Veil Dancer

All archetypes

There are gaps in reality, minute interstices like the spaces between threads in a cloth. These hidden pockets of the Universe, though not extraplanar, are imperceptible and inaccessible to most, who go about their daily lives without realizing they're metaphorically stepping over thousands of tiny cracks per day. Time and space act oddly in these gaps, providing hiding places, instantaneous transportation, and escape routes for those who know where to look.

You know where to look.

You've studied these small fissures, imbuing yourself with the power to make use of them. Though you may or may not be a formal spellcaster, you use this innate magic to conceal yourself or maneuver into advantageous positions. In a skirmish, you rely on the element of surprise, with your hit-and-run tactics keeping your foes uncertain where the next blow might come from. You're skilled at sneaking about unseen, getting in and out of places before anyone even notices your infiltration. Thieves and assassins often learn the ways of the veil dancer, but anyone who wishes to rely on stealth and short-range teleportation in combat and exploration might make use of such techniques.

The art of veil dancing was first developed in Nex. Some sources say it was developed by the archmage Nex himself, while others claim it was honed at Nethysian temples by sacred guardians of the faith. From there, the techniques rapidly spread throughout the Inner Sea and the rest of Golarion. Due to the tradition's association with thievery and assassinations, some are wary of those who openly profess to be veil dancers, though most veil dancers would claim that the practice is merely a tool, one that can be put to either benevolent or malevolent ends.

Veil dancers are more common in places where a large proportion of the population has magical training or exposure to magical energies, such as Nex, Jalmeray, New Thassilon, and the city-state of Nantambu in the Mwangi Expanse. You might have learned the magic formally or developed your abilities on your own. In either case, you pride yourself on your ability to vanish and reappear where people least expect you. For you, distances and heights are no barrier, merely a puzzle to be solved.

Additional Feats: 14th Spring From The Shadows

Veil Dancer Dedication Feat 2

  • archetype

  • dedication

Prerequisites trained in Stealth


You're able to shift yourself into the spaces between to avoid notice. You gain the Part The Veil action.

Source: Pathfinder Impossible Magic

Contingency Leap Feat 4

  • archetype

  • concentrate

  • magical

  • teleportation

Trigger You fall, and there is an edge or handhold within 30 feet.


When imperiled by a fall, you swiftly transport yourself out of danger. You teleport to any edge or handhold in range, stopping your fall. If your destination is one you couldn't normally stand on (such as a handhold), you must succeed at your choice of an Acrobatics check or a Reflex save, usually at the Climb DC, as Grab An Edge, but you take no damage unless you critically fail.

Source: Pathfinder Impossible Magic

Dimensional Pilfer Feat 4

  • archetype

  • concentrate

  • magical

  • manipulate

  • teleportation

You have a preternatural ability to whisk items out from under their owners' noses. Attempt a Thievery check to Palm an Object or Steal an object you can see within 60 feet. If you are veiled, you get a +2 circumstance bonus to this check. If you succeed, the object vanishes from its current location and appears on your person.


Source: Pathfinder Impossible Magic

Gossamer Blade Feat 4

  • archetype

Requirements Your previous action was a successful Strike against an Off Guard creature. Drawing upon your command of intangible spaces, you create an echo of your weapon to resonate through its victim. The creature takes 1d6 persistent force damage per damage dice of your weapon.


Source: Pathfinder Impossible Magic

Fade Presence Feat 6

  • archetype

You weave magic around you to mask your presence from observers. Once per hour each, you can cast Invisibility and Silence as innate 2nd-rank occult spells. You can target only yourself with these spells.


Source: Pathfinder Impossible Magic

Warp Path Feat 6

  • archetype

  • concentrate

  • magical

  • teleportation

Requirements You are veiled.


You fold space around you, transporting yourself to an unoccupied space you can see within 30 feet. When you arrive, make a melee Strike against one creature within your weapon's reach. On a critical success, you remain veiled until the end of your next turn or until you take another hostile action.

Source: Pathfinder Impossible Magic

Dart Between Feat 8

  • archetype

  • concentrate

  • magical

  • teleportation

Frequency once per 10 minutes


In the blink of an eye, you transport yourself and any items you're wearing and holding from your current space to an unoccupied space within 60 feet that you can see. If this would bring another creature with you—even if you're carrying it in an extradimensional container—you cannot Dart Between. When you arrive at your destination, you can Part the Veil as a free action, even if you wouldn't normally meet its requirements. If you are hidden, this action does not cause you to become observed provided you still have cover, greater cover, or concealment from the creatures you were hidden from after the teleportation.

Source: Pathfinder Impossible Magic

Veil Of Eternity Feat 8

  • archetype

You can remain within the interstices of reality longer. Your Part the Veil has a duration of one hour, though it still ends if you take a hostile action. Additionally, while Avoiding Notice during exploration, you can also Part the Veil.


Source: Pathfinder Impossible Magic

Interstitial Escape Feat 10

  • archetype

  • concentrate

  • magical

  • teleportation

Frequency once per hour

Trigger You would be hit by a melee or ranged Strike, and you are not Off Guard.


To evade your foe, you shift yourself to another location, teleporting from your current square to another unoccupied square within 30 feet. Additionally, you gain resistance to all damage against the triggering attack equal to 5 + your level.

Source: Pathfinder Impossible Magic

Translocational Adept Feat 10

  • archetype

Your command over teleportation grows. You can cast translocate as an innate 4th-rank occult spell once per day. At 14th level, the spell is heightened to 5th rank. When you cast translocate this way, you can Part the Veil as a free action when you arrive at your destination, even if you wouldn't normally meet its requirements.


Source: Pathfinder Impossible Magic

Aerial Flash Feat 12

  • archetype

  • concentrate

  • magical

  • teleportation

Even creatures who take to the air can't escape you. You teleport to any square within 60 feet that's within reach of a creature, then make a melee Strike against that creature. After this Strike, you teleport back to your prior position.


Source: Pathfinder Impossible Magic

Afterimage Feat 12

  • archetype

  • illusion

  • magical

Trigger You use an action or cast a spell with the teleportation trait.


You leave behind an afterimage of yourself in your previous square. This afterimage looks like you and can perform simple behaviors to make the deception more plausible but otherwise cannot move or take actions. A creature can distinguish between you and your afterimage easily. Your afterimage automatically fails all checks and DCs and is destroyed if it would take any damage; otherwise, it lasts for 1 minute. Whenever you take the Step action, you can instead teleport to an afterimage instead. If you do, the action gains the teleportation trait, and the afterimage you teleport to is destroyed.

Source: Pathfinder Impossible Magic

Hush Feat 14

  • archetype

  • magical

Requirements You are veiled.


You strike a target and hinder their attempts to call for help. You teleport to a square within 60 feet and make a Strike against a creature; if you hit, it must attempt a Fortitude save against your class DC or spell DC, whichever is higher. Regardless of the result, the target is then immune to your Hush for 24 hours.

Success The target is otherwise unaffected.

Failure The target takes 10d6 force damage, and the target is affected by a 2nd-rank silence spell for 1 round.

Critical Failure The target takes 15d6 damage, and the target is affected by a 2nd-rank silence spell for 1 minute.

Source: Pathfinder Impossible Magic

Veil Dancer Feats