Daevic

Daeva were worshiped by some ancient tribes as gods and feared by others as demons. Beings of pure akasha given substance and purpose by strong emotion, daeva have natures that seem almost dualistic but are really just manifestations of the same emotion taken to different extremes; a wrath daeva may be worshiped by one tribe as a stern bringer of justice, and feared by another as an indiscriminate force of vengeance, while a daeva of desire may be seen as a loving mother figure and fertility goddess or a wanton slave to carnal desires. In truth, most daeva are both of these things simultaneously, and circumstance alone dictates how they are viewed by other beings. Some beings drives and passions are so in sync with the nature of particular daevas that they are sought out by those beings and a powerful symbiotic relationship is formed, creating a daevic, an akashic knight bound in a symbiotic relationship with a daeva whose ideals mirror his own.

Role: The daevic gain their power by offering up their bodies as hosts to a nascent daeva who lacks sufficient essence to sustain a physical form. Feeding their essence to these untameable forces can give the daevic incredible power tied to the nature of the bonded symbiote, drastically augmenting their influence and might. The first daevic were powerful warlords capable of standing toe to toe with the monsters that ruled the ancient world, loved and feared as tyrants and kings; today’s daevics gravitate towards similar roles, seeking outlets for the boundless passions which drive them.

Alignment: Daevics can be of any alignment, though their alignment choice is usually influenced by the Passion they choose.

Starting Wealth: 5d6 × 10 gp (average 170 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Hit Die: d10.

Class Skills: The daevic’s class skills are Bluff (Cha), Climb (Str), Craft (Int), Intimidate (Cha), Knowledge (History) (Int), Knowledge (Local) (Int), Knowledge (Planes) (Int), Profession (Wis), Sense Motive (Wis), Swim (Str), and Use Magic Device (Cha).

Skill Ranks per Level: 4 + Int modifier.

Class Features

Table: The Daevic
Level Base Attack Bonus Fort Save Reflex Save Will Save Special Veils Essence
1st +1 +2 +2 +0 Daevic veilweaving, passion skills 0+1 1
2nd +2 +3 +3 +0 Chakra bind (feet) 1+1 1
3rd +3 +3 +3 +1 Passion 1+1 1
4th +4 +4 +4 +1 Chakra bind (hands) 1+2 2
5th +5 +4 +4 +1 Resist influence +1 1+2 2
6th +6/+1 +5 +5 +2 Passion 2+2 3
7th +7/+2 +5 +5 +2 Chakra bind (wrists) 2+2 3
8th +8/+3 +6 +6 +2 Resist influence +2 2+2 4
9th +9/+4 +6 +6 +3 Improved passion capacity +1 2+2 4
10th +10/+5 +7 +7 +3 Chakra bind (shoulders) 2+3 5
11th +11/+6/+1 +7 +7 +3 Resist influence +3 2+3 5
12th +12/+7/+2 +8 +8 +4 Blood bind 3+3 6
13th +13/+8/+3 +8 +8 +4 Chakra bind (belt) 3+3 6
14th +14/+9/+4 +9 +9 +4 Resist influence +4 3+3 7
15th +15/+10/+5 +9 +9 +5 Improved passion capacity +2 3+4 7
16th +16/+11/+6/+1 +10 +10 +5 Chakra bind (neck) 3+4 8
17th +17/+12/+7/+2 +10 +10 +5 Resist influence +5 3+4 8
18th +18/+13/+8/+3 +11 +11 +6 Passion 4+4 9
19th +19/+14/+9/+4 +11 +11 +6 Chakra bind (chest) 4+4 9
20th +20/+15/+10/+5 +12 +12 +6 Passion, apotheosis 4+4 10

The following are the class features of the daevic.

Weapon and Armor Proficiency

Daevics are proficient with all simple and martial weapons and are proficient with light armor, medium armor, heavy armor and shields (except tower shields).

Daevic Veilweaving

Daevics are always beings of powerful compulsions; this can manifest as an urge to collect or hoard beautiful things, an implacable drive for justice or vengeance, or a tendency towards fierce and passionate love or hateful and jealous envy. Whatever their motivation, it is the presence of these fierce emotions that cause the daevic to draw the attention of a daeva, a being of pure akasha who embodies this ideal. When a daevic first encounters a daeva there is a primal bonding of spirit and emotion that results in a symbiotic blending; the mortal shares their essence with the daeva, strengthening its bond to the physical world and in return the daeva girds its host in powerful akashic constructs known as veils.

The DC for a saving throw against a daevic veil is 10 + the number of points of essence invested in the veil + your Cha modifier. You can only shape a certain number of veils per day (see table below). The veils granted at 1st, 4th, 9th, and 15th level must be selected from the list of veils associated with your Passion. The veils gained at 2nd, 6th, 12th, and 18th level can be selected from any marked as available to the daevic class. Veils are constructs of pure magic and are suppressed while in the area of an Antimagic Field or similar phenomena. The daevic also gains access to a special veil slot, Blood. Blood veils often have powerful effects but can cause extreme physical stress or even bodily harm to the veilweaver.

At 2nd level you also gain access to your personal pool of essence, which can be invested in veils to increase their power, or directly into your daeva to strengthen its bond with you (see Passions). Your pool of available essence is listed in the table below; your character level, as noted in the attached supplement, determines the maximum quantity of essence you can invest in any single receptacle. As a swift action you can reallocate your essence investments into your veils or Passion every round. A daevic must have a good night’s rest and must spend one hour communing with his daeva to prepare his veils. This communion usually takes the form of engaging in some act aligned with their daeva’s interest; a daevic connected to a Wrath entity may spend this hour engaging in martial pursuits like boxing or performing weapon katas, while a daevic associated with Desire will spend time focusing on whatever it is he desires most, whether that be counting coins, handling objects of power or engaging in more carnal pursuits.

Passions

When the bond between a mortal and daeva is first established, the mortal becomes a slave to a particular motivation, but is also rewarded for her dedication to this ideal. This ideal influences the daevic’s alignment options and also what veils she shapes each day; the daevic is granted the ability to shape additional veils drawn from a list associated with her passion. These veils are actually the partially formed physical body of the possessing daeva and vary from standard veils; instead of investing essence into the veils the daevic invests it directly into her bond with her daeva, and the daeva augments and disperses it to those veils for her.

Whenever a daevic invests essence into her passion the essence counts as being invested in all of the daevic’s passion veils (for example, a 9th level daevic could invest 2 points of essence into her passion and each of her 3 passion veils would count as having 2 essence invested).

Because of the unusual nature of these veils, they cannot benefit from veil-specific feats or effects like Enhanced Capacity or akashic catalysts (though they can still be bound as normal). The daevic also gains additional class skills depending on his chosen passion.

Desire

Daevas of Desire seek out servants whose lust for physical pleasures burns within them with an all-consuming ferocity. Wild hedonists, passionate lovers, men and women who make their living or spend their gold in houses of ill repute, even drug addicts and gluttons have all been known to attract the attention of daevas of this Passion. A Daevic who selects this Passion is almost never of Lawful alignment as their driving needs usually consume any consideration they might have for rules or codes.

Passion Veils: Bangles of the Jealous Seductress, Courtesan’s Cloak, Daevic Aspect, Embrace of the Old Ones, Essence of the Succubus, Heartsblood Caress, Immaculate Touch, Lover’s Tread, Waistband of the Wealthy.

Skills: Appraise, Sleight of Hand, Stealth.

Starting at 3rd level, daevics of desire discover that they are able to simulate effects that other creatures accomplish through skill or cleverness by bringing the supernatural force of their own personality to bear. The daevic may use her Charisma modifier in place of her Dexterity or Intelligence modifiers to determine prerequisites for feats and uses Charisma in place of Intelligence when determining her total bonus in the appraise skill. In addition, the daevic gains Precise Shot and Willful Throw as bonus feats, even if she would not normally meet their prerequisites.

At 6th level the possessing daeva begins to transform and adopt an affinity for a particular aspect of Desire. Choose one of the following aspects: Love or Avarice.

Love

Daevics of love inevitably attract devoted followers or lovers. The Daevic gains the companionship of a paramour, a devoted companion who is at least two levels lower than yourself. The paramour should be equipped with gear appropriate for its level (see Creating NPCs). While paramours are generally humanoids with similar characteristics to the daevic, some monstrous creatures known for mating or bonding with humanoids, such as dragons, may also make suitable paramours; such creatures should never have a CR greater than the daevic’s level –3. The paramour does not gain experience itself, but gains a level each time the daevic does. The daevas that empower the bond between a daevic and her paramour are often jealous creatures, unwilling to compete with forces that are equal to or greater in power than themselves. As such, paramours may never take levels in a dedicated spellcasting class (such as a wizard, cleric, psion, or adept) or classes whose focus simulates dedicated spellcasting (like the vizier). This jealousy often spreads from the daeva to both her daevic and their paramour; because of this, neither a daevic with this ability nor their paramour can ever take the Leadership feat or gain the permanent services of another creature (such as an eidolon or familiar); if they currently have the services of another companion creature it is immediately dismissed unless it is a valid option as a paramour and designated such. If they had the Leadership feat before gaining this class feature, they immediately lose all of its benefits and must retrain it at the first opportunity (see Pathfinder Roleplaying Game: Ultimate Campaign for retraining rules). The daevic may replace a slain paramour after 1 week of mourning by seeking out a new companion, or may replace a current paramour by cutting ties with the current one over that same period; note that a jilted lover who discovers they have been replaced may seek revenge for the slight depending on their nature.

Avarice (Su)

Daevics who follow the path of avarice often lack the commitment necessary to form a long term bond with a sentient being, but this makes them no less possessive of what they consider theirs. Starting at 6th level, any weapon that remains in the daevics possession for at least 24 hours gains the returning and called properties; this power is immediately lost if the daevic willingly gives the weapon to another sentient creature and cannot be restored until the weapon returns to the daevic’s possession for another 24 hours.

At 12th level, the daevic may activate the called ability as a free action instead of the normal swift action. At 18th level, whenever the daevic succeeds on a ranged attack with a thrown weapon, the target is affected by an unnatural lust effect with a DC equal to 10 + ½ class level + Charisma modifier.


Dominion

Daevas of Dominion seek out servants who are driven by an unstoppable drive to impose order and rule on the world around them. Many daevics of Dominion are great kings or cruel tyrants, though whether that is a result of the powers granted by their bond or a reflection of the type of individual daevas associated with this Passion seek out is a matter of some debate. A daevic who selects this Passion is usually Lawful Good, Lawful Neutral, or Lawful Evil.

Passion Veils: Behemoth Hide, Cincture of the Dragon, Collar of Skilled Instruction, Cuirass of Confidence, Crusader’s Shield, Daevic Aspect, Horselord’s Greaves, Sentinel’s Helm, Stone Giant’s Girdle.

Skills: Diplomacy, Handle Animal, and Knowledge (Nobility).

At 3rd level, the daevic gains Two-Weapon Fighting as a bonus feat. At 5th level, she gains Improved Shield Bash, and at 8th level she gains Shield Master. The daevic does not need to meet the prerequisites for these feats.

At 6th level the possessing daeva begins to transform and adopt an affinity for a particular aspect of Dominion. Choose one of the following aspects: Benevolence or Tyranny.

Benevolence (Su)

The possessing daeva has grown so powerful that it can now extend its guiding and protective influence to your allies as well. The daevic chooses one Teamwork feat for which he qualifies and may share this feat with all allies within 30 feet as a move action; at 12th level he may share this feat as a swift action instead. At 12th and 18th level the daevic learns an additional Teamwork feat for which he qualifies and may share all Teamwork feats gained in this way when activating this ability. Allies affected by this ability retain the use of the granted feats for a number of rounds equal to the daevic’s Charisma modifier, even if they leave the 30 foot area of effect.

Tyranny

The daeva and its host are now driven by an uncontrollable need to dominate and control those around them, imposing their will upon all they survey. The daevic can make Intimidate checks to demoralize as a swift action and gains a +2 competence bonus to Intimidate checks. This bonus increases by an additional +2 at 12th and 18th level.


Knowledge

Daevas of Knowledge seek out mortal hosts who share their unrelenting drive to uncover the secrets of existence. Librarians, information brokers, and scholars of all stripes may earn the attention of such daeva, though only those with the strength and will to seek out knowledge in the darkest and most dangerous corners of the planes can form the bond required to host a daeva within themselves and become true daevic. A daevic who selects this passion is almost always of neutral alignment, holding the pursuit of knowledge as paramount over petty concerns related to morality.

Passion Veils: Boatman’s Ferry, Daevic Aspect, Gloves Of The Master Thief, Heart Of Yggdrasil, Nymph’s Visage, Spectacles Of The Sheikh, Vambraces Of Holy Scripture, Nothingness Shroud, Waistband Of The Wealthy.

Skills: Daevics of knowledge treat all Knowledge skills as class skills.

A daevic of knowledge uses Intelligence instead of Charisma as her veilweaving modifier. Starting at 3rd level, the daevic gains the following ability:

Eidetic Cache: The daevic can memorize a piece of information and later recall it perfectly. She can hold roughly 10 pages of written information, including images and maps, or 30 minutes’ worth of speech or music. (Memorizing music doesn’t confer the ability to perform it properly.) The amount she can store increases by 5 pages and 5 minutes at 2nd level, and at every level thereafter. The daevic can hold only one piece of information in this way at a time. The information doesn’t go away when she recalls it, but when the daevic memorizes a new piece of information with this ability, the old piece becomes as imperfect any other memory.

Memorizing magical writing (such as a scroll or a page from a spellbook) doesn’t confer the ability to borrow, duplicate, or retain any of the magic in the writing, but the daevic can reproduce the spell in writing to allow someone who prepares spells from a spellbook to prepare it as though using a borrowed spellbook. Alternatively, while the daevic has a spell memorized in this manner, she may take a number of points of essence burn equal to the spell’s level to use it as a spell-like ability; the daevic can only emulate spells whose level is equal to or less than half her class level (rounded down, minimum 1) with this ability.

At 6th level the possessing daeva begins to transform and adopt an affinity for a particular aspect of knowledge.

Choose one of the following aspects: Education or Secrecy.

Education

From 6th level on, the daevic gains the ability to establish a telepathic bond between herself and a number of willing creatures up to her Intelligence bonus (minimum 1), each of which must have an Intelligence score of 3 or higher. Each creature included in the link is linked to all the others. The creatures can communicate telepathically through the bond regardless of language. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance (although not from one plane to another).

The daevic may share information stored in her eidetic cache with any creature included in her bond, though for them the information functions like a normal memory, not one with perfect clarity. Similarly, any information shared with the daevic by a member of her bond is filtered through the lens of that creature’s mind and cannot be made more accurate by storing it in her eidetic cache, and the daevic cannot retain complex information (such as a memorized spell) through the base ability of this bond. The daevic may add or remove a creature from this bond as a standard action.

Starting at 12th level the daevic’s telepathic bond and eidetic cache improve. The daevic may store any known or memorized spell possessed by a member of her bond in her eidetic cache, and she may use her eidetic cache to store information that she herself has not read or experienced, as long as the memory or information is shared by a member of her telepathic bond within one hour of them reading or experiencing the information to be stored. If a member of the daevic’s telepathic bond has the ability to prepare spells from a spellbook, the daevic may share any spell stored in her eidetic bond with them and allow them to prepare the spell as though from a spell book. In addition, the daevic may now store up to three separate pieces of information in her eidetic cache.

At 18th level, the daevic can store up to six pieces of information in her eidetic cache and may transcribe any spell stored in her cache into a magic scroll as though using the Scribe Scroll feat.

Secrecy

Starting at 6th level, whenever the daevic commits a piece of written information to her eidetic cache, she may choose to erase the source of the information completely from existence. Any book, spell, scroll, or other recording medium used by the daevic to obtain the information is wiped completely clean and cannot be recovered by any means. Other instances of the information are unaffected (for example, if the daevic uses her eidetic cache to store a spell from a spell book, it is erased from that book but might still exist in other scrolls or books). In addition, the daevic can attempt to sequester a written magical trap (such as explosive runes or sepia snake sigil) in her eidetic cache and destroy it. Treat this as a Disable Device check to disarm a magical trap (as though the daevic has the trapfinding class feature).

Her bonus on this roll is equal to either her Disable Device modifier or the sum of 5 + her daevic level + her Intelligence modifier, whichever is higher. If the daevic succeeds, instead of being disabled, the trap is erased and destroyed. This ability can’t destroy symbol traps; it functions only if written text is involved.

At 12th level, whenever the daevic deals damage to a creature with a manufactured or natural weapon, or with a weapon-like veil or other veil ability that deals hit point damage, she may use an immediate action to steal one piece of information she chooses from the target and store it in her eidetic cache. If the daevic does not specify a particular piece of information, or if the target does not know the information the daevic was seeking, she instead gains one random memory from the target creature. This information is erased from the target’s memory unless they succeed at a Will saving throw (DC 10 + 1/2 daevic level + her Intelligence modifier). This can cause creatures who have prepared a spell to have it wiped from their memory, expending any slots the spell was memorized in. Creatures with a limited list of spells known, such as bards and sorcerers, instead lose the ability to cast the selected spell for 24 hours. In addition, the daevic increases the number of pieces of information she can store in her eidetic cache to three.

At 18th level, the daevic may store the complete knowledge of a single living creature in her eidetic cache as a full-round action. This must be a creature the daevic has seen in person, and the creature must be on the same plane of existence as the daevic when the ability is used.

Unwilling creatures targeted by this ability may attempt a Will saving throw (DC 10 + 1/2 the daevic’s class level + her Intelligence modifier) to resist its effects. Once a creature has been affected by this ability, they cannot be detected by divination magic, nor by magical effects and wards (such as the alarm or explosive runes spells), and any creature other than the daevic and the target whose total hit dice are less than or equal to the daevic’s own forget the target ever existed. Attempts to scry the creature automatically fail and wards simply fail to trigger, though they otherwise remain active and in place.

Whenever a creature affected by this ability interacts with another creature, they are extremely forgettable; creatures whose hit dice are less than or equal to the daevic’s that interact with the target will overlook them unless directly confronted, and quickly forget the interaction ever took place once the creature is no longer nearby. In addition, the daevic can store up to 6 targets or pieces of information in their eidetic cache.


Wrath

Daevas of Wrath seek out individuals whose nature will naturally drive them into conflict with others; daevics chosen by this Passion are usually Lawful Good, Chaotic Good, Lawful Evil, or Chaotic Evil.

Passion Veils: Armbands of the Irked Elephant, Armory of the Conqueror, Bloody Shroud, Breastplate of Bloody Conflict, Daevic Aspect, Gorget of the Wyrm, Horns of the Minotaur, Wrathful Claws, Sea Drake’s Talons.

Skills: Survival, Heal, and Knowledge (Martial). Starting at 3rd level, the first time the daevic successfully bull rushes or overruns an opponent each round, he may make an attack of opportunity against that opponent before moving them. In addition, the daevic gains a +2 competence bonus to CMB and CMD to perform or resist a bull rush or overrun at 5th level and every 3 levels thereafter.

At 6th level the possessing daeva begins to transform and adopt an affinity for a particular aspect of Wrath. Choose one of the following aspects: Justice or Vengeance.

Justice

The daeva’s appetite for destruction is tempered by a sense of balance, and while it believes that some are worthy of death, it will strive not to cause undue pain or suffering, seeking to deliver justice with a single merciful blow. The daevic gains Vital Strike as a bonus feat, and may now make an attack action modified by this feat in place of the attack of opportunity normally granted when he succeeds on a bull rush. In addition, at 12th and 18th level the daevic gains the Improved and Greater Vital Strike feats, respectively, as bonus feats and may use them with this ability.

Vengeance

The daeva is now an avatar of destruction, divorced of morality and possessed only of a drive destroy those oppose it. Once per round when the daevic succeeds at a bull rush or overrun attempt against an opponent, he may make a full attack against the target in place of the attack of opportunity normally granted. This full attack can only be made using natural weapons.


Resist Influence

Starting at 5th level the symbiotic bond between the daevic and the daeva that possesses him protects him from outside influences. The daevic gains a +1 bonus to all saves vs. enchantment spells and effects. This bonus increases by an additional +1 at 8th level and every 3 levels thereafter.

Chakra Binds

At 2nd, 4th and every three levels thereafter the daevic gains the ability to bind veils directly to his chakra, unlocking potent abilities. He gains the ability to bind to slots in the following order: Feet, Hands, Wrists, Shoulders, Belt, Neck, Chest.

Improved Passion Capacity

The daeva’s ability to feed of his host’s essence has become even more efficient, allowing him to grow and increase his strength. At 9th and 15th level the essence capacity of your passion increases by 1.

Blood Bind

The daevic can access veils in an unusual way, attaching them to his very life essence. In addition to his unique Blood veils, the daevic can use his Blood slot to shape and bind Neck, Head, Headband or Body slot veils; however, when using this slot for non-Blood veils, he takes a number of points of damage equal to twice the amount of essence invested each round. He takes this damage at the start of his turn, and immediately after any time he reassigns essence.

Apotheosis

At 20th level the separation between the daevic and daeva ceases to exist all together and he becomes one with the primal force that has driven him this far. His type changes to Outsider with the Native subtype and he no longer needs to eat or sleep. He gains Darkvision 60 feet (or increases his existing Darkvision by 60 feet). With his body utterly infused with akashic energy, he no longer needs to rest to reshape veils, but can re-assign his veils with an hour’s meditation. The daevic also gains the ability to bind veils to his Body slot.


Daevic Aspect: Knowledge Veil

The daevic aspect veil is available to all daevics and represents a fundamental manifestation of the daeva they draw their power from. add the following entries to the daevic aspect veil:

Base Veil: Knowledge: You gain a +1 insight bonus to Will saving throws and increase the DC of your spell-like abilities by 1.

Blood Bind: Knowledge: You may make a Knowledge (arcana) check to identify a spell or spell-like ability as it is being cast, as though using the Spellcraft skill. Whenever you successfully identify a spell or spell-like ability in this manner, you may, as an immediate action, take a number of points of essence burn equal to the spell’s level, or 1/2 the caster’s HD (rounded down, maximum 10) for spell-like abilities that do not have a spell level, to attempt to counter the spell as though using dispel magic. If you successfully counter the spell, you immediately heal a number of points of essence burn equal to 1/2 that spent to counter the spell (rounded down).


Veilweaving
Akashic Mysteries by Dreamscarred Press Akashic Trinity by Lost Spheres Publishing
Akashic Mysteries Daevic Guru Vizier
Akashic Trinity Eclipse Nexus Radiant
The Rajah Rajah Title Veils Radiant Dawn MD
The Stormbound Stormbound Stormbound Veils
The Zodiac Zodiac Lunar Veils
Prestige Classes
Amplifier Black Templar Storm Warrior Veilshifter
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
The Rajah The Stormbound The Zodiac
This website uses cookies. See the Legal & OGL page for important information. Any material NOT covered by the Open Game License Version 1.0a is covered by the Creative Commons Attribution-ShareAlike 3.0 License.