12th level, the stormshifter gains an additional point of temporary essence as part of their stormweaving ability at the beginning of each turn which they can allocate to their Storm veils.
This ability replaces shifting touch.
Mastery of Storm: At 20th level the stormshifter becomes a living conduit to the Elemental Planes. Their type changes to outsider, with the native and elemental subtypes. They gain Darkvision 60 feet (or increase their existing Darkvision by 60 feet). With their body utterly infused with akashic energy, they no longer need to rest to reshape veils but can re-assign their veils with an hour’s meditation. They gain immunity to acid, cold, electricity, fire, and sonic damage.
This ability replaces mastery of form.
Feats
Crawling In My Skin
All things are connected, even when they seem separate.
Prerequisites: Veilweaver level 11th, improved skin shift class feature
Benefits: You gain the ability to use your skin shift as swarm skin. This special skin shift has an essence investment requirement of 3. When taking swarm forms, you treat your veilweaver level as your caster level when determining the effects of the spell.
Extra Skin Form Slot
Your shapeshifting is more versatile.
Prerequisites: Veilweaver level 5th, skin shift class feature
Benefits: You gain an additional skin form slot.
Special: This feat may be taken multiple times.
Improved Veil of Nature
Your connection to the essence of the natural world deepens.
Prerequisites: Veilweaver level 7th, veil of nature class feature
Benefits: Choose one veil from any list. This cannot be a Title, a veil that creates a manufactured weapon, or a veil that can only be shaped in a class-specific slot (such as Ring or Storm). That veil is added to your list of choices for your veil of nature class feature. Each time you gain a new level, you may change the veil this feat grants.
Shaping Focus
Your powers of shapeshifting outstrip your dabbling in the druidic faith.
Prerequisites: Wild shape class feature, Knowledge (nature) 5 ranks.
Benefit: Your wild shape ability is calculated as though your druid level were four higher, to a maximum level equal to your character level.
Tooth and Veil
Your veil weaponry mingles with your natural weapons.
Prerequisites: Veilweaver level 5th, any natural attack, ability to shape a weapon-like or [enhanced (weapon)] veil
Benefits: Whenever you would shape a weapon-like or [enhanced (weapon)] veil, you may channel its power into one of your natural attacks instead. The chosen natural attack gains all the benefits the veil normally would, including being treated as a masterwork weapon, gaining any enhancement bonus or weapon special abilities the veil would normally be entitled to (though these do not stack with enhancement bonuses or weapon special abilities from an amulet of mighty fists or similar item, or from spells like magic fang; you must choose whether to receive the veil’s enhancements or those from another source), gaining any special abilities that would normally be available to the veil (such as the extended reach of the Loyal Paladin’s Spear of Light), and benefiting from effects that require you to wield the a weapon-like or [enhanced (weapon)] veil (such as a stormbound’s fury of the storm storm power). You cannot channel more than one veil into a given natural attack, though you can have multiple veils channeled into natural attacks of the same type (for example, a catfolk could channel the Brass Scimitar into one of their claws and the Sword of Justice into the other claw).
Veil of Balance
Your dedication to neutrality gives you power over those who follow extremes.
Prerequisites: Ability to shape veils
Benefits: So long as at least one of your alignment axes is neutral, you can use the effects of veils which only work on creatures of a certain alignment (such as halo of holy light only affecting evil creatures) instead on any creature whose alignment does not match your non-neutral alignment axis. For instance, if you are chaotic neutral, you can affect any non-chaotic creature. If you are true neutral, you can affect any non-true neutral creature and the DC for your veils with an alignment descriptor increases by +1.
Traits
Blood of the Elements (Race)
Prerequisites: Must be a native outsider (such as ifrit, undine, ethumion, etc)
Benefits: Your veils that deal or heal damage deal or heal +1 more per point of essence invested in them, so long as their descriptor matches your elemental ancestry (fire for ifrits, darkness for judow, healing for ethumions, etc)
| Veilweaving | |||
|---|---|---|---|
| Akashic Mysteries by Dreamscarred Press | Akashic Trinity by Lost Spheres Publishing | ||
| Akashic Mysteries | Daevic | Guru | Vizier |
| Akashic Trinity | Eclipse | Nexus | Radiant |
| The Huay | Huay | ||
| The Rajah | Rajah | Title Veils | Radiant Dawn MD |
| The Sphereshaper | Sphereshaper | Sphereshaper Veils | |
| The Stormbound | Stormbound | Stormbound Veils | |
| The Zodiac | Zodiac | Lunar Veils | |
| Prestige Classes | |||
| Amplifier | Black Templar | Storm Warrior | Veilshifter |
| Sphere Amplifier | Sphere Black Templar | ||
| Races | |||
| Gamla | Sobek | Suqur | |
| Rules | |||
| Veilweaving Rules | Veil List and Descriptions | Akashic Trinity Veils | |
| Akashic Animal Companions | Akashic Feats | Akashic Traits | Akashic Weapons |
| Akashic Wondrous Items | Reference Materials | ||
| Get Akashic Mysteries | Get Akashic Trinity | ||
| Spheres of Akasha | The Rajah | The Stormbound | The Zodiac |