Vizier

It’s said that the phrase “the power behind the throne” originates with the first vizier. Trained in ancient colleges in some of the oldest cities in existence, viziers are schooled in the courtly arts and entrusted with the secrets of veilweaving that they can advise and protect their rulers. Many viziers have their training paid for by a noble or wealthy merchant who sees the value in a gifted individual, trusting that their investment will be returned tenfold when they have the services of a trained vizier at their call. While most vizier live to serve, some may find that they have no worthy master to lend their skills to, and still others will seek to test and expand their skills in the wider world. Whatever their cause for following the path of adventure, it is a fool indeed who does not see the value in the advice and power of a trained vizier.

Role: The vizier is a canny adventurer whose understanding of the energy that flows through all things combines with a fierce intellect and drive to excel. The true power of the vizier is seen when he uses his mastery of the mysterious force known as akasha and empowers it with his own essence. A vizier can utilize this ability to create unique bonds with magical items and amplify their power, manifesting powerful veils.

Alignment: Any.

Starting Wealth: 2d6 × 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Hit Die: d6.

Class Skills: The vizier’s class skills are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Knowledge (any) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).

Skill Ranks per Level: 2 + Int modifier.

Class Features

Table: The Vizier
Level Base Attack Bonus Fort Save Reflex Save Will Save Special Veils Essence
1st +0 +2 +0 +2 Eldritch insight, mystic attunement 2 1
2nd +1 +3 +0 +3 Chakra bind (Hands) 3 2
3rd +1 +3 +1 +3 Improved essence capacity +1, veilshifting 3 3
4th +2 +4 +1 +4 Chakra bind (Feet) 4 4
5th +2 +4 +1 +4 Mystic attunement 4 5
6th +3 +5 +2 +5 Chakra bind (Head) 4 6
7th +3 +5 +2 +5 Veilshifting 5 7
8th +4 +6 +2 +6 Chakra bind (Wrists) 5 8
9th +4 +6 +3 +6 Mystic attunement, ring binding 5 9
10th +5 +7 +3 +7 Chakra bind (Shoulders) 6 10
11th +5 +7 +3 +7 Improved essence capacity +2, veilshifting 6 12
12th +6/+1 +8 +4 +8 Chakra bind (Headband) 7 14
13th +6/+1 +8 +4 +8 Mystic attunement 7 16
14th +7/+2 +9 +4 +9 Chakra bind (Neck) 8 18
15th +7/+2 +9 +5 +9 Veilshifting, twinveil rings 8 20
16th +8/+3 +10 +5 +10 Chakra bind (Belts) 9 22
17th +8/+3 +10 +5 +10 Mystic attunement 9 24
18th +9/+4 +11 +6 +11 Chakra bind (Chest) 10 26
19th +9/+4 +11 +6 +11 Improved essence capacity +3, veilshifting 10 28
20th +10/+5 +12 +6 +12 Chakra bind (Body), chakra rebirth 11 30

The following are the class features of the vizier.

Weapon and Armor Proficiency

Viziers are proficient with all simple weapons and are proficient with light armor and bucklers.

Veilweaving

A vizier’s primary ability is shaping the magical essence known as akasha into powerful veils, which are drawn from the vizier veil list. The vizier knows 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 + his Intelligence modifier. He can only shape a certain number of veils per day (see veilweaving table below). The vizier gains access to a unique veil slot: the Ring slot. Veils are constructs of pure magic and, as such, are suppressed while in the area of an antimagic field or similar phenomena.

At 1st level he also gains access to a personal pool of essence, which can be invested into veils to increase their power. The amount of available essence is listed in the table below; the vizier’s character level determines the maximum quantity of essence he can invest in any single veil or other receptacle. As a swift action, the vizier can reallocate his essence investments into his veils every round. A vizier must have at least 8 hours rest or meditation to achieve a clear and focused state, and must meditate for one hour to shape his veils for the day. During this time he unshapes any previously formed veils and constructs the ones chosen. At the end of the hour, all effects of unshaped veils end and the effects of all newly formed veils take effect.

Eldritch Insight

While not a spellcaster in any traditional sense of the word, the vizier has used intense study and natural cunning to develop a unique connection to the flow of mystical energies through himself and through the world around him. The vizier’s class levels count as arcane caster levels for the purposes of qualifying for feats, and for other caster level based abilities, such as determining your caster level when using a stave. The vizier gains the ability to invest his essence into any wand, staff, or wondrous item that normally uses charges; the normal limitations for essence capacity apply, and this capacity is increased by the vizier’s improved essence capacity ability. The vizier chooses how much essence to invest at the start of the day when he shapes his veils, and essence distributed to magical items in this way cannot be redistributed for 24 hours. The item gains a number of additional charges equal to the amount of essence invested; these charges dissipate if not used within 24 hours and cannot be used to activate spells of 8th level or higher. The vizier is considered to meet all qualifications for use of an item he invests essence into and never needs to make a Use Magic Device check to activate an item he currently has invested essence into.

Mystic Attunement

At 1st level, the vizier can begin to manipulate the essence not just within himself, but within the objects or creatures around him. When the vizier first gains this ability, he must choose one of the paths of mystic attunement to follow (listed below).

Chakra Binds

At 2nd level and every 2 levels thereafter, the vizier unlocks chakra binds in the following order: Hands, Feet, Head, Wrist, Shoulders, Headband, Neck, Belt, Chest, and Body. Once a vizier has unlocked a chakra bind, he may choose to bind a veil to that slot when shaping it to unlock its corresponding bind abilities.

Improved Essence Capacity

The vizier is particularly talented at investing essence. At 3rd, 11th, and 19th level the essence capacity of all the vizier’s essence receptacles increases by one. In addition, the DC for any of his veil abilities increases by +1 each time he gains this ability.

Veilshifting

As the vizier’s ability to control the flow of magical essence throughout his body and equipment grows, he gains the ability to shape a small number of veils instantly. At 3rd level, the vizier may use a move action which provokes attacks of opportunity once per day to unshape one of his existing veils and instantly reshape the released energy into a new veil. The veil that he shapes using this ability cannot be bound to a chakra until he has spent one hour in meditation, even if the veil replaced this way was already bound. The vizier can use this ability one additional time per day for every four levels beyond 3rd. Each time he gains an additional use of this ability, the number of veils that he can reshape with a single use of this ability increases by one (for example, at 11th level the vizier can reshape up to three veils each time he uses this ability).

Ring Binding

At 9th level the vizier gains the ability to bind veils shaped in the Ring slot.

Twinveil Rings

At 15th level the vizier can shape and bind up to two veils which occupy the Ring slot.

Chakra Rebirth

At 20th level the vizier gains the ability to instantly reshape all of his veils, reforging himself into a vessel better able to navigate the trial before him. His veilshifting ability can now be used at will and no longer provokes attacks of opportunity; any veil shaped this way can be bound to an associated chakra as part of this process. Whenever he uses his veilshifting ability he gains a temporary pool of essence in addition to his normal pool equal to 3 + his Intelligence modifier; this essence lasts for 3 rounds and can only be used to power the veils he formed using his veilshifting ability.


Paths of Mystic Attunement

Path of the Crafter

A vizier who chooses the path of the crafter has an innate understanding which provides the ability to influence the flow of energy through inanimate objects. Due to this connection, the crafter is able to use Spellcraft to identify items as though using detect magic. This effect only applies to identifying magic items and grants the crafter no other benefits of the detect magic spell. As he grows in cunning and experience, his gifts allow him to use his chakra to bind raw magical essence into inanimate objects, turning them into potent arcane tools.

The vizier gains a bonus equal to 1/2 his class level on all skill checks made as part of the crafting process, and can bypass the normal restrictions for spell prerequisites on spell trigger and spell completion items by adding 3 + spell level to the crafting DC. In addition, any time an ally within 30 feet of the crafter activates a magic item to cast a spell, they may treat the caster level of the spell as 1 higher than normal, or increase the DC of the activated spell by +1.

In addition, at first level he gains the following ability:

Transfer the Essence (Su)

The crafter’s experience controlling the flow of magical essence between him and the items he creates leads to a potent insight into the very nature of magical energy. A crafter can spend one hour of uninterrupted concentration to transfer magical enhancements between similar items, exchanging the magical enhancements and abilities of two like items; weapons to weapons, armor to armor, shields to shields etc. The crafter must completely exchange the properties of both weapons when using the ability in this way. For example, a crafter could take a +1 halberd and a +3 flaming longsword and swap the magical essences between them, resulting in a +3 flaming halberd and a +1 longsword. Both items must be legal targets for all abilities swapped this way. Additionally, the crafter can use this ability to transfer charges between wands or staves whose highest level spells are the same; for example, the crafter could transfer charges from a wand of cure light wounds to recharge a wand of shield. When using transfer the essence in this fashion, the vizier may choose to transfer any number of charges currently held in one target to the other. Neither use of this ability works when attempted on cursed or intelligent items, or on artifacts.

At 5th level, the vizier gains Craft Wondrous Item as a bonus feat.

At 9th level, he gains Forge Ring as a bonus feat.

At 13th level, he gains Craft Staff as a bonus feat.

At 17th level, the vizier reduces the cost to create wondrous items, rings, and staves by 25%.

Path of the Ruler

A vizier who chooses this path is generally a man of great ambition, gravitating towards sultans, kings, and emperors. A ruler constantly emits a powerful aura of subjugation that makes the people around him more amenable to manipulation. This is a supernatural ability.

Aura of Subjugation (Su)

At 1st level the ruler’s aura of subjugation has a range of 30 feet and all creatures other than the ruler within its area of effect take a –1 penalty to their Will saving throws and a –2 penalty to all Sense Motive checks. He may choose to exclude a number of creatures equal to his Intelligence modifier from the effects of this aura.

At 5th level the ruler’s control over his aura of subjugation improves and the penalty to Will saving throws increases to –2 and the penalty to Sense Motive checks increases to –4.

At 9th level the ruler’s aura increases to a 60 foot radius and any ally within its area of effect whom the ruler has chosen to exclude from its penalties instead gains a +2 bonus to their Will saving throws.

At 13th level the penalty to Will saving throws inflicted by the aura increases to –3 and the penalty to Sense Motive checks increases to –6.

At 17th level, the ruler’s aura of subjugation is near absolute; as an immediate action the ruler may force a single creature within the aura’s area of effect to reroll a Will saving throw or Sense Motive check.

Path of the Seer

A vizier who chooses the path of the seer is less interested in inanimate foci, and instead learns to attune himself to the flow of chakra in living creatures, blending his own chakra signature with those of his companions. This gives him an uncanny insight into the motivations of those around him, and the ability to share this insight with those he trusts.

Starting at 1st level, all allies within 60 feet of the seer find their movement buoyed by akashic energy, and gain an enhancement bonus of +5 feet to their base land speed. This bonus increases by an additional 5 feet at 9th and 17th level. This is a supernatural ability.

Akashic Army (Su)

At 1st, 5th, 9th, and 13th level the seer gains a teamwork feat of his choice. He must meet the prerequisites for these feats, but counts his class level as his base attack bonus for qualification purposes.

The seer may invest essence in this ability to fuse his chakra with those of his allies; for each point of essence invested the vizier may share all teamwork feats granted by this ability with one ally within 60 feet. Allies do not need to meet the prerequisites for feats shared in this way. Further, the seer may grant affected allies the use of a lesser version of one veil the seer currently has bound to his Hands or Feet chakra slot; the seer chooses which veil he will share. Affected allies may invest essence into this veil if they have their own essence pool, but they cannot benefit from this veil’s bind benefit nor do they gain the benefit of any of the seer’s invested essence.

Once chosen the seer cannot choose to share a different veil with that ally until he reshapes his veils, either via his normal daily allocations or his veilshifting ability. The ally determines save DCs for activated veil abilities using the greater of the vizier’s Intelligence modifier or their own.

Foresee Conflict

A seer who reaches this level of mastery gains an almost prophetic insight into the flow of energy in the world around him. This intuitive prophecy allows him to prepare himself for whatever trials the day may bring. Starting at 17th level, each day when he prepares his veils the vizier may choose to retrain any number of the teamwork feats granted by the path of the seer.


Veilweaving
Akashic Mysteries by Dreamscarred Press Akashic Trinity by Lost Spheres Publishing
Akashic Mysteries Daevic Guru Vizier
Akashic Trinity Eclipse Nexus Radiant
Prestige Classes Amplifier Black Templar
Races Gamla Sobek Suqur
Rules Veilweaving Rules Veil List and Descriptions Akashic Trinity Veils
Akashic Feats Akashic Weapons Akashic Wondrous Items Reference Materials
Get Akashic Mysteries Get Akashic Trinity
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.