Halloween 2022- 1/4
New Veil Set: Shinigami’s Visage
Note: The veil Reaper’s Scythe is also a part of this set.
Death God’s Wings
Descriptors: Death, Teleportation, Variant
Class: All except Rajah
Slot: Body, Shoulders
Saving Throw: none
Ragged, black, feathered wings stretch from your shoulders.
This veil is a variant of the Angelic Wings veil and cannot be shaped alongside it.
Shaping this grim veil gives you a pair of wings that allow you to glide. You can make a DC 15 Fly check to fall safely from any height without taking falling damage, as if using feather fall. When falling safely, you may make an additional DC 15 Fly check to glide, moving 5 feet laterally for every 10 feet you fall.
Essence: When you have a least 1 point of essence invested in this veil you gain a fly speed of 10 ft. with clumsy maneuverability, or increase your existing fly speed by 5 ft.. For each additional point of essence invested in this veil your fly speed increases by 10 ft. and your maneuverability increases by 1 step.
Chakra Bind (Shoulders): Binding this veil to your Shoulders chakra allows you to arrive at a creature’s weakest moment to decide their fate. Whenever a creature in your line of sight is reduced to 25% or less of their maximum hit point total, you may teleport directly to a square adjacent to them as an immediate action. If such a creature has a doom mark, you are treated as being under the effects of invisibility against that creature for a number of rounds equal to your veilweaver level, or until you perform an action that would break an invisibility effect, whichever happens first. If a creature has a veil from the Shinigami’s Visage veil set shaped, or has the ability to see doom marks, they are immune to this invisibility effect and can see you normally.
Chakra Bind (Body): Binding this veil to your Body chakra grants all the benefits of binding it to your Shoulders chakra and allows you to travel between the Ethereal Plane and Material Plane as though using plane shift a number of times per day equal to 1 + your veilweaving modifier, though can’t you take additional creatures with you when you use this ability. At the GM’s discretion this ability can also be used to travel between the Material Plane and planes where souls of dead mortals gather to await judgment (e.g. Purgatory, The Boneyard).
Death Note Holster
Descriptors: Death, Enhanced (spiked chain)
Class: All except Kheshig and Rajah
Slot: Belt, Body
Save: Will (see text)
A slim chain seemingly made from tiny skulls and chain links appears wrapped about your waist.
Shaping this veil grants you the ability to materialize a spiked chain sized appropriately for you. Additionally, as a standard action that provokes attacks of opportunity, you can cause the spiked chain generated by this veil to wrap itself about your waist and take on the form of a heavy black leather belt with a book lariat made of skull shaped chain links. While it is in this form this veil can not be used as a weapon and you lose its normal benefits. Unlike a normal book lariat the one granted manifested as a part of this veil can be clasped to any book, even books without locks. As a full-round action that provokes attacks of opportunity, you can write the full name of another living creature that you have line of sight to, in a book attached to this book lariat. If the name is written correctly and completely, the creature that’s name is written must succeed at a Will saving throw or gain a doom mark for 1 minute.
This mark can only be seen by you and outsiders tied to death and entropy, such as psychopomps and daemons. Outsiders who can see a creature with a doom mark upon it always treat such creatures with hostility.
This veil can be restored to its weapon form as a standard action that provokes attacks of opportunity. Restoring it to its weapon form, dispels any doom marks that it was used to create and any book that was attached to it falls to the ground unless you are holding it in a free hand.
Essence: For each point of essence invested in this veil, its spiked chain form deals an additional 1d4 points of negative energy damage. If at least 4 points of essence are invested in this veil, the action required to write a name in a book attached to this veili is reduced to a move action, at 8 points it instead takes a swift or immediate action to write a name.
Chakra Bind (Belt) By binding this veil to your Belt chakra you gain the ability to summon a shinigami psychopomp to aid you as a standard action. You can only have one shinigami conjured in this way at a time. Unlike most companion creatures granted by veils, a shinigami summoned in this way is under no compulsion to follow your instructions to the best of their ability. Instead, they have a starting attitude of “friendly” towards you. The shinigami summoned by you using this veil is always the same individual (unless they are somehow permanently slain) and their attitude towards you can improve or worsen like any other creature. A summoned shinigami lacks the entertainment ability.
For every point of essence invested in this veil, the shinigami gains an additional 5 hit points and a +1 insight bonus to attack rolls, armor class, damage rolls, and saving throws. For every 4 points of essence invested the shinigami gains 1 additional point of essence in its essence pool.
Chakra Bind (Body) Binding this veil to your Body chakra grants all the benefits of binding it to your Belt chakra and increases the potency of the doom marks you can inflict with this veil. When you write the name of a living creature you can see, that already has a doom mark, in a book attached to this veil as a standard action, that creature must make a Will saving throw or be slain as if targeted slay living 1 minute after their name was written. Creatures that succedes on this saving throw gains immunity to this veil for 24 hours.
By taking a point of essence burn as a part of this process you can also write down a sooner or later time for the creature’s death along with their name. You can not burn temporary essence to do so. This allows you to reduce the time before the effect occurs to 1 round, or increase it to any amount of time up to 1 month. If you increase the amount of time you can specify the exact time that the effect will occur as long as it is within 1 month of when their name was written. Essence burned to accelerate or delay this veil’s slay living effect remains burned until the effect occurs.
If you spend a full-round action you can also control the creature’s actions prior to death. You can write up to 10 words worth of instructions dictating the creature’s actions, along with the creature’s name and time of death. For example “Leave the kingdom on a fast horse.” or “Adopt an orphan and make them your heir.”. The creature must follow the given instructions to the best of its ability. If the creature is for any reason incapable of completing the instructions they are slain as if by slay living after 1 minute. If the amount of time specified as part of writing a creature’s name elapses before they carry out the instructions, they are slain as if by slay living once the time you specified elapses.
A creature under the effects of this veil’s Body bind effect is immune to subsequent uses, regardless of source, unless they first die and are then resurrected. Creatures that are immortal, ageless, or otherwise have an indeterminate lifespan (e.g. many outsiders, creatures benefiting from the Body bind effect of Ceradon’s Eternity, or 20th level monk of the four winds with the immortality capstone ability) are also immune to this veils Body bind effect.
Descriptors: Death, Divination, Variant
Class: All except Rajah
Saving Throw: None
Your eyes take on a malicious red gleam.
This veil is a variant of the Vanth’s Eyes veil and cannot be shaped alongside it.
Shaping this veil grants you the ability to determine the condition of creatures within 30 ft., as long as you have line of sight to them. You instantly know whether each creature within the area is dead, fragile (alive and wounded, with 3 or fewer hit points left), fighting off death (alive with at least 4 hit points but less than 20% of their maximum hit point total), healthy, undead, or neither alive nor dead (such as a construct). This ability also allows you to see through any spell or ability that allows creatures to feign death.
Essence: As long as at least 1 point of essence is invested in this veil you gain the ability to see doom marks. If you already have the ability to see doom marks you instead gain a +1 competence bonus to perception checks against doom marked creatures. For each point of essence invested in this veil, after the first, you gain a +1 insight bonus to Perception checks.
Chakra Bind (Headband): Binding this veil to your Head chakra gives you the ability to see the names of other creatures and makes you understand the link between names and identities. As a standard action, you can focus your vision to see the names of all creatures you can see within close (25 feet + 5 feet per two veilweaver levels) range of you. You can maintain this enhanced sight by expending a swift action of subsequent rounds.
You see a creature’s name as a glowing red writing above their head in a language you can understand. Immortal creatures, creatures with this veil shaped, and creatures that can be summoned or otherwise be compelled using their names (e.g. outsiders), are immune to this ability. In the case of a creature with multiple distinct identities, such as via the vigilante’s dual identity class feature, you see the name of their current identity only and do not gain a bonus the following bonus to see through their disguises. As long as you can see a creatures name using this veil you gain an you gain an insight bonus, equal to 2 + the essence invested in this veil, to Perception checks to see through their magical disguises (whether illusions or polymorph effects) and mundane disguises of creatures you can see the names (except as described above).
Additionally, if a creature that you can see the name of via this veil’s effect has a doom mark, you gain a +2 insight bonus to your saving throws DCs for any veils with the death or necromancy descriptors, or which deal negative energy damage, against such a creature.
If you have the psychopomp subtype, or the scion of the veil spiritualist archetype, the enhanced vision granted by this veil also allows you to see the remaining lifespan of a creature based on its current age and it’s maximum age (of any). If a creature is immortal, ageless, or otherwise has an indeterminate lifespan (e.g. many outsiders, creatures benefiting from the Body bind effect of Ceradon’s Eternity, or 20th level monk of the four winds with the immortality capstone ability) you become aware of this fact.
Incarnate Justice (Investigator Archetype)
While most investigators use their keen minds and talent to find lost things and solve crimes, a rare few seek to purge mortal evil from the world. However, in the process they decide that they and they alone are justice made flesh, and the final arbiter of what is good and evil.
Due to the narcissism and immorality required to place oneself as judge, jury, and executioner for every other thinking entity , an incarnate justice must be of a non-good alignment.
An incarnate justice learns to shape the magical power known as akasha into powerful veils, which are drawn from the vizier veil list. They use Intelligence as their veilweaving modifier and know and can shape any veil from this list that can be shaped to the Hands, Feet, Head, Wrists, Shoulders, and Belt slots. The DC for a saving throw against a veil’s abilities is 10 + the number of points of essence invested in the veil + the incarnate justice’s Intelligence modifier. They can only shape a certain number of veils per day (see Table: Incarnate Justice Veils and Essence). Veils are constructs of pure magic and are suppressed while in the area of an antimagic field or similar phenomena.
At 1st level the incarnate justice 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 on Table : Incarnate Justice Veils and Essence; the incarnate justice’s character level determines the maximum quantity of essence they can invest in any single veil. As a swift action, they can reallocate their essence investments into their veils every round. An incarnate justice must have a good night’s rest and must meditate for one hour to prepare their veils for the day.
This ability replaces the investigator’s alchemy class feature.
Manipulative Inspiration (Ex)
An incarnate justice can use inspiration on Diplomacy and Bluff checks without expending a use of inspiration, but can’t do so for Linguistics or Spellcraft checks.
This ability alters inspiration.
While lesser beings may villainize them, an incarnate justice is always an agent of good in their own mind. At 2nd level, the incarnate justice gains Veiled in Purity as a bonus feat. However, other creatures with this archetype treat an incarnate justice as being of their true alignment for the purposes of spells and effects that detect alignment or that have effects are determined by alignment. At 11th level, they gain immunity to any magical effect that would compel them to tell the truth (e.g. zone of truth).
This ability replaces poison resistance.
At 3rd level and every three levels thereafter, the incarnate justice gains the ability to bind veils directly to their chakra, unlocking potent new abilities. The incarnate justice gains the ability to bind slots in the following order: Hands, Feet, Head, Wrists, Shoulders, and Belt.
At 4th level, the incarnate justice gains Brilliant Planner as a bonus feat, even if they would not normally meet the prerequisites. In addition, essence can be bound to this ability. For each point of essence bound to this ability, you can enact a brilliant plan an additional time per day.
This ability replaces swift alchemy.
Improved Essence Capacity
The incarnate justice’s clever and slightly warped mind has made them particularly talented at investing essence. At 8th and 14th level the maximum essence capacity of all their essence receptacles increases by 1.
Table: Incarnate Justice Veils and Essence
Psychopomp, Shinigami CR 8
This monstrous humanoid creature has a bored expression on its disturbing visage and a wicked gleam in its eyes.
N Medium outsider (akashic, extraplanar, psychopomp)
Init +3; Senses darkvision 60 ft., low-light vision, spiritsense; Perception +16; Aura fear (30 ft., DC 15)
AC 20, touch 13, flat-footed 17 (+3 Dex, +7 natural)
hp 76 (9d10+27)
Fort +11, Ref +6, Will +10
DR 10/adamantine; Immune death effects, disease, poison, sleep effects; Resist cold 10, electricity 10; SR 18
Speed 30 ft., fly 45 ft. (good)
Melee Death Note Holster (spike chain)+13/+8 (2d4 + 6 + 3d4 negative energy) or 2 claws +13 (1d6+4)
Spell-Like Abilities (CL 10th; concentration +13)
At will— invisibility (self only)
Str 18, Dex 16, Con 17, Int 13, Wis 19, Cha 17
Base Atk +9; CMB +13; CMD 26
Feats Twin-Veil (Body), Great Fortitude, Hover, Power Attack, Enhanced Capacity, Focused Veil (Death Note Holster)B
Skills Acrobatics +9, Fly +11, Intimidate +11, Knowledge (history) +9, Knowledge (planes) +13, Knowledge (religion) +13, Perception +18, Sense Motive +16, Stealth +15
Languages Abyssal, Celestial, Infernal
Essence Pool 9
SQ a foot in both worlds, death note mastery, entertainment, spirit touch
Veils shaped/bound (death god’s wings – body, death note holster – body, shinigami’s eyes – headband)
A Foot in Both Worlds (Su)
A shinigami can invest this ability with a single point of essence. As long as a point of essence is invested in this ability the shinigami becomes ethereal. While in this state, unlike most creatures, a shinigami can see and hear events on the Material Plane normally. However, creatures that have a veil from the Shinigami’s Visage veil set shaped, or that have the ability to see doom marks, ignore the invisibility normally granted to a shinigami by the ethereal condition.
Fear Aura (Su)
This ability can be invested with essence. A creature of fewer than 10 Hit Dice that fails its save against the shinigami’s fear aura is shaken for as long as it remains within the aura. A creature that succeeds at its save is immune to that shinigami’s aura for 24 hours. The save DC is 10 + the shinigami’s Charisma modifier + 1 for each point of essence invested in this ability.
Death Note Mastery (Ex)
Shinigami gain Focused Veil (Death Note Holster) as a bonus feat, and can benefit from that veils’ spiked chain and belt forms at the same time. In addition, creatures making a saving throw against their Death Note Holster must roll twice and take the worst result. If a shinigami successfully slays a creature using this veil’s Body bind effect that creature’s remaining lifespan is added to their own.
As a standard action a shinigami can touch a blank book or journal. That book’s cover turns black and the words “Death Note” appear on the cover. A shinigami can only create 1 such book known as a Death Note at a time, but can cause it to revert to being a normal book as a swift or immediate action. While under the effects of this ability any intelligent living creature in possession of the Death Note is treated as having the Death Note Holster veil shaped to their Body belt slot. Such a creature treats its HD as its veilweaver level and uses Charisma as its veilweaving modifier for this veil. When shaped in this way the veil is always in its belt form and the only book that can be attached to it is the Death Note. The shinigami that empowers a book in this way is always aware of its location and what is written in it. Mortals in possession of such a book gain the benefits of the Death Note Holster veil’s Body bind effect while the shinigami that created it is adjacent to them. However, they do not gain the ability to summon shinigami.
Additionally, a creature that has possession of a Death Note can offer half of their remaining life span to the shinigami that created it. In return they gain the ability to see the names of other creatures as if by the bind effect of the Shinigami’s Eyes veil (treating their HD as their veilweaver level), except that this effect is constantly active and they do not need to expend swift actions to maintain this enhanced vision. This reduction in their lifespan can’t be restored by any means other than divine intervention. This ability remains even if they subsequently lose the Death Note.
A creature that willingly gives up posession of a Death Note, looses any memories they posses related to it and any shinigami they may have seen or interacted with under its influence. They also loose the ability to seen the names of other creatures granted by their contract. If they later gain a death note the lost memorie are immediately returned, but their ability to see creature’s names is not (though they are free to make a second contract to regain this power).
Environment any (Purgatory)
Organization solitary, pair,
Treasure double (Soul Scribe Quill, a blank journal)
Shinigami are myriad in appearance, with each individual being unique. However, most look like tall gaunt humanoids with pale and deathly complexions, and some have appearances that make them look as if they were some variety of undead.
Unlike most psychopomps, shinigami care very little for the duties of tending and administering the dead that their kind are known for. Instead, they are content to observe the lives of mortals as a way to assuage their boredom. Due to this dereliction of duty, though still ageless, they are cursed with mortality, and without action on their part they would live no longer than the average human. So they occasionally take the lives of mortals that are meant to die by writing down their names and fates in akashic enhanced books they keep on their persons. This adds whatever remaining biological lifespan the mortal would have to their own. It is believed by some planar scholars that many shinigami were originally other forms of psychopomp that either grew tired of their duties or in some way displeased the gods of death.
Shinigami occasionally travel to the mortal plane to stir up amusement for themselves, by granting unwitting mortals access to some of their abilities for a time. While other psychopomps despise this practice, for reasons that they do not disclose the do not interfere with it.
The shinigami presented above has invested 3 points of essence in Death Note Holster, 2 points of essence in Death God’s Wings, 1 point of essence invested in Shinigami’s Eyes, 1 point of essence in its foot in both worlds ability, and 2 points in its essential fear aura ability.
Note: The shinigami ability “entertainment” is effectively a plot device. As such it mainly exists for the benefit of the GM. That being said, it might not be a natural fit in many games. In which case it should be ignored.