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.


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.

See the Legal & OGL page. Any material NOT covered by the Open Game License Version 1.0a is covered by the Creative Commons Attribution-ShareAlike 3.0 License.