Akasha Retold Daevic
Akasha Retold Daevic
Daevic
Designer: Hal Kennette
Writer: Hal Kennette, Anthony Cappel
Editing and Layout: Hal Kennette
Art: Justice Doughty, Hal Kennette
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Table of Contents
Table of Contents III Progress [Retold] 16
Introduction 1 Invention
Daevic Retold 1 Production
Class Features 1 Vigilance [Retold] 19
Weapon and Armor Proficiency Acuity
Veilweaving (Su) Watchfulness
Essence Pool Wrath [Retold] 20
Bloodweaving Justice
Passion Vengeance
Bound Daeva (Ex) Daevic Retold Archetypes 21
Chakra Binds Aeshmic [Retold] 21
Improved Essence Capacity Sijjic [Retold] 21
Resist Influence (Ex) Haemovic [Retold] 22
Expanded Passions Sphere Daevic [Retold] 23
Blood Binding Xeshim [Retold] 23
Bound Mind (Ex) Other Archetypes 26
Apotheosis (Ex) Impassioned [Retold] (Spellweaver Archetype) 26
Favored Class Bonuses 4Prestige Classes 27
Daevic Passions [Retold] 5 Bloodfuser 27
Apathy [Retold] 5 Class Skills
Emptiness Class Features
Ennui Races 28
Desire [Retold] 6 Avead 28
Love Standard Racial Traits
Avarice Defense Racial Traits
Dominion [Retold] 8 Magical Racial Traits
Benevolence Senses Racial Traits
Tyranny Alternate Racial Traits
Evolution [Retold] 9 Variant Avead Heritages
Adaptation Non-Humanoid Avead and Daeva-Born
Apex Non-Humanoid Avead Characters
Fixation [Retold] 9 Daeva-Born Template
Hyperfocus Feats 32
Multifocus Aberrant Form [Akashic]
Harmony [Retold] 10 Innate Binding [Akashic]
Enlightenment Infuse Blood [Akashic, Item Creation]
Tranquility Veils 32
Hatred [Retold] 12 Barrier of Blood 32
Animus Bloodsense 33
Odium Blood Rush 34
Knowledge [Retold] 12 Crimson Totem 34
Education Daevic Aspect 35
Secrecy Apathy
Mutation [Retold] 15 Desire
Predation Dominion
Survival Evolution
Obsession [Retold] 16 Fixation
Akasha Retold - Daevic IV
Harmony Hand Cannons
Hatred Vines of the Elderwood
Knowledge Referenced Veils by Source 57
Mutation Open Gaming License 58
Obsession
Progress
Vigilance
Wrath
Infernal Blood 41
Lashing Blood 42
Magic Items 42
Infused Blood 42
Purchasing Infused Blood
Crafting Infused Blood
Example Infused Blood 43
Infused Blood Sense [1 Essence]
Magic Weapons 44
Bangles of the Raging Beast
Essence Forged Weapon
Wondrous Items 45
Bloody Catalyst
Blood Funnels
Bestiary 46
Daevas 46
Building Daeva NPCs 46
Build Guidelines
True Daeva 47
Lesser Daeva 47
Example True Daeva: Uta [Daeva of
Starvation] (CR 7)
Example Lesser Daeva: Huntertide Daeva
(CR 1)
Lesser Daeva as Familiars 50
Lifebond (Ex)
Merge with Master (Su)
Subtypes 51
Akashic Subtype
Daeva Subtype
Appendix 53
Veilweaving 53
Brand Descriptor
Enhanced Veils
Fleshwarp Descriptor
Veils 55
Antlers of the Ephemeral Elk
Armory of the Conqueror
Crusader’s Shield
1 Akasha Retold - Daevic
Introduction Retold Class: This class is a retelling of the daevic class. A
character cannot have levels in both this class and daevic. A
character with this class counts as a daevic for all purposes,
In my honest opinion, Akasha had a pre�y rough start when
but some archetypes, feats, and other rules may not work
it came to its first book Akashic Mysteries. The system hadn’t
with the retold version of this class. Such rules that haven’t
really yet hit its stride, and the balance and fun of the system
had a [retold] version printed should be reviewed before
was all over the place. Daevic, to me, was hit the worst by this.
being used.
The core of the class felt underwhelming and didn’t live up to
its fluff, and the abili�es granted by its passions ranged from Role: Daevics are mar�al veilweavers that u�lize their veils to
boring and underwhelming to game-breakingly overpowered. excel in combat, though the exact nature of their role within
combat is influenced by their bonded daeva’s passion. Due to
With the Akasha Retold: Daevic my goal was to fix these
their bond, they also gain an expanded pool of skills to draw
issues, releasing a more updated and flavorful version of the
from as they u�lize the teachings and skills of their bonded
daevic that provides a greater number of viable build op�ons,
daeva.
improved class flavor, new fun and interes�ng abili�es, and a
re-balancing the class desperately needs. Alignment: Daevics can be of any alignment, though their
alignment choice is usually influenced by the type of daeva that
Whether or not I succeeded on this is up to you, reader, but binds itself to them.
I hope I met and exceeded these goals!
Hit Die: d10
Within this book is a ‘Retold’ version of the Daevic, which Star�ng Age: Self-Taught
func�ons similar to the ‘Unchained’ versions of classes
Star�ng Wealth: 5d6 × 10 gp (average 170 gp.) In addi�on, each
presented in Pathfinder Unchained. Daevic Retold was
character begins play with an ou�it worth 10 gp or less.
reworked from the ground up to holds its own against the
more modern Full-BAB Akashic Classes (Kheshig, Soulforge), Class Skills: The daevic's class skills are: Bluff (Cha), Climb (Str),
and this book includes completely reworked Passions and Cra� (Int), In�midate (Cha), Knowledge (History) (Int),
Knowledge (Local) (Int), Knowledge (Planes) (Int), Percep�on
veils to help succeed on that rewrite. Since Daevic Retold is
(Wis), Profession (Wis), Ride (Dex), Sense Mo�ve (Wis), Swim
func�onally a new class, many archetypes for the original
(Str), and Use Magic Device (Cha).
Daevic won’t work properly for it. In that end, I rewrote all of
those archetypes and also included them in this book. Going Skill Ranks per level: 4 + Intelligence Modifier.
forward, I plan to support both the original and Retold Daevic
whenever I release an archetype, and I hope other Akasha Class Features
authors do the same!
Weapon and Armor Proficiency
Daevic Retold Daevics are proficient with all simple and mar�al weapons
and are proficient with light, medium, and heavy armor and
The daevic is a fearsome akashic warrior granted powers by shields (except tower shields).
a symbio�c bond with an outside known as a daeva, a being
of pure emo�on and passion given substance and purpose by Veilweaving (Su)
the thoughts, ac�ons, and feelings of mortal beings.
A daevic learns to shape the magical power known as akasha
Each daeva is a�uned to a different emo�on or passion, and into powerful veils, which are drawn from the daevic veil list.
this aspect granted each daevic their own unique passion that They know and can shape any veil from this list. The daevic
fuels their akasha and grants them powers. uses their Charisma as their veilweaving modifier, and has a
A daevic bond is permanent, fusing the souls and minds of veilweaving level equal to their class level. The saving throw
both mortal and daeva into a single being that grants the DCs of the daevic’s veils are equal to 10 + the essence invested
daevic incredible powers, dras�cally augmen�ng their in the veil + the daevic’s veilweaving modifier.
influence and might. The first daevic were powerful warlords At 2nd level, the daevic gains the ability to shape a limited
capable of standing toe to toe with the monsters that ruled number of veils each day. They can shape 1 veil at 2nd level,
the ancient world, loved and feared as tyrants and kings; and gain the ability to shape 1 addi�onal veil each day at 6th,
today’s daevics gravitate towards similar roles, seeking outlets 12th, and 18th level.
for the boundless passions which drive them.
Akasha Retold - Daevic 2
Essence Pool Their passion also grants them a list of veils, known as their
passion veils. The daevic can shape these veils using their
At 1st level, the daevic gains access to a pool of essence which normal veil slots as if they were veils on their veil list, and they
can be invested into their veils and other essence receptacles to also gain access to a number of special veil slots known as
increase their power. The daevic gains 1 point of essence at passion slots.
each class level except 4, 8, 12, 16, and 20.
The daevic gains 1 passion slot at 1st level, and an addi�onal
Bloodweaving passion slot at 4th level, 10th level, and 16th level. These slots
are treated similarly to normal veil slots, however the daevic
At 1st level, the daevic gains access to an esoteric veil slot: the may only shape passion veils in their passion slots, and cannot
Blood slot. directly invest essence into veils shaped in their passion slots.
Passion The daevic can invest their passion with essence, trea�ng all of
their shaped passion veils as if they were invested with the
When the bond between a mortal and daeva is first
amount of essence invested in their passion. The daevic treats
established, the mortal becomes a slave to a par�cular
their passion as if it were a normal essence receptacle for all
mo�va�on, but is also rewarded for their dedica�on to this
purposes, such as the Enhanced Capacity feat. If one of the
ideal. This ideal influences the daevic’s personality and also
daevic’s veils shaped in a passion slot would benefit from an
what veils they shape each day.
effect that directly increases its effec�ve invested essence, such
At 1st level, the daevic chooses a single passion. This passion as an akashic catalyst, that benefit applies to only the affected
grants them a number of skills as class skills, and a number of veils and not all of the daevic’s passion veils.
unique abili�es. Unless otherwise specified, the unique abili�es
At 6th level, the daevic’s passion expands, causing them to
granted by their passion are considered supernatural effects.
gain an affinity to a finer aspect of their chosen passion and
Table: The Daevic gran�ng them new abili�es.
Akasha
Base A�ack Fort Ref Will
Level Special Passion
Bonus Save Save Save Veils Essence
Veils
Veilweaving, bloodweaving, passion, bound
1st +1 +2 +2 +0 0 1 1
daeva
2nd +2 +3 +3 +0 Chakra bind (Feet) 1 1 2
3rd +3 +3 +3 +1 Improved essence capacity +1 1 1 3
4th +4 +4 +4 +1 Chakra bind (Hands) 1 2 3
5th +5 +4 +4 +1 Resist influence +1 1 2 4
6th +6/+1 +5 +5 +2 Passion affinity, Chakra bind (Head) 2 2 5
7th +7/+2 +5 +5 +2 Expanded passions 2 2 6
8th +8/+3 +6 +6 +2 Chakra bind (Wrists), resist influence +2 2 2 6
9th +9/+4 +6 +6 +3 Blood binding, improved essence capacity +2 2 2 7
10th +10/+5 +7 +7 +3 Chakra bind (Shoulders) 2 3 8
11th +11/+6/+1 +7 +7 +3 Resist influence +3, bound mind 2 3 9
12th +12/+7/+2 +8 +8 +4 Chakra bind (Headband) 3 3 9
13th +13/+8/+3 +8 +8 +4 Expanded passions 3 3 10
14th +14/+9/+4 +9 +9 +4 Chakra bind (Belt), resist influence +4 3 3 11
15th +15/+10/+5 +9 +9 +5 Improved essence capacity +3 3 3 12
16th +16/+11/+6/+1 +10 +10 +5 Chakra bind (Neck) 3 4 12
17th +17+12/+7/+2 +10 +10 +5 Resist influence +5 3 4 13
18th +18+13/+8/+3 +11 +11 +6 Chakra bind (Chest) 4 4 14
19th +19/+14/+9/+4 +11 +11 +6 Expanded passions 4 4 15
20th +20/+15/+10/+5 +12 +12 +6 Chakra bind (Body), apotheosis 4 4 15
3 Akasha Retold - Daevic
Bound Daeva (Ex) Chakra Binds
The daevic’s bond with their patron deava is one of mutual At 2nd level, and every two levels therea�er, the daevic
symbiosis, the daeva merging with the daevics essence to gains the ability to bind veils directly to their chakra, unlocking
empower them and grant them their knowledge so that the potent abili�es. They gain the ability to bind to slots in the
daeva has a constant source of the emo�ons or passions that following order: Hands, Feet, Head, Wrists, Shoulders,
give them life. This daeva has an intelligence and personality Headband, Belt, Neck, Chest, Body.
of its own, and shares all of the daevic’s senses. The daevic
and their bound daeva can also communicate telepathically
with each other at all �mes. Whenever the daevic is asleep,
their bound daeva is unconscious. The daeva has no ability to
perform ac�ons on its own, and it cannot be targe�ed or
affected by abili�es. If the daevic dies, the bound daeva is
slain as well. If the daevic is returned to life, their bound daeva
is returned to life as well, maintaining their bond. The risk of
tying their immortal soul to mortal flesh is great, but their
bond helps mi�gate these factors by slowing the rate the
daevic ages. For every level in this class, the daevic’s
maximum age increases by 10 years, as does the age required
for them to reach old and venerable age. For example, if a
human with a maximum age of 84 years forms a bond with a
daeva and becomes a 1st level daevic, their maximum age
increases to 94 years, and they would reach old age at 63
years old (rather than 53), and venerable age at 80 years old
(rather than 70). If the daevic reaches old or venerable age
before binding a daeva, they maintain the bonuses and
penal�es for those age categories.
At 11th level the daevic ceases to age en�rely and gains the
akashic subtype; they have no maximum age, never reach old
or venerable age, and are immune to magical aging. They are
immune to magical sleep, and no longer need to sleep. They
must s�ll rest at least 8 hours each day to avoid fa�gue and to
shape their veils each day, but do not need to sleep during this
�me.
The daevic and the daeva working together grants the
daevic the benefits of the Alertness feat. Addi�onally, the
daeva shares their skills with the daevic they have bonded
themselves to: the daevic chooses two skills granted by their
passion and gains a +2 bonus to each chosen skill, and treats
this ability as the Skill Focus feat having selected each of those
skills for the purposes of feat prerequisites. If the daevic has
10 or more ranks in the chosen skill, this bonus increases to +4
for that skill. The daevic cannot select Percep�on or Sense
Mo�ve as one of these two skills, even if they have those skills
as a passion skill. These bonuses granted by this ability
represent the daevic and daeva working in collabora�on, the
bound daeva never makes its own skill checks.
Akasha Retold - Daevic 4
Improved Essence Capacity The daevic’s body becomes u�erly infused with akasha
energy, gran�ng them a number of benefits:
As the daevic grows in power, so too does their ability to
enhance the powers granted to them by their bound daeva They no longer need to rest to reshape veils, instead being
using their essence. At 3rd level, 9th level, and 15th level, the able to reshape their veils a�er medita�ng for one hour.
maximum essence capacity of the daevic’s veils and essence The daevic’s veils become a part of their body: they cannot
receptacles increases by +1. be sundered or dispelled, and the effects of their veils ignore
an�magic fields and similar effects.
Resist Influence (Ex)
Whenever the daevic would be slain or destroyed, they do
At 5th level, the symbio�c bond between the daevic and
not die and instead become a formless spirit incapable of
their bond daeva has progressed to such an extent that the
interac�ng with the world. In this state they cannot interact
daeva can protect them from outside influences against the
with any creatures or objects or be interacted with (even
daevic’s mind or percep�ons. The daevic gains a +1 bonus to
through the use of their veils or other abili�es), and cannot be
saving throws against mind-affec�ng effects, compulsions,
seen except through true seeing. While in this state the daevic
charms, and fear effects and gains +1 bonus on Sense Mo�ve
can communicate telepathically with willing creatures within
checks. These bonuses increase by an addi�onal +1 at 8th
30 feet of them with whom they share a language. The daevic
level, and every 3 levels therea�er.
cannot pass through physical obstacles or creatures while in
Expanded Passions this state, and they maintain their normal modes of
movement. The daevic can use their veils while in this state,
At 7th level, the depth and scope of the powers granted by but the effects of their veils can only affect them and they
the daevic’s passion expands. The daevic chooses one veil cannot use their veils to heal themselves.
from the daevic veil list that isn’t already one of their passion
veils. That veil is treated as a passion veil, allowing it to be For every hour they spend in this formless state, they
shaped using their passion slots. recover 1 point of ability damage and a number of HP equal to
their level. For every week they spend in this state, they
At 13th level, and again at 19th level, the daevic chooses an recover 1 point of ability drain and recover from 1 permanent
addi�onal veil using this ability. nega�ve level.
Blood Binding If any of this healing would restore the daevic to a state at
which they could survive, they return to their normal form. If
At 9th level the daevic gains the ability to bind veils shaped the daevic was killed by a death effect, or any other effect that
to the Blood slot. instantly destroys them or their body without dealing hit
Bound Mind (Ex) point damage, the daevic instead returns to life at 1 HP a�er
1 week in their formless state.
At 11th level, the bound between the daevic and their
bound daeva’s minds grows even more powerful, allowing the Favored Class Bonuses
daeva to a�empt to end condi�ons affec�ng the daevic’s
mind. If the daevic would be affected by an effect that they The following favored class bonuses are available to a daevic:
gain a saving throw bonus against from their resist influence
• All Races: +1/4 point of essence.
ability and they fail their saving throw, they can a�empt that
saving throw again 1 round later at the same DC. They only • All Races: +1/6 of an akashic or combat feat.
gain one extra chance to succeed on a saving throw against • All Races: Gain +1/2 bonus to one of your passion’s skills.
any individual effect using ability. • All Races: Add +1/4 to the bonus granted by your resist
influence feature.
Apotheosis (Ex) • All Races: Add +1/4 to your effec�ve veilweaving level
At 20th level, the separa�on between the daevic and their when determining the hardness and the damage your
bound daeva ceases to exist altogether and they become one passions veils need to take to be sundered.
being infused with the primal force that has driven them thus • All Races: Gain +1/8 of an addi�onal veil to select with
far. Their type changes to outsider with the na�ve subtype your expanded passions feature.
and they no longer need to eat, drink or breathe to survive.
They also gain darkvision 60 feet (or an increase to their
exis�ng Darkvision by 60 feet).
5 Akasha Retold - Daevic
Daevic Passions [Retold] immune to mind-affec�ng effects are immune to this ability.
At 3rd level, and every 3 levels therea�er, the penalty to
The following [retold] passions include reworks and updates Percep�on and Sense mo�ve imposed by this ability worsens
to the exis�ng passions available to the daevic which are by -2, and the precision damage dealt by this ability increases
designed to be used by a retold daevic. Some have been by +2.
reworked from the ground up to provide new and interes�ng At 9th level, the apathe�c effects upon the mind’s of those
effects, and others have been tweaked to be�er facilitate the who perceive the daevic grows in power. Whenever a creature
balance of the game and for their ease of use in a wider with 1 or more Intelligence stops observing the daevic, it must
variety of games. At your GM’s discre�on, the following make a Will save (DC 10 + 1/2 the daevic’s level + their
passions may be selected by a daevic in place of the base Wisdom modifier). If it fails, the creature loses all memory of
version of the passion. In some cases, they may need minor its awareness of its current interac�on with the daevic and
tweaks to work with the class features altered or replaced by any ac�ons the daevic took during that �me. This is a mind-
the retold daevic. affec�ng effect, and the lost memories can only be recovered
by an effect such as modify memory. The daevic can suppress
Apathy [Retold] this ability as a standard ac�on, and ac�vate it as a free ac�on
even if it isn’t their turn. If they ac�vate this ability while they
Daevas of Apathy seek out mortal servants who share their are currently interac�ng with a creature, only the memories
apathy for the status quo of the world as it is, those willing to a�er the ability has been ac�vated are affected.
use the gi�s provided by a daevic bond to change the world
A creature that fails its saving throw is s�ll aware of any
into one that they and their daeva can truly enthuse over.
other changes to itself or its environment that happened
Veil List: Abductor’s Shadow, Bands of the Void, Bracers of during the forgo�en interac�ons with the daevic. For
Oblivion, Daevic Aspect, Darkwalker Hood, Gloves of the instance, a guard will remember running, that they were
Master Thief, Gory Armaments, Haun�ng Shadow, Imp’s Eyes, a�acked or saw someone get a�acked, and may no�ce a
Nothingness Shroud, Pooling Black, Presence of the Void, newly unlocked door, but will not remember that they were
Ribbon of Displacement, Trickster’s Overcoat, Voidwalkers chasing a�er the daevic or that the daevic was the one who
Skills: Disable Device, Disguise, Sleight of Hand, Stealth a�acked them.
A daevic of apathy uses their Wisdom modifier as their At 6th level, the possessing daeva begins to transform and
veilweaving modifier and in place of their Charisma modifier adopt an affinity for a par�cular aspect of apathy. The daevic
for their daevic class features. The daevic may also use the chooses one of the following aspects: Emp�ness or Ennui.
higher of their Wisdom and the skill’s normal stat when Emp�ness
making Disable Device, Disguise, Sleight of Hand, and Stealth
checks. Daevics of Emp�ness have truly learned to embrace their
apathy, channeling its powers so that they may briefly escape
If the daevic has the resist influence feature, that feature
the world they feel nothing for.
also applies its bonus to saving throws against emo�on and
pain effects. At the end of each of the daevic’s turns, they can choose to
embrace their emp�ness. Doing so requires no ac�on on their
The daevic’s apathy towards the world subtly infects the part, but the daevic must be conscious to do so. If the daevic
minds of others they interact with, causing them to feel chooses to embrace emp�ness, they roll d%. On a roll of 51 or
apathy towards the existence of the daevic unless otherwise higher they phase out from reality un�l the beginning of their
threatened by them. Creatures suffer a -2 penalty on next turn, a�er which they phase back into reality. When
Percep�on checks to no�ce the daevic, and to Sense Mo�ve phased out from reality the daevic cannot be targeted, seen,
checks against the daevic. Whenever the daevic a�acks or or affected by area of effects. Creatures can move freely
uses a targeted hos�le ability against a target suffering from through the daevic’s space, and the daevic cannot take
this effect, the target suffers a -2 penalty on saving throws ac�ons or threaten a�acks of opportunity while phased out.
against the a�ack or ability, and if the a�ack or ability deals The daevic can s�ll hear and see while phased out, but they
damage it deals an addi�onal 2 points of precision damage may only communicate or speak with other phased out
with that a�ack. The target then gains immunity to the effects creatures (even through special forms of communica�on,
of this ability for 24 hours. This addi�onal damage is of the such as telepathy). Creatures with true seeing can see the
same type as the triggering a�ack or ability. Creatures daevic, but not affect them or target them. When the daevic
Akasha Retold - Daevic 6
phases back into reality they reappear in a space within 10 themselves) as allies for any of their teamwork feats. This is a
feet of the space they phased out from. mind-affec�ng effect.
Alterna�vely, the daevic can choose to force themselves or As a free ac�on, the daevic can choose a number of
another creature to phase out from reality as a standard creatures up to their Wisdom modifier to ignore the effects of
ac�on. When doing so they do not need to make a d% roll, this aura. This immunity persists un�l the daevic uses this
their a�empt to phase out automa�cally succeeds. Using this ability again.
against another creature requires touching them (a melee
The daevic can deac�vate this aura as a standard ac�on and
touch a�ack against an unwilling creature). Unwilling
reac�vate it as a free ac�on, even outside of their turn. This
creatures may make a Will saving throw to resist this ability
aura automa�cally ac�vates if the daevic loses consciousness
(DC 10 + the daevic’s Wisdom modifier + the daevic’s level). A
or fails a saving throw against a mind-affec�ng effect.
creature phased out in this way phases back in at the
beginning of that creature’s next turn. At 9th level, and every 3 levels therea�er, the radius of this
aura increases by 5 feet. At 12h level, and again at 18th level,
If the daevic is slain or falls unconscious, any creatures they
the penalty to Will saving throws imposed by the aura
have phased out immediately phase back in.
worsens by -1.
At 12th level, the daevic can force themselves or another
willing creature to phase out as a move ac�on (it s�ll requires Desire [Retold]
a standard ac�on for the daevic to a�empt to phase out an Daevas of Desire seek out servants whose lust for physical
unwilling creature). Addi�onally, while the daevic or a willing pleasures burns within them with an all-consuming ferocity.
creature is phased out they can s�ll take ac�ons, but they Wild hedonists, passionate lovers, men and women who make
cannot affect or target creatures other than themselves with their living or spend their gold in houses of ill repute, even
their ac�ons. While phased out the daevic or willing creature drug addicts and glu�ons have all been known to a�ract the
gains a fly speed equal to their base land speed with perfect a�en�on of daevas of this Passion.
maneuverability, and while flying in this way they ignore the
effects of any wind. The daevic or willing creature cannot pass Passion Veils: Alluring Voice, Astral Pugilism, Bangles of the
through solid objects while moving while phased out. If the Jealous Seductress, Bandolier of Warping, Chain of Binding
daevic or willing creature phases back in while flying and they Commandments, Collec�ve’s Sacrifice, Courtesan’s Cloak,
do not have a fly speed, they fall. Cuirass of Confidence, Daevic Aspect, Diplomat’s Clip, Halo of
Rejuvena�on, Liminal Repartee, Nymph’s Visage, Twinned
At 18th level, whenever the daevic or a creature they have Blood, Words of Revergence
phased out begins their turn phased out they choose whether
they phase back in or not. If the creature falls unconscious Class Skills: Appraise, Bluff, Sleight of Hand, Stealth.
they phase back in. They can also force themselves to phase Daevics of desire discover that they are able to simulate
back in as an immediate or swi� ac�on. Addi�onally, the effects that other creatures accomplish through skill or
daevic, and any willing creatures they have phased out, can cleverness by bringing the supernatural force of their own
use their immaterial forms while phased out to move at personality to bear. The daevic may use their Charisma
incredible speeds. They can travel at a rate of 50 miles per modifier in place of their Dexterity or Intelligence modifiers to
hour while phased out, and do not suffer fa�gue while doing determine prerequisites for feats and uses Charisma in place
so. This allows the phased out creature to travel overland for of Intelligence when determining their total bonus in the
more than 8 hours without the need to make Cons�tu�on Appraise skill. In addi�on, the daevic gains Precise Shot and
checks. Willful Throw as bonus feats, even if they would not normally
meet their prerequisites. At 4th level, whenever the daevic
Ennui throws a weapon it automa�cally flies through the air to
Daevics of Ennui radiate their dissa�sfac�on with the world return to the daevic’s hand a�er the a�ack is resolved. If the
as an aura surrounding them, forcing those feelings upon weapon is caught by the a�acked creature (such as through
others unless ac�vely controlled. The daevic gains a 15-foot the Snatch Arrows feat) it does not return to the daevic. At
radius aura of ennui that affects creatures within the aura. 10th level, weapons thrown by the daevic teleport back to
Creatures other than the daevic within this aura cannot gain their hand a�er the a�ack resolves, even if they are caught by
the benefits of flanking, do not benefit from morale bonuses, the a�acker. If the teleporta�on is blocked, they fly back to
suffer a -2 penalty on Will saving throws, cannot use aid the daevic’s hand instead.
another, and do not treat any creatures (other than At 6th level the possessing daeva begins to transform and
adopt an affinity for a par�cular aspect of Desire. The daevic
chooses one of the following aspects: Love or Avarice
7 Akasha Retold - Daevic
Love Once per turn when the daevic successfully hits a creature
with a thrown weapon, they may make a drag combat
Daevics of love inevitably a�ract devoted allies, followers or maneuver using that thrown weapon against that creature as
lovers that they desire to provide for and aid. The daevic part of the a�ack without provoking an a�ack of opportunity.
increases the bonuses granted when they aid another by +2, The daevic uses the two highest of their Strength, Dexterity,
and gains Swi� Aid as a bonus feat. This bonus increases by an and Charisma when determining their base a�ack bonus for
addi�onal +1 at 12th level and 18th level. The daevic does not this drag combat maneuver, and they determine their
need to meet the prerequisites for this feat, and the bonus bonuses to their CMB as if using the weapon with that combat
granted by this ability is halved (rounded down) when aiding maneuver (including bonuses to a�ack rolls applied to that
another as a swi� ac�on. Whenever the daevic aids another weapon from feats, class features, weapon enhancements,
as a swi� ac�on, they may reinvest their essence. and so on). The daevic does not move as part of this special
Addi�onally, the daevic may use their thrown weapons to aid drag a�ack. If this drag maneuver moves the target to within
their allies when in combat. When making an a�ack roll to aid the daevic’s reach with the thrown weapon used to make the
another, they can a�ack a foe engaging one of their allies in a�ack, the daevic may make a melee a�ack using one of their
melee combat within the range of their thrown weapon. This thrown weapons against the creature as an a�ack of
a�ack roll suffers the normal penal�es for a ranged a�ack opportunity. At 12th level, and again at 18th level, the daevic
made using that weapon, and the thrown weapon returns to may use this ability an addi�onal �me each round.
the daevic a�er the aid another check resolves.
At 10th level, if the daevic’s thrown weapon returns to their
Once per round the daevic may aid another with a thrown hand via teleporta�on and they succeed on their drag
weapon in place of an a�ack rather than as a standard ac�on. maneuver using this ability, the dragged creature is instead
Addi�onally, whenever the daevic uses aid another in combat teleported to the nearest adjacent space to the daevic instead
with one of their thrown weapons, they can choose to make of being dragged. If the creature resists teleporta�on, or that
the a�ack against AC 10 or against the target’s normal AC teleporta�on is blocked, it is dragged as normal for this ability.
against that a�ack. If they choose to make it against the The teleported creature is s�ll considered to have been
target’s normal AC and succeed, in addi�on to gran�ng the dragged for the purposes of making a followup a�ack using
benefits of aid another the target takes damage as if struck by this feature.
the weapon. This a�ack can cri�cally hit, as normal.
At 12th level, whenever the daevic successfully aids another
with a thrown weapon, they can allow one ally of their choice
engaged with the targeted enemy to spend one of their
a�acks of opportunity to either move up to half their speed
without provoking a�acks of opportunity from the targeted
enemy, or to make a melee a�ack against the targeted. This
ability is in addi�on to the normal benefits provided by the
daevic’s aid another.
At 18th level, the daevic may replace any number of their
a�acks they make with a thrown weapon in any round with
aid another a�empts.
Avarice
Daevics who follow the path of avarice o�en lack the
commitment necessary to form a long term bond with a
sen�ent being, but this makes them no less possessive of
what they consider theirs. The daevic gains an addi�onal
number of a�acks of opportunity each round equal to their
Charisma modifier, and whenever the daevic has essence
invested in their Willful Throw feat, they may also use their
Charisma instead of their Strength when making melee a�ack
rolls with weapons in the Thrown Weapon Group.
Akasha Retold - Daevic 8
Dominion [Retold] Tyranny
The daeva and its host are now driven by an uncontrollable
Daevas of Dominion seek out servants who are driven by an
need to dominate and control those around them, imposing
unstoppable drive to impose order and rule on the world
their will upon all they survey. The daevic can make In�midate
around them. Many daevics of Dominion are great kings or
checks to demoralize as a swi� ac�on, and may reinvest their
cruel tyrants, though whether that is a result of the powers
essence as part of taking this ac�on. Whenever the daevic
granted by their bond or a reflec�on of the type of individual
successfully demoralizes a target, instead of giving the
daevas associated with this Passion seek out is a ma�er of
demoralized target the shaken condi�on they can instead
some debate.
impose one of the following commands upon them:
Passion Veils: Cincture of the Dragon, Chain of Binding
• Approach: The demoralized target immediately moves 5
Commandments, Cuirass of Confidence, Crusader’s Shield,
feet closer to the daevic, plus 5 feet for every 5 by which
Daevic Aspect, Disquie�ng Gaze, Embodiment of the Gate,
the daevic beats the In�midate DC.
Eyes of Terror, Gorget of Unfe�ered Fear, Greaves of the
• Flee: The demoralized target immediately moves 5 feet
Unified Assault, Horselord’s Greaves, Iron Crown, Sen�nel’s
away from the daevic, plus 5 feet for every 5 by which
Helm, Stone Giant’s Girdle, Twinned Blood
the daevic beats the In�midate DC.
Class Skills: Bluff, Diplomacy, Handle Animal, Knowledge • A�ack Me: The demoralized target takes a -2 penalty on
(Nobility) a�ack rolls that do not target the daevic un�l the end of
At 1st level, the daevic gains Two-Weapon Figh�ng and the daevic’s next turn. This penalty worsens by -1 for
Improved Shield Bash as bonus feats. At 6th level, the daevic every 5 by which the daevic beats the In�midate DC. This
gains Improved Two-Weapon Figh�ng as a bonus feat. At 11th penalty does not stack with similar effects.
level, the daevic gains Greater Two-Weapon Figh�ng as a • A�ack Others: The demoralized target takes a -2 penalty
bonus feat. The daevic does not need to meet the on a�ack rolls that target the daevic un�l the end of the
prerequisites for these feats. daevic’s next turn. This penalty worsens by -1 for every 5
by which the daevic beats the In�midate DC. This penalty
At 6th level the possessing daeva begins to transform and
does not stack with similar effects.
adopt an affinity for a par�cular aspect of Dominion. The
daevic chooses one of the following aspects: Benevolence or These commands are supernatural mind-affec�ng fear
Tyranny. effects. Any movement performed as part of these commands
does not provoke a�acks of opportunity. If this movement
Benevolence would force the creature to move into immediately hazardous
The possessing daeva has grown so powerful that it can now terrain (such as into lava, or off a cliff) the creature may
extend its guiding and protec�ve influence to both the daevic choose to move as close to that terrain as possible rather than
and their allies. The daevic gains a teamwork feat of their entering it. If the daevic demoralizes mul�ple targets as part
choice as a bonus feat. They must meet the prerequisites for of a single ac�on they may choose a different command for
this feat, as normal. As a swi� ac�on, or as part of reinves�ng each creature. A single creature cannot be affected by both
their essence, the daevic may share the benefits of one of A�ack Me and A�ack Others at the same �me, even if those
their teamwork feats to each of their allies within 30 feet of commands are applied by mul�ple daevic. If they are suffering
them. These allies retain the use of this feat un�l this ability is from one and gain the effects of the other, the most recently
used again. They may change which teamwork feat they are applied effect takes priority.
sharing each �me they use this ability, and their allies don’t At 12th level, when the daevic uses the abili�es of this
need to meet the prerequisites for the shared feat. If the passion to demoralize a target as a swi� ac�on, they may
daevic falls unconscious, their allies lose the benefits of this demoralize up to two targets instead. At 18th level, they may
shared feat un�l the daevic ac�vates this ability again. demoralize up to three.
At 12th level, and again at 18th level, the daevic gains an
addi�onal teamwork feat as a bonus feat and may share an
addi�onal teamwork feat with their allies using this ability.
9 Akasha Retold - Daevic
Evolu�on [Retold] Apex
Apex Daevics have directed their evolu�onary powers
Daeva of evolu�on seek out hosts that are willing to adapt
towards hun�ng and domina�ng their foes with sheer
to their environments, constantly seeking out new ways to
overwhelming offensive pressure, their bodies muta�ng to
improve their lives, further their educa�on, or harness new
become weapons to destroy their foes. The daevic can select
power to overcome their foes. Daevics of evolu�on spring up
evolu�ons that grant them natural a�acks or modify their
from all manner of backgrounds, but are always those who
natural a�acks, but they are limited to a maximum of 2
are willing to overcome the odds through sheer force of will.
natural a�acks granted by evolu�ons, increasing to 3 natural
Passion Veils: Acidic Mass, Beastblood Transforma�on, a�acks at 11th level and 4 natural a�acks at 16th level.
Behemoth’s Flesh, Buzzing Cloak, Chameleon Skin, Chelicerae
of Manipula�on, Chi�nplate, Consuming Scales, Daevic Aspect, Fixa�on [Retold]
Gills of the Deep One, Insectocorpus, Leaping Gait, Spawn of
the Beastmother, Visage of the Faceless, Warsculpter’s Daevas of Fixa�on seek out servants with a one-track mind.
Armaments Daevics of Fixa�on tend to focus their mind wholly on the task
Class Skills: Knowledge (dungeoning), Knowledge (nature), at hand, gran�ng them surprising skill in ranged combat.
Stealth, Survival Employing firearms or similar weapons to kill or incapacitate
foes at range, daevics of Fixa�on tend to play the roles of
The daevic’s body begins to change to suit their whims and assassins or infantry, domina�ng the ba�lefield either
allowing them to rapidly evolve features to overcome their through their ability to pinpoint the weaknesses of their foes.
challenges. When the daevic shapes their veils for the day, Fixa�on daevics are the most common type of daevics in
they gain a number of evolu�on points equal to that of an militarized industrial socie�es, making use of their ap�tude at
eidolon with an effec�ve summoner level equal to the daevic’s long-distance combat to a�ain many victories.
class level that can be spent on eidolon evolu�ons. The daevic
is considered to have the biped base form for the purposes of Passion Veils: Armory of the Conqueror, Assassin’s Fervor,
mee�ng prerequisites for these evolu�ons, they cannot select Bangles of Orbi�ng, Bloodsense, Courtesan’s Cloak, Daevic
the Large evolu�on or evolu�ons that would grant them Aspect, Daring Archer’s Goggles, Ebon Blaze, Eyes of the
natural a�acks or improve their natural a�acks, and the Hawkguard, Hand Cannons, Hardlight Reinforcements, Ira’s
daevic uses their class level as their effec�ve summoner level Shadowed Bindings, Pooling Black, Sen�nel’s Helm, Spirit of
when determining the effects of these evolu�ons. Whenever Shadows
the daevic gains a class level, they may change the evolu�ons Skills: Acroba�cs, Disable Device, Stealth, Knowledge
they have selected with this ability. (Geography)
At 6th level the possessing daeva begins to transform and At 1st level, the daevic gains Precise Shot and Point Blank
adopt an affinity for a par�cular aspect of Evolu�on. The Shot as bonus feats. At 5th level, they gain Deadly Aim, at 8th
daevic chooses one of the following aspects: Adapta�on or level they gain their choice of Improved Precise Shot or
Apex. Pinpoint Targe�ng, and at 11th level they gain the feat they
Adapta�on didn’t ini�ally choose. The daevic does not need to meet the
prerequisites for these feats.
Adapta�on Daevics have learned to focus their evolu�onary
powers towards rapidly adap�ng to overcome their obstacles. At 6th level the daeva’s passions becomes more refined,
As a swi� ac�on, the daevic can lose a number of points of driving the daevic towards a par�cular aspect of Fixa�on. The
evolu�ons equal to their Charisma modifier (minimum 1) and daevic chooses one of the following aspects: Hyperfocus or
instantly gain an equal number of points worth of evolu�ons Mul�focus.
in their place. The daevic can also reinvest their essence as
part of using this ac�on. The daevic can use this ability 2 �mes
each day. At 9th level, and every 3 levels therea�er, the daevic
gains an addi�onal use of this ability each day and the number
of points of evolu�ons they can affect with this ability
increases by 1.
Alterna�vely, by medita�ng for 1 hour they may use this
ability without expending one of the ability’s daily uses.
Akasha Retold - Daevic 10
Hyperfocus Harmony [Retold]
Daevics who follow the path of Hyperfocus have turned Daevas of Harmony seek out servants who seek to bring
their Fixa�on towards a single task at a �me, dedica�ng all of harmony to the world around them by stemming the �des of
their �me and energy to its comple�on. As a full-round ac�on, chaos, by seeking inner peace, or by a�emp�ng to mediate
the daevic may pool all of their a�ack poten�al with a single disputes. Daevics of Harmony are o�en found among lawful or
ranged weapon into one powerful shot to annihilate their foe religious orders, favoring monks, mediators, and those who
they have turned their fixa�on upon. As part of this ac�on, wish to stop chaos from entering their communi�es.
the daevic makes a number of a�acks with their ranged
Veil List: Alluring Voice, Barrier Belt, Barrier of Blood, Broken
weapon equal to the number of a�acks they could make as
Shackles, Cardinal’s Cape, Chains of Willful Sacrifice, Collar of
part of a full a�ack, using the normal bonuses and penal�es
Skilled Instruc�on, Crown of the Wildspeaker, Cuirass of
applied to each of those a�acks (such as itera�ve a�ack Confidence, Daevic Aspect, Diplomat’s Clip, Immovable Boots,
penal�es, the penal�es for Rapid Shot, and so on). For each Ins�nct, Vines of the Elderwood, Warding Mandalas
a�ack roll that hits, the daevic rolls damage. All damage dealt
by this a�ack is pooled into a single hit when determining how Skills: Diplomacy, Heal, Knowledge (religion), Perform (oratory)
it is affected by damage reduc�on, resistances, and hardness. A daevic of harmony uses their Wisdom modifier as their
This a�ack uses only a single piece of ammuni�on, only veilweaving modifier and in place of their Charisma modifier
requires reloading the weapon once, and can be used with for their daevic class features.
weapons the daevic is normally only capable of firing once per
round. If the daevic uses a piece of magic ammuni�on with At 1st level, a daevic of harmony gains the ability to infuse
this a�ack, its effects only apply to one of the above a�acks their damage with harmonic energy. Whenever they deal
damage, they can choose to make that damage nonlethal.
(chosen before the a�acks are rolled). If any of the a�ack rolls
Whenever they deal nonlethal damage, they deal an addi�onal
are cri�cal threats, the daevic makes one confirma�on roll for
1d6 damage of the same type. This damage increases by an
the en�re a�ack at their highest base a�ack bonus. If it
addi�onal 1d6 at 8th and 16th level. This damage is mul�plied
succeeds, the en�re a�ack is treated as a confirmed cri�cal
on a cri�cal hit.
hit.
At 6th level, the possessing daeva begins to transform and
The daevic cannot use this ability with siege weapons.
adopt an affinity for a par�cular aspect of harmony. The daevic
Mul�focus chooses one of the following aspects: Enlightenment or
Tranquility.
Daevics who follow the path of Mul�focus have learned to
divide their Fixa�on between mul�ple tasks, allowing them to Enlightenment
mul�task in combat to a much greater degree. Whenever the
Daevics who follow the path of enlightenment channel the
daevic makes an a�ack against a single target with a ranged harmony of their mind to perceive the workings of the world
weapon, enemies within 5 feet of the struck target take around them and to pierce the veil of any illusions that would
damage equal to the minimum damage roll of that a�ack. A a�empt to hide that truth.
Reflex saving throw (DC 10 + 1/2 the daevic’s level + their
Charisma modifier) halves this damage. The radius of this At 6th level, the daevic gains a +1 bonus on saves against
effect increases by an addi�onal 5 feet at 12th level and 18th illusions, darkvision 60 feet (or a 60-foot increase to their
level. exis�ng darkvision), and low-light vision. They also gain the
effects of detect magic as a constant extraordinary effect.
If the daevic makes an a�ack with a ranged weapon that Rather than func�oning as a cone-shaped emana�on, they
targets an area, enemies within 5 feet of the affected area instead see the auras of magical effects within 60 feet of them
instead suffer this damage (halved on a Reflex saving throw). in all direc�ons. They are always treated as if they had
At 12th level and 18th level the range of this effect increases concentrated on the effect for 1 round, but may further
by an addi�onal 5 feet. For example: if the daevic fires a concentrate on the effect (as normal for the spell) to increase
weapon with the sca�er quality, this would affect all enemies the informa�on they gain. Whenever the daevic detects an
within 5 feet of the cone’s area. Large and larger creatures illusion spell using this ability, they may immediately make a
who are within the area are not also hit by this effect. Will saving throw against that effect as if they had interacted
with it. Addi�onally, the daevic may make Sense Mo�ve checks
to iden�fy magical effects by intui�ng the fundamental nature
of reality, rather than Spellcra� checks.
11 Akasha Retold - Daevic
Whenever a creature would protect themselves using a wearing or carrying, and cleans themselves and that
magical illusion that makes them more difficult for the daevic equipment as if affected by the pres�digita�on spell.
to hit but doesn’t completely obscure their presence, such as Medita�ng for any abili�es related to their akashic powers
the blur, displacement, or mirror image spells, the daevic may (such as medita�ng to shape their veils for the day, medita�ng
make a Sense Mo�ve check to ignore those effects. This Sense in place of rest, to restore burned essence, to bind a reshaped
Mo�ve check is made automa�cally when the daevic first veil, or as part of one of their veil’s abili�es) counts as
perceives a foe benefi�ng from such an effect, has a DC equal medita�ng for this feature as well. At 12th level, the �me
to 15 + the creator of the effect’s caster level or veilweaving required to meditate for this ability is reduced to 1 round, and
level (or their Hit Dice, if it was a supernatural effect not the amount healed and repaired is increased by 1. At 18th
created by a spell or veil), and the daevic gains a bonus to this level, the amount healed and repaired for each round of
check equal to the bonus to saving throws against illusions medita�on is increased to their Wisdom modifier (minimum
granted by this passion. On a success, the daevic’s a�acks and 3) instead.
abili�es ignore the effects of the illusion (they would ignore
At 9th level, and every 3 levels therea�er, the bonus to
concealment granted by blur or displacement, and their
death effects granted by this ability increases by +1.
a�acks would not target an illusionary image created by
mirror image, as examples). This ability has no effect on At 12th level, the daevic no longer needs to eat or drink to
illusions that require a saving throw or target an area, only survive and no longer ages. They also only need to meditate
illusions that effect specific creatures. for 2 hours to gain the benefits of 8 hours of sleep, or 6 hours
for a 24 hour rest. They also restore an amount of ability
At 9th level, and every 3 levels therea�er, the bonus to saves
damage when res�ng this way equal to their Wisdom modifier
against illusion effects granted by this passion increases by +1.
(minimum 2) or twice their Wisdom modifier when
At 12th level, the daevic gains the effects of arcane sight and medita�ng for 6 hours (minimum 4). The daevic also gains
see invisibility as constant extraordinary effects. They also gain resistance to level drain; they take no penal�es from nega�ve
the ability to see through magical darkness using their levels, but s�ll die if they accrue more nega�ve levels than
darkvision, and their darkvision increases to 120 feet (or a they have Hit Dice. A�er 24 hours, any nega�ve levels they
120-foot increase to their exis�ng darkvision). take are removed without the need of another saving throw.
At 18th level, the daevic gains the effects of greater arcane At 18th level, the daevic no longer needs to breathe, and can
sight and true seeing as constant extraordinary effects, and survive in any natural environment as the planar adapta�on
gains the see in darkness ability as an extraordinary effect, spell. They also only need to meditate for 10 minutes to gain
allowing them to see through all darkness and dim light as if it the benefits of 8 hours of rest, and they restore all ability
were bright light. damage they are suffering from when media�ng in this way.
The daevic also gains resistance to ability drain; any �me they
Tranquility would suffer from ability score drain, they take that drain as
Daevics who follow the path of tranquility channel the ability score damage instead.
harmony of their body to ward themselves against the chaos
of reality, becoming one with the world around them.
At 6th level, the daevic gains a +1 bonus on saves against
death effects, and gains immunity to poisons and diseases.
The daevic also no longer needs to sleep, they may instead
meditate for 4 hours to gain the benefits of 8 hours of sleep,
or for 12 hours to gain the benefits of 24 hours of rest. They
may s�ll only gain the benefits of res�ng like this once each
day, as normal for res�ng. Whenever the daevic rests in such
a way, they recover twice as many points of ability damage (2
per 4-hour medita�on, 4 per 12-hour medita�on).
In addi�on, the daevic can enter a state of tranquil
medita�on to mend, clean, and repair their body and
equipment. By medita�ng for 1 minute, the daevic recovers 1
hit point, repairs 1 point of damage to all equipment they are
Akasha Retold - Daevic 12
Hatred [Retold] to the creature normally, and follows the normal rules for
[brand] veils (such as requiring a saving throw, if the brand
Daevas of Hatred seek out servants who are driven by their required one to apply it).
hate and are willing to use it as fuel towards accomplishing
Odium
their goals, no ma�er their inten�ons. Daevics of hatred can
range from many backgrounds, but as a whole are incredibly Daevics who follow the path of odium channel their hatred
driven to righ�ng whatever wrongs they believe has been into a destruc�ve force which they use to blight and torment
inflicted on them by the source of their ire. their foes. At 6th level, once per round when the daevic hits a
creature with a weapon a�ack, they can apply one of their
Veil List: A daevic of Hatred treats the Daevic Aspect veil and
brands to that creature as a free ac�on (even outside of their
every veil with the [Brand] descriptor as their passion veils.
turn). This otherwise func�ons as if the daevic had a�empted
Skills: In�midate, Knowledge (arcana), Sleight of Hand, to apply that brand to the creature normally, and follows the
Stealth normal rules for [brand] veils (such as requiring a saving
At 1st level, the daevic gains Painful Severance as a bonus throw, if the brand required one to apply it). If the daevic used
feat. They do not need to meet the prerequisites for this feat. a ranged weapon to apply the brand, the creature must be
Addi�onally, whenever the daevic shapes a [Brand] descriptor within the range that the daevic could apply their brands.
veil using one of their daevic veil slots or passion veil slots, When applying a brand in this way the daevic may use the
they can shape that veil freely alongside other veils in that slot higher of their veilweaving ability score or the ability score
without it coun�ng against being shaped in that slot. they used to make the a�ack when determining the brand’s
saving throws and effects that are based on their veilweaving
At 3rd level, the daevic can maintain their brands on modifier.
creatures within Medium range (100 feet + 10 feet per
veilweaver level). This does not change the range at which The daevic may use this ability an addi�onal �me each
they can apply their brands (normally Close range). At 9th round at 12th and 18th level.
level, they can place their brands on creatures within Medium
range, and maintain them on creatures within Long range Knowledge [Retold]
(400 feet + 40 feet per veilweaver level). At 15th level, they
can place their brands on creatures within Long range, and Daevas of Knowledge seek out mortal hosts who share their
unrelen�ng drive to uncover the secrets of existence. Librarians,
their brands can be maintained on creatures no ma�er their
informa�on brokers, and scholars of all stripes may earn the
distance from the daevic, including if those creatures travel to
a�en�on of such daeva, though only those with the strength
a different plane.
and will to seek out knowledge in the darkest and most
At 6th level, the possessing daeva begins to transform and dangerous corners of the planes can form the bond required to
adopt an affinity for a par�cular aspect of hatred. The daevic host a daeva within themselves and become true daevic.
chooses one of the following aspects: Animus or Odium.
Passion Veils: Bands of the Void, Bangles of Orbi�ng, Bangles
Animus of the Jealous Seductress, Book and Quill of the Akashic
Record, Daevic Aspect, Diadem of Timeline Distor�on, Gloves
Daevics who follow the path of animus u�lize their hatred to of Repulsion, Gorget of the Wyrm, Ichor Ink, Ionizing Scarf,
be�er themselves and the world by vowing to work against Lenses of the Seer, Mai'yr's Band, Runecloth of Doorways,
the aspects of it they so despise. Star�ng at 6th level, the Shackles of Perdi�on, Shawl of Shi�ing Stars
daevic can apply two of their brands as a full-round ac�on, or
Class Skills: Knowledge (all), Linguis�cs
as a standard ac�on by taking 1 point of essence burn. Each of
these brands must be applied to a different creature. At 8th A daevic of knowledge uses their Intelligence modifier as their
level, and every 4 levels therea�er, the daevic can apply an veilweaving modifier and in place of their Charisma modifier for
addi�onal brand with each use of this ability. their daevic class features.
At 10th level, the daevic can place two of their brands on a At 1st level, the daevic gains an eide�c cache within their
single creature at once as a full-round ac�on, or as a standard mind that they can use to store and perfectly recall informa�on.
ac�on by taking a point of essence burn. This eide�c cache can hold roughly 5 pages of wri�en
informa�on, including images and maps, or 15 minutes’ worth
Branding a creature in any of the above ways otherwise of speech or music per daevic level. For the purposes of this
func�ons as if the daevic had a�empted to apply that brand ability ‘one page’ refers to a standard sheet of paper (generally
13 Akasha Retold - Daevic
9 inches by 11 inches). This cache can hold mul�ple pieces of Educa�on
informa�on, but the total amount of stored informa�on cannot
expand beyond the total capacity of their cache. If the daevic From 6th level on, the daevic gains the ability to establish a
would add a new piece of informa�on to their cache that would telepathic bond between themselves and a maximum number
put them beyond this limit, they must remove informa�on from of willing creatures up to their Intelligence bonus (minimum 1).
the cache to make room for the new informa�on. The daevic The daevic may add a willing creature they can see to this bond
can perfectly recall any informa�on stored in their cache down as a standard ac�on, or may remove any number of the bond’s
to the finest of details. If the daevic wishes to copy or perform members as a standard ac�on (even if the daevic cannot see
any informa�on stored in their eide�c cache, they gain a +8 them). If adding a creature to the bond would put the daevic
bonus to their check (such as forging a stored document, beyond the maximum number of creatures they may have
recrea�ng stored art, or performing a stored speech or song). bonded, they can remove a creature from the bond as part of
adding the new one. Each creature the daevic bonds with must
If the daevic removes stored informa�on from their cache have an Intelligence score of 3 or higher.
that informa�on isn’t wholly lost, but that informa�on only
becomes as clear to the daevic as a normal memory. Each creature included in the bond is linked to all the other
bonded creatures. Once the bond is formed it works over any
Storing magical wri�ng in their eide�c cache, such as storing distance (although not from one plane to another). The daevic
the words of a scroll or a page from the spellbook, treats each and the creatures they have bonded with can communicate
spell level of the stored wri�ng as one page in their cache. telepathically through the bond regardless of language. Once
Cantrips and orisons count as 1 page worth of informa�on The the bond is formed, The daevic may share informa�on stored in
daevic can reproduce the spell in wri�ng to allow someone who their eide�c cache with any creature included in their bond,
prepares spells from a spellbook to prepare it as though using a though for them the informa�on func�ons like a normal
borrowed spellbook. memory, not one with perfect clarity (it does not provide any
While the daevic has spells stored in this ma�er, they can tap bonus on skill checks). Similarly, any informa�on shared with
into the magic stored within their mind to cast spells in a limited the daevic by a member of their bond is filtered through the
func�on. The spell stored in their eide�c cache must be on the lens of that creature’s mind and cannot be made more accurate
magus spell list or wizard spell list, and the daevic may cast a by storing it in their eide�c cache, and the daevic cannot retain
total number of levels of spells per day in this way equal to their complex informa�on (such as a memorized spell) through the
class level. If the daevic has any cantrips stored in their eide�c base ability of this bond.
cache, they can cast those cantrips an unlimited number of Star�ng at 12th level the daevic’s telepathic bond and eide�c
�mes each day. The daevic must provide all of the components cache improves. The daevic may store any known or memorized
to cast a spell in this way (including any material components), spell possessed by a member of their bond in their eide�c
they must have an Intelligence score equal to 10 + the spells cache, and they may use their eide�c cache to store informa�on
level to cast these spells, and their caster level is equal to their that they have not read or experienced, as long as the memory
class level. They are also treated as having a caster level equal or informa�on is shared by a member of their telepathic bond
to their class level for the purposes of mee�ng feat within one hour of them reading or experiencing the
prerequisites. The daevic can take metamagic feats and apply informa�on to be stored. If a member of the daevic’s telepathic
them to spells they cast in this way, with the total adjusted level bond has the ability to prepare spells from a spellbook, the
of the spell coun�ng against their maximum uses per day of this daevic may share any spell stored in their eide�c bond with
ability (cantrips adjusted by metamagic count as normal spells them and allow them to prepare the spell as though from that
against their limit per day). At 1st level, the maximum level of spellcaster’s spell book.
spell the daevic can cast using this ability is 1st level. At 4th, 7th,
10th, 13th, and 16th level, the maximum level of spell they can At 18th level, the daevic can transcribe any spell stored in
cast in this way increases by 1 level. their cache into a magic scroll as though using the Scribe Scroll
feat. Doing so takes the normal amount of �me and materials
For example, a 7th level daevic can cast up to a total of 7 levels for cra�ing a scroll, and when making a check to cra� this scroll
worth of spells from their eide�c cache each day in any they may use the higher of their Spellcra� or Linguis�cs skills.
combina�on of 1st, 2nd, or 3rd level spells (such as cas�ng one The daevic is considered to be able to cast the spell required to
3rd level spell and two 2nd level spells). make the scroll, even if it isn’t a wizard spell.
At 6th level the possessing daeva begins to transform and
adopt an affinity for a par�cular aspect of knowledge. The
daevic chooses one of the following aspects: Educa�on or
Secrecy.
Akasha Retold - Daevic 14
Secrecy as a cleric or wizard, this erases the prepared spell from that
creature’s memory on a failed save and expends any spell
Star�ng at 6th level, whenever the daevic commits a piece slots associated with that prepared spell. If they have
of wri�en informa�on to their eide�c cache, they may choose prepared the spell mul�ple �mes, this only wipes one
to erase the source of the informa�on completely from instance of that spell from their memory. If the target
existence. Any book, spell, scroll, or other recording medium prepares spells and may cast those spells spontaneously, such
used by the daevic to obtain the informa�on is wiped as an arcanist or a spellweaver, only the prepared spell and
completely clean and cannot be recovered by any means. The the ability to cast it is wiped from their memory, it doesn’t
daevic must be able to touch the source of informa�on to expend any spell slots. If the target only has a limited list of
erase it in this way. Other untouched instances of the spells known, such as bards and sorcerers, they instead lose
informa�on are unaffected (for example, if the daevic uses the ability to cast the selected spell for 24 hours.
their eide�c cache to store a spell from a spell book, it is
erased from that book but might s�ll exist in other scrolls or At 18th level, the daevic may store the complete knowledge
books). In addi�on, the daevic can a�empt to sequester a of a single living creature in their eide�c cache as a full-round
wri�en magical trap (such as explosive runes or sepia snake ac�on. This must be a creature the daevic has seen in person,
sigil) in their eide�c cache and destroy it. Treat this as a and the creature must be on the same plane of existence as
Disable Device check to disarm a magical trap (as though the the daevic when the ability is used. The daevic can also use
daevic has the trapfinding class feature). Their bonus on this this ability on themselves. Unwilling creatures targeted by this
roll is equal to either their Disable Device or Linguis�cs ability may a�empt a Will saving throw (DC 10 + 1/2 the
modifiers or the sum of 5 + their daevic level + their daevic’s class level + the daevic’s Intelligence modifier) to
Intelligence modifier, whichever is higher. If the daevic resist its effects, and they understand what the daevic
succeeds, instead of being disabled, the trap is erased and a�empts to do whether or not they succeed or fail on the
destroyed. This ability can’t destroy symbol traps; it func�ons saving throw. Once a creature has been affected by this ability,
only if wri�en text is involved. they cannot be detected by divina�on magic, nor by magical
effects and wards (such as the alarm or explosive runes
At 12th level, whenever the daevic deals damage to a spells), and any creature other than the daevic and the
creature with a manufactured weapon, natural weapon, or affected target whose total hit dice are less than or equal to
with veil ability that deals hit point damage, or whenever a the daevic’s class level forget the target ever existed for as
creature fails a saving throw against one of the daevic’s veils long as the knowledge of them is stored within the daevic’s
that don’t deal damage, the daevic may use an immediate eide�c cache. A�empts to scry the creature automa�cally fail
ac�on to steal one piece of informa�on they choose from the and wards simply fail to trigger, though they otherwise remain
damaged target. If the triggering ability affects mul�ple ac�ve and in place.
targets, the daevic chooses a single target to steal a piece of
informa�on from. This also makes the affected creature extremely forge�able;
creatures whose hit dice are less than or equal to the daevic’s
The daevic may specify the specific piece of informa�on level that interact with the target will quickly forget any
they wish to steal from the target. If the daevic chooses not to, interac�on with the affected creature took place as soon as
or if the target does not know the informa�on the daevic is the affected creature leaves their view.
seeking, the daevic instead gains one random memory from
the target creature that the creature has experienced in the Storing the knowledge of a creature in this way takes up up
past hour. This informa�on is erased from the target’s 1 page of the daevic’s eide�c cache per each of the target
memory unless the target succeeds on a Will saving throw (DC creature’s Hit Dice.
10 + 1/2 the daevic’s level + the daevic’s Intelligence
modifier). The daevic cannot steal the memory of the ac�on
that triggered this ability from the affected creature. A�er
stealing this informa�on, the daevic can choose whether or
not they wish to store it in their eide�c cache. If they choose
not to, the stolen informa�on is only as clear to the daevic as
a normal memory.
This ability can be used to steal spells a creature has
prepared if the daevic chooses to steal the knowledge of a
specific spell: if the target prepares specific spells to cast, such
15 Akasha Retold - Daevic
Muta�on [Retold] Preda�on
Daevics of Preda�on have learned to focus their mutagenic
Daeva of muta�on seek out hosts that are par�cularly
powers towards hos�le ends, their bodies themselves
unpredictable and those that are easily swayed by their
becoming a weapon to overwhelm and destroy their foes.
environment or their compatriots. These mortals are
par�cularly compa�ble with the flesh-altering magics of a They add the following customiza�ons to the list of
muta�on daeva and are be�er able to maintain a daevic bond customiza�on they can select using this passion:
without risking their own life. Daevics of muta�on are • 1 Point Customiza�ons: Tearing S�ng*, S�nger*,
par�cularly uncommon, since the bond o�en comes with Tentacle*
serious consequences for those not able to adapt to the
• 2 Point Customiza�ons: Increased Size, Poison*, Spikes*,
muta�ons it grants.
Tear Flesh*, Ram
Passion Veils: Arachnothorax, Blood Rush, Daevic Aspect, • 3 Point Customiza�ons: Toxic*, Quickened A�acks
Devouring Maggots, Eyes of Night, Fargrasp Tendrils, Fleshling • 4 Point Customiza�ons: Improved Increased Size
Growth, Fleshwarped Reinforcements, Lance Cannons,
Soundscape Perceptors, Toxinlungs, Visage of the Faceless, Survival
Warscultper’s Armaments, Wolf’s Snout, Writhing Approach
Daevics of Survival have learned to focus their evolu�onary
Class Skills: Bluff, Disguise, Stealth, Survival powers towards defensive ends, protec�ng themselves from
The powers of their daevic bond causes their body to rapidly harm and allowing them to thrive in par�cularly dangerous
mutate features to overcome the challenges they face. When situa�ons. They add the following customiza�ons to the list of
the daevic shapes their veils for the day, they gain a number customiza�ons they can select using this passion:
of customiza�ons points equal to an aegis of their level that • 1 Point Customiza�ons: Energy Resistance, Evasion,
can be spent on customiza�ons from the following list. If the Stalwart
daevic does not shape veils, they may instead choose their • 2 Point Customiza�ons: Improved Natural Armor*,
customiza�ons a�er res�ng for 8 hours and then spending 1 Obsese*, For�fica�on
hour in medita�on (or as part of preparing their spells for the
• 3 Point Customiza�ons: Diehard, Frigh�ul Presence
day).
• 4 Point Customiza�ons: Energy Immunity, Improved
They treat their aegis level as their daevic level when Evasion, Improved Stalwart, Protec�ve Shell*
mee�ng prerequisites for these customiza�ons and when
determining their effects (or as their aberrant level, for
customiza�ons normally available to an aegis with the
aberrant archetype). These customiza�ons are considered an
extraordinary effect. The following customiza�ons can be
found on this page, or on this page for customiza�ons marked
with a * (suit customiza�ons can otherwise be found printed
in Ul�mate Psionics).
• 1 Point Customiza�ons: Darkvision, Disjointed*,
Eyestalks*, Hardened Strikes, Pull, Push, Speed, Spiked
Carapace, Swim, Underwater Breath
• 2 Point Customiza�ons: Adhesive Feet, Chameleon,
Climb, Powerful Build, Tremorsense,
• 3 Point Customiza�ons: Blindsense, Burrow, Reach
• 4 Point Customiza�ons: Blindsight
At 6th level the possessing daeva begins to transform and
adopt an affinity for a par�cular aspect of Muta�on. The
daevic chooses one of the following aspects: Preda�on or
Survival.
Akasha Retold - Daevic 16
Obsession [Retold] A daevic of obsession uses Intelligence instead of Charisma as
their veilweaving modifier.
Daevas of obsessions seek out mortals who share their At 1st level, the obsession daevic chooses a single obsession
obsessive desires, amplifying the drive of those mortals for available to the promethean. This obsession grants the daevic
whom they form a bond to seek out knowledge and eldritch two unique abili�es at 1st level and as the daevic pursues
augmenta�ons that would warp them into monsters more their obsession they uncover further insights, gran�ng them
suscep�ble to the daeva’s will. Obsession daevics develop a addi�onal abili�es or improvements at 5th, 9th, 13th, 17th,
single eldritch obsession at first level that warps their body and 20th level. The daevic treats their daevic level as their
and mind, gran�ng them forbidden powers and strange new promethean level when determining the effects of this
abili�es beyond the means of most daevics. obsession.
Passion Veils: The daevic’s obsession is all consuming, Unlike other daevic, the obsession daevic’s passion is all
devo�ng energy that would normally be spent towards consuming, causing their passion to not gain a new aspect at
shaping veils into modifying their very body. A daevic of the 6th level.
obsession passion does not gain passion veils, their passion
cannot be invested with essence, and they do not gain passion Progress [Retold]
veil slots. Instead, they gain an addi�onal daevic veil slot at
4th and 14th level, and gain an addi�onal point of essence at Daevas of Progress possess an unending desire to create,
6th level, and every 3 levels therea�er. If a daevic archetype whether that be a lust for inven�on or a desire to iterate and
would replace or remove their passion veils, it replaces or improve on what they already know. They seek out servants
removes these benefits as well. who share similar beliefs, gran�ng their Daevics the power to
At 1st level, and every 6 levels therea�er, the daevic chooses create and invent.
one veil on the promethean veil list and adds it to their veil Passion Veils: Barrier Belt, Bifrost Boots, Cra�sman’s Belt,
list. This replaces the daevic’s expanded passions class Daevic Aspect, Disk of Li�ing, Hands of the Cra�er, Hardlight
feature. If a daevic archetype would replace that class feature, Reinforcements, Ichor Ink, Impulse Earrings, Integrated
it replaces this ability as well. Firearm, Lenses of the Seer, Royal Treasury, Runecloth of
Skills: Knowledge (arcana), Knowledge (dungeoneering), Doorways, Sleeves of Holding, Warding Mandalas
Knowledge (religion), Spellcra� Skills: Appraise, Cra� (all), Knowledge (arcana), Spellcra�
Sidebar: What happens if an Obsession Daevic takes an A daevic of progress uses their Intelligence modifier as their
archetype that replaces their veilweaving but not their veilweaving modifier and in place of their Charisma modifier
passion veils? for their daevic class features, and for Use Magic Device
checks.
When an obsession daevic takes an archetype that
replaces their veilweaving but maintains their ability to The daevic’s innate drive to create combined with their
shape passion veils, the obsession daevic instead gains the patron daeva’s magical poten�al grants them greater control
ability to shape 1 veil at 4th level and 14th level. If they over their magical poten�al, allowing them to create magical
don’t have access to the daevic veil list (or other known objects despite their inability to cast spells.
veils), they may only shape veils added to their list by this The daevic’s class levels count as arcane caster levels for the
obsession. The daevic uses their Charisma as their purposes of item crea�on feats, and they can create spell
veilweaving modifier. The saving throw DC of these veils is trigger spell comple�on items (such as po�ons, scrolls, and
equal to 10 + the essence invested in those veils + the wands) without having the ability to cast the necessary spells.
daevic’s veilweaving modifier. They s�ll need the necessary item crea�on feats, but the
If that archetype also replaces their expanded passions daevic can complete the item crea�on process with only a
class feature, the obsession daevic instead chooses one veil working knowledge of each spell needed.
at 4th level and 14th level from the promethean veil list that At 1st level, they are considered to have a working
they can shape using these veil slots. knowledge of all 0-level and 1st-level spells for the purpose of
item crea�on, allowing them to create magic items and spell
trigger and spell comple�on items with those spells as a
requirement without an increase to the item cra�ing DC.
17 Akasha Retold - Daevic
At 3rd level, and every 2 levels therea�er, the maximum Inven�on
level of spells in which they have working knowledge
increases by 1, to a maximum of 9th-level spells at 17th level. Daevics of inven�on seek to create new and wondrous
objects, constantly finding new goals and lo�y heights from
When using magical items they have cra�ed themselves, the which they seek to change the world. The daevic gains the
daevic does not need to decipher the item or make any checks ability to break down and transfer magical effects between
as part of using it, even if it would have special requirements items. They can spend one hour of work breaking down a
such as when using a scroll. magical item, removing all of its magical effects and producing
At 1st level, the daevic gains Brew Po�on and Scribe Scroll as magical reagents equal to the cost used in its crea�on. If a
bonus feats. magical item was created with a reduc�on in its cra�ing cost
(such as through the Hedge Magician trait) it produces
At 3rd level, and again at 5th level, they gain an addi�onal reagents equal to that reduc�on as well.
Item Crea�on feat of their choice. They must meet the
prerequisites for these feats. Addi�onally, by spending one hour of work the daevic can
transfer magical enchantments between similar items,
The daevic also gains an innate pool of wealth at each level exchanging the magical enhancements and abili�es of two
that they can use to create consumable items. This pool of like items; weapons to weapons, armor to armor, shields to
wealth may only be used to create items using the Cra� shields etc. The daevic must completely exchange the
(alchemy) skill, or to create consumable magical items, such a proper�es of both items when using the ability in this way.
po�ons, scrolls, or wands. At 1st level, and every level Both items the daevic wishes to affect with this ability must be
therea�er, the daevic gains wealth to u�lize with this ability as legal items for all abili�es swapped this way. The daevic may
per Table: Progress Passion Consumable Wealth. Whenever also transfer effects from a magic item to a masterwork
the daevic gains a level, they may use this gold to cra� items nonmagical item using this ability, or exchange effects
using their Cra� (alchemy) skill or their item crea�on feats between, to, or from veils with the Enhanced descriptor. The
without the normal �me required to do so, represen�ng the daevic can also use this ability to transfer charges between
daevic’s con�nual �nkering during their down�me while wands or staves whose highest level spells are the same; for
adventuring. The daevic is required to make any skill checks to example, the cra�er could transfer charges from a wand of
cra� these items, as normal. cure light wounds to recharge a wand of shield. When using
Table: Progress Passion Consumable Wealth this ability in this way, the daevic may choose to transfer any
number of charges currently held in one item to the other.
Daevic Consumable Daevic Consumable
Level Wealth Gained Level Wealth Gained For example, the daevic could take a +1 halberd and a +3
flaming longsword and swap the magical enchantments
1st 50 gp 11th 6,050 gp
between them, resul�ng in a +3 flaming halberd and a +1
2nd 200 gp 12th 7,200 gp longsword. The daevic can also transfer the effects of a
3rd 450 gp 13th 8,450 gp wearable wondrous items of differing slots, such as
4th 800 gp 14th 9,800 gp exchanging the effects of a cloak of elvenkind and boots of
5th 1,250 gp 15th 11,250 gp striding and springing to grant the daevic boots that have the
effects of the cloak of elvenkind, and a cloak that has the
6th 1,800 gp 16th 12,800 gp
effects of the boots of striding and springing.
7th 2,450 gp 17th 14,450 gp
8th 3,200 gp 18th 16,200 gp The daevic cannot use any of these abili�es on cursed items,
intelligent items, or ar�facts.
9th 4,050 gp 19th 18,050 gp
10th 5,000 gp 20th 20,000 gp At 12th level, the daevic gains the ability to redesign a
magical item, altering its proper�es and its func�ons. Doing
At 6th level the possessing daeva begins to transform and so requires 8 hours of uninterrupted work, requires a skill
adopt an affinity for a par�cular aspect of progress. The check at the DC of cra�ing the new item, and allows the
daevic chooses one of the following aspects: Inven�on or daevic to completely redesign the magic item with the
Produc�on. following caveats:
Akasha Retold - Daevic 18
• The magical effects of the item must be redesigned to fit Produc�on
the same item type and item slot, and cannot change the
form of the base item. A weapon retains its weapon type Daevics of produc�on seek mastery of their current skills,
and must have its new enhancements be weapon itera�ng on their work to find ways to save their materials and
enhancements, a belt-slot wondrous item can only be �me to create a greater ar�fice. The daevic reduces the cost
redesigned into a belt-slot wondrous item, and a po�on to create magical items by 5%. This ability doesn’t stack with
can only be redesigned into a po�on. similar effects. Addi�onally, when cra�ing magical items
• The daevic must possess the appropriate cra�ing feats, i.e. during their down�me while adventuring or traveling, they
Cra� Wondrous Items for wondrous items. gain the full benefit of 4 hours per day of cra�ing, rather than
• The item being redesigned must be of equal or lesser the normal 2 hours of work for 4 hours of effort.
value to the new design’s gold piece value. If the Unlike other cra�ers, the produc�on daevic is only limited
redesigned item was of greater value, excess gold is by �me spent cra�ing and may cra� mul�ple magic items in a
regained in the form of magical reagents. For example: given day, however they are s�ll limited to a maximum of
redesigning a +4 headband of mental prowess (cra�ing cra�ing for 8 hours each day. They can use this �me to cra�
cost of 20,000gp) into a +6 headband of vast intellect mul�ple items, such as spending 8 hours to cra� four items
(18,000gp) would return 2,000gp worth of magical with a cra�ing cost of 2,000gp each.
reagents.
• Time spent redesigning an item counts against the �me
When cra�ing mundane items, the daevic mul�plies the
the daevic may spend cra�ing magic items in a given day. result of their Cra� DC by 5 when determining the progress
they make.
The daevic cannot use this ability to redesign cursed items,
intelligent items, or ar�facts. If the daevic fails their skill check, At 12th level, the daevic has learned to further op�mize
the base item retains its original abili�es and is not redesigned their cra�ing, allowing them to complete an addi�onal 500gp
but the �me spent is wasted. worth of work each hour they spend cra�ing magic items.
At 18th level, the daevic creates a marvel of ar�fice, a At 18th level, the daevic further reduces the cost to create
personal minor ar�fact �ed to their very soul and essence. They magical items by 5% (to 10% total), and may complete
gain a single non-consumable magic item with a cra�ing cost of addi�onal 500gp worth of work each hour they spend cra�ing
100,000gp or less of an item type they are able to cra� (such as magic items, for a total of 2,000gp worth of work for hour
a weapon or armor if they have Cra� Arms and Armor, or a spent cra�ing magic items.
wondrous item if they have Cra� Wondrous Item). The item
cannot have charges unless those charges automa�cally
recharge a�er a set period of �me.
This item only works for the daevic, and immediately
disappears if the daevic is slain. The base item is included in the
crea�on of this minor ar�fact, allowing the daevic to assign this
cra�ing cost towards special materials for the base item if they
wish.
If the daevic loses this item, they can immediately recall it to
a free hand as a swi� ac�on. This minor ar�fact also cannot be
destroyed.
The daevic can redesign this minor ar�fact, allowing them to
change it to another magic item with a cra�ing cost of
100,000gp or less by spending one week or work (8 hours of
cra�ing each day for seven days, which counts against the �me
the daevic can spend cra�ing magic items in a given day). Time
spent redesigning their minor ar�fact does not need to be
consecu�ve, but the ar�fact cannot be used while it is being
redesigned. The daevic is not required to make any checks as
part of this redesign, and they may redesign it into any non-
consumable item they are able to cra�, with the above
restric�ons.
19 Akasha Retold - Daevic
Vigilance [Retold] Acuity
Daevics of acuity have learned to further focus their ability to
Daevas of Vigilance seek out individuals who share their see their foe’s weakness, exploi�ng those weaknesses to deliver
careful and observant nature. These daevic are unrivaled debilita�ng injuries.
analysts, tac�cians, and spies, able to garner informa�on and
Once per round when the daevic successfully hits a target
channel it effec�vely towards a variety of strategically salient
they have revealed the abili�es and weaknesses of using the
purposes. Be it finding a crippling weakness in the foe’s defenses
base effects of this passion, they may apply one of the following
or op�mizing the func�onality of a unit’s own soldiers, Vigilance
debili�es to that target:
daevics are an incredible asset to any force that commands
them or is capable of otherwise harnessing their intellectual • Bewildered: The target becomes bewildered, taking a –2
exper�se. penalty to AC and CMD un�l the end of the daevic’s next
turn. The target takes an addi�onal –1 penalty to AC and
Passion Veils: Blindman’s Folds, Bloodsense, Brooch of the CMD against all a�acks made by the daevic. At 9th level,
Guardian, Courtesan’s Cloak, Daevic Aspect, Forbidding and every 3 levels therea�er, the penalty to AC and AMD
Mantra, Greaves of Skirmishing, Imp’s Eyes, Impulse Earrings, against a�acks made by the daevic worsens by –1 (to a
Jewel of Thoughtsight, Lenses of the Seer, Monster Hunter’s total maximum of –7 at 18th level).
Cloak, Pursuer’s Cuffs, Sen�nel’s Helm, Shroud of the Guardian
• Disoriented: The target takes a –2 penalty on a�ack rolls
Skills: Knowledge (arcana, dungeoneering, local, nature, and CMB un�l the end of the daevic’s next turn. In
planes, religion), Survival addi�on, the target takes an addi�onal –1 penalty on all
A daevic of vigilance uses their Wisdom modifier as their a�ack rolls and CMB it makes against the daevic. At 9th
veilweaving modifier and in place of their Charisma modifier for level, and every 3 levels therea�er, the penalty on a�ack
their daevic class features. rolls and CMB made against the daevic worsens by –1 (to a
total maximum of –7 at 18th level).
As a swi� ac�on, the daevic can make a Knowledge check to • Hampered: All of the target’s speeds are reduced by half
iden�fy and intuit and act upon the weaknesses and abili�es of (to a minimum of 5 feet) un�l the end of the daevic’s next
a single creature, using their Wisdom in place of their turn. In addi�on, the target cannot take a 5-foot step and
Intelligence when making this check (DC 15 + the monster’s CR). the daevic’s movement does not provoke a�acks of
On a success, the daevic gains a +1 bonus to saving throws opportunity from the target.
against the iden�fied creatures abili�es, a +1 dodge bonus to
• Occluded: The target treats all creatures and objects
AC against their a�acks, and the daevic’s a�acks and abili�es
outside of 30 feet of it as if they had total concealment.
ignore the first 5 points of the iden�fied creature’s damage
They treat the daevic as if they had total concealment if
reduc�on and resistances. At 6th level, and again at 12th and
the daevic is more than 5 feet away from the target.
18th level, these bonuses increase by +1 and the daevic ignores
an addi�onal 5 points of damage reduc�on and resistances with At 12th level, and again at 18th level, the daevic may apply an
their a�acks and abili�es against an iden�fied creature. The addi�onal debility to the target.
daevic may also reinvest their essence as part of using this
Watchfulness
ability, whether or not their a�empt is successful.
Daevics of watchfulness focus their observant nature towards
If the daevic has the Kirin Style feat, or a similar ability that the aid of their allies, direc�ng them to exploit the weaknesses
allows them to iden�fy a creature as a swi� ac�on to gain a their foe’s have revealed to them.
benefit against them, the daevic may gain the benefits of all of
those abili�es as part of making this ability’s Knowledge check. At 6th level, the daevic learns one strategy available to the
This Knowledge check must s�ll beat the DC required for each tac�cian class. The daevic may use these strategies a number of
of these abili�es, and the daevic must meet the other �mes per day equal to 3 + their Wisdom modifier, and uses their
prerequisites of using these abili�es to gain the benefits of Wisdom modifier in place of their Intelligence modifier when
those abili�es (such as having to use the style to benefit from determining the effects of those strategies. Instead of affec�ng
Kirin Style). members of their collec�ve, the daevic’s strategies are able to
affect their allies that they can see within Medium range (100
At 6th level the possessing daeva begins to transform and feet + 10 feet per class level) of them. Whenever the daevic
adopt an affinity for a par�cular aspect of vigilance. The daevic ac�vates one of their strategies as a swi� ac�on they may
chooses one of the following aspects: reinvest their essence.
At 9th level, and every 3 levels therea�er, the daevic learns an
addi�onal strategy.
Akasha Retold - Daevic 20
Wrath [Retold] if the daevic makes more than one a�ack as part of a charge,
and if the daevic uses this ability as part of a charge the
Daevas of Wrath seek out individuals whose nature will a�acks made using this ability benefit from the damage
naturally drive them into conflict with others; whether they bonuses granted by the charge.
have a lust for combat, or an ever-present desire to fight for At 11th level, the daevic gains Improved Vital Strike and
what they believe. Daevics chosen by this passion usually fall Great Cleave as bonus feats, and may use Great Cleave in
among one of the extremes of chaos or law, willing to fight place of Cleave using this aspect’s ability. At 16th level, they
and die for what they believe whether it be for their ethics and gain Greater Vital Strike as a bonus feat.
beliefs or their desire to be free of other’s moral and lawful
constraints. Vengeance
Passion Veils: Antlers of the Ephemeral Elk, Armbands of the The daeva is now an avatar of destruc�on, divorced of
Irked Elephant, Armory of the Conqueror, Behemoth’s Flesh, morality and possessed only of a drive to destroy those who
Daevic Aspect, Draconic Ferocity, Eyes of Terror, Gorget of the oppose it. When the daevic successfully bull rushes or
Wyrm, Gory Armaments, Mask of the Hunter, Maw of the overruns a creature as a standard ac�on or as the only a�ack
Starving Beast, Pasha’s Crushing Gauntlets, Sea Drake’s Talons, made as part of a charge, the daevic may make a full a�ack
Tauric Brace, Wrathful Claws ac�on against the target in place of the a�ack of opportunity
granted by this passion. This full a�ack can only be made
Skills: Acroba�cs, Heal, In�midate, Survival
using natural weapons. This ability cannot be used as part of
At 1st level, the daevic gains Improved Bull Rush as a bonus a charge if the daevic makes more than one a�ack as part of
feat, and is considered to have the Power A�ack feat for the a charge, and if the daevic uses this ability as part of a charge
purposes of mee�ng the prerequisites of feats that require the a�acks made using this ability benefit from the damage
both Power A�ack and Improved Bull Rush. bonuses granted by the charge.
The first �me the daevic successfully bull rushes or overruns
an opponent each round, they may make an a�ack of
opportunity against that opponent before or a�er moving
them (the opponent must be within their reach to make an
a�ack a�er moving them).
At 3rd level, the daevic gains Demonic Style as a bonus feat,
and the daevic can enter this style as part of realloca�ng their
essence as a swi� ac�on.
At 5th level, the daevic gains Demonic Momentum as a
bonus feat.
At 6th level the possessing daeva begins to transform and
adopt an affinity for a par�cular aspect of Wrath. The daevic
chooses one of the following aspects: Jus�ce or Vengeance.
Jus�ce
The daeva’s appe�te for destruc�on 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 jus�ce with a single merciful blow. The
daevic gains Vital Strike and Cleave as bonus feats. When the
daevic successfully bull rushes or overruns a creature as a
standard ac�on or as the only a�ack made as part of a charge,
the daevic may either take an a�ack ac�on modified by the
Vital Strike feat or use the Cleave feat as if they had taken a
standard ac�on in place of the a�ack of opportunity granted
by this passion. This ability cannot be used as part of a charge
21 Akasha Retold - Daevic
Daevic Retold Archetypes Sijjic [Retold]
The following archetypes have been reworked to be used by The daeva Sij reveled in destruc�on, said to have cleaved the
a retold daevic, and are marked by the [retold] tag. world asunder with blade and claw. The daevic who follow in its
path have taken the name Sijjic to honor its legacy and honed
their mar�al talents to con�nue its destruc�ve ends.
Aeshmic [Retold]
Proficiencies: Sijjic are proficient with simple weapons and
Those who use the path of the Daevic to follow the warring light armor. In addi�on, if this is this character’s first level in any
ideals of the daeva Aeshma have taken the �tle of the Aeshmic. class, they may select a mar�al tradi�on of their choice.
These terrifying foes have given up some of their ability to shape
This modifies the daevic’s normal proficiencies.
veils to harness destruc�ve mar�al prowess alongside more
varied magical poten�al. Essence Pool: The sijjic has a reduced pool of essence,
gran�ng them one point of essence at 1st, 3rd, 6th, 9th, 12th,
Proficiencies: Aeshmic are proficient with simple weapons
15th, and 18th level.
and light armor. In addi�on, if this is this character’s first level in
any class, they may select a mar�al tradi�on of their choice. This modifies the daevic’s essence pool.
This modifies the daevic’s normal proficiencies. Combat Training: A sijjic may combine combat spheres and
talents to create powerful mar�al techniques. Sijjic are
Cas�ng: An aeshmic may combine spheres and talents to
considered Adept combatants and use their Charisma as their
create magical effects. The aeshmic is considered a Low-Caster.
prac��oner modifier.
(Note: All casters gain 2 bonus talents and may select a cas�ng
tradi�on the first �me they gain the cas�ng class feature.) This replaces the daevic’s veilweaving class feature.
Spell Pool: An aeshmic gains a small reservoir of energy they Passionate Veilweaving: Sijjic use their Charisma as their
can call on to create truly wondrous effects, called a spell pool. veilweaving modifier for their passion veils, and the saving
This pool contains a number of spell points equal to their level throw DC of a sijjic’s passion veils is equal to 10 + the essence
+ their cas�ng ability modifier (minimum: 1). This pool invested in the veil + their veilweaving modifier.
replenishes once per day a�er roughly 8 hours of rest. This modifies the daevic’s passion class feature.
Blended Training: At each class level, the aeshmic gains their Impassioned Combat (Su): At 5th level, the sijjic gains a bonus
choice of a combat or magic talent. Aeshmics use their cas�ng Combat talent and selects a single Combat sphere. This Combat
ability modifier as their prac��oner modifier. sphere becomes their impassioned sphere. For every 2 points of
This replaces the daevic’s veilweaving, improved essence essence invested in their passion, the sijjic treats their base
capacity, and resist influence class features. a�ack bonus or skill ranks as one higher when determining the
effects of their impassioned sphere that determine their effects
Blended Power: An aeshmic uses their cas�ng ability modifier
based on the sijjic’s base a�ack bonus or skill ranks (but not for
in place of their Charisma for all of their daevic class features. If
a�acks made using that sphere, or for skill checks made using
the aeshmic’s passion replaces their Charisma with a different
that sphere). The sijjic cannot change their impassioned sphere
ability scores, they use their cas�ng ability modifier in place of
once it has been selected.
that ability score as well.
If the sijjic’s passion cannot be invested with essence (such as
Passionate Veilweaving: Aeshmics use their cas�ng ability
if they have taken the Obsession passion), they instead treat
modifier as their veilweaving modifier for their passion veils,
their base a�ack bonus and skill ranks for the impassioned
and the saving throw DC of an aeshmic’s passion veils is equal
sphere as one higher when determining its effects (but not for
to 10 + the essence invested in the veil + their veilweaving
a�acks made using that sphere, or for skill checks made using
modifier.
that sphere).
This modifies the daevic’s passion class feature.
This replaces the daevic’s resist influence class feature.
Essence: At 1st level, an aeshmic gains access to a pool of
Focused Mind (Su): At 9th level, the sijjic’s passion hardens
essence which they can use to invest their veils. They gain 1
their focus and resolve, gran�ng them the ability to expend
point of essence at 1st level, and an addi�onal point at 6th
their mar�al focus as part of making a Will save in addi�on to
level, 12th level, and 18th level.
For�tude and Reflex saves, trea�ng their roll for that Will save
This modifies the daevic’s essence pool. as if it were a 13.
Akasha Retold - Daevic 22
Improved Impassioned Combat (Su): At 13th level, the sijjic Passionate Blood: The haemovic selects a passion, as normal
gains a bonus Combat talent. Addi�onally, they can choose to for a daevic, but does not gain the ability to shape any passion
enhance the effects of their impassioned sphere, or choose a veils and does not add their passion’s veils to their veil list.
second impassioned sphere.
This modifies the daevic’s passion class feature.
If they choose to enhance their impassioned sphere, they
Shaper of Blood: Each day when the haemovic rests to regain
treat their base a�ack bonus or skill ranks as one higher when
their spell points they may shape a Blood veil from the daevic
determining the effects of the sphere based on the sijjic’s base
veil list, using their class level as their veilweaving level and
a�ack bonus on skill ranks. This stacks with the bonus granted
their cas�ng ability modifier as their veilweaving modifier. This
by impassioned combat.
veil does not count against their shaped veils each day but s�ll
If they choose to gain a second impassioned sphere, they occupies their Blood chakra. This Blood veil is always treated as
select a second sphere and apply the benefits of their if it was invested with its maximum essence capacity, but
impassioned combat class feature to that sphere as well. cannot otherwise have essence invested to or removed from it.
At 3rd level, 9th level, and 15th level the essence capacity of
Unparalleled Focus (Su): At 17th level, the sijjic’s passion
this Blood veil increases by 1. This increase does not stack with
hardens their focus to such a degree that they can shake off
similar abili�es, such as the improved essence capacity class
effects that would debilitate others. When expending their
feature or the Capacity Increase talent, but does stack with the
mar�al focus as part of a saving throw, they treat their roll as a
Enhanced Capacity feat.
15 instead.
This replaces the daevic’s bloodweaving class feature.
Haemovic [Retold] Haemokine�c Arts: At 1st level, the haemovic gains the Blood
sphere as a bonus magic talent and uses their class level as their
A haemovic’s daeva bond further empowers their blood
caster level with the Blood sphere. This stacks normally with
beyond that of a normal daevic, gran�ng them a level of blood
caster levels gained from other sources. If they already have the
controlling power far beyond their more tradi�onal kin.
Blood sphere, they instead gain a bonus Blood sphere talent of
Proficiencies: Haemovic are proficient with simple weapons their choice.
and light armor. In addi�on, if this is this character’s first level in
Bloody Implement: At 2nd level, the haemovic’s blood has
any class, they may select a mar�al tradi�on of their choice.
been infused by so much of their power that it further amplifies
This modifies the daevics normal proficiencies. the effects of their haemokine�c magic, gran�ng them a +1
enhancement bonus to their caster level with the Blood sphere.
Cas�ng: A haemovic may combine spheres and talents to
This increase cannot be used to meet caster level prerequisites.
create magical effects. The haemovic is considered a Low-
At 6th level, and every 2 levels therea�er, their blood grows in
Caster. (Note: All casters gain 2 bonus talents and may select a
power. At each of these increases the haemovic can choose to
cas�ng tradi�on the first �me they gain the cas�ng class
increase the enhancement bonus of this ability by +1 (to a
feature.)
maximum of +5) or gain an implement special ability with a +1
Spell Pool: A haemovic gains a small reservoir of energy they bonus. Whenever the haemovic reaches one of these levels
can call on to create truly wondrous effects, called a spell pool. they can change the decisions made using this ability, including
This pool contains a number of spell points equal to their level selec�ng higher-cost implement special abili�es by giving up
+ their cas�ng ability modifier (minimum: 1). This pool mul�ple levels worth of increase (an 8th-level haemovic could
replenishes once per day a�er roughly 8 hours of rest. have a +1 enhancement bonus and a +3-equivalent ability, for
example).
Blended Training: At each class level the haemovic gains their
choice of a combat or magic talent. The haemovic uses their This ability does not stack with other Blood implements. If the
cas�ng ability modifier as their prac��oner modifier. haemovic uses another implement of the Blood sphere, they
lose the benefits of this ability un�l they stop using that
This replaces the daevic’s veilweaving, essence pool, chakra
implement.
binds, improved essence capacity, and expanded passions class
features. Binding of Blood: At 9th level, the haemovic treats their Blood
veil shaped by their shaper of blood class feature as bound to
Power in the Blood: A haemovic uses their cas�ng ability
the Blood chakra.
modifier in place of their Charisma for all of their daevic class
features. If the haemovic’s passion replaces their Charisma with This replaces the daevic’s blood binding class feature.
a different ability scores, they use their cas�ng ability modifier
in place of that ability score as well.
23 Akasha Retold - Daevic
Sphere Daevic [Retold] Improved Essence Capacity: At 3rd level, and again at 9th
and 15th level, the daevic gains Improved Capacity as a bonus
These daevics use the powers of the spheres to harness their talent.
veilweaving abili�es, allowing them to dabble in a wider This replaces the daevic’s improved essence capacity class
variety of magics. feature.
Cas�ng: The sphere daevic may combine spheres and
talents to create magical effects. The sphere daevic is Xeshim [Retold]
considered a Low-Caster. (Note: All casters gain 2 bonus
talents and may select a cas�ng tradi�on the first �me they Daeva are strange creatures. Linked to emo�on in a way
gain the cas�ng class feature.) that is not well understood, some are even more peculiar,
a�ached to a hybrid emo�on. Lust for ba�le, knowledge of
This replaces the daevic’s veilweaving and essence pool class combat, the daeva of a xeshim is a spirit whose core is war.
features.
Maneuvers: A xeshim begins their career with knowledge of
Spell Pool: The sphere daevic gains a small reservoir of three mar�al maneuvers. When they take their first xeshim
energy they can call on to create truly wondrous effects, level, they gain access to two disciplines as determined by
called a spell pool. This pool contains a number of spell points their passion (see below) as well as one discipline of their
equal to their level + their cas�ng ability modifier (minimum: choice. If one of their selected disciplines’ associated skills is
1). This pool replenishes once per day a�er roughly 8 hours of not on their class skill list, they gain it as a class skill.
rest.
Once the xeshim knows a maneuver, they must ready it
Magic Talents: A sphere daevic gains 1 magic talent every before they can use it (see Maneuvers Readied, below). A
�me they gain a caster level. This does not stack with caster maneuver usable by xeshims is considered an extraordinary
levels gained from other sources. ability unless otherwise noted in it or its discipline’s
Veilweaver: At 1st level, the sphere daevic gains the descrip�on. A xeshim’s maneuvers are not affected by spell
Veilweaving sphere and the Daevic’s Tradi�on advanced talent resistance, and they do not provoke a�acks of opportunity
as bonus talents. If they already have either of these talents, when they ini�ate one.
they may select a Veilweaving talent of their choice to replace The xeshim learns addi�onal maneuvers at higher levels, as
either duplicate. The sphere daevic does not learn a veil of indicated on Table: Archetype Maneuver Progression. The
their choice when gaining the Veilweaving sphere in this way. maximum level of maneuvers gained through xeshim levels is
If they had already learned a veil from taking the Veilweaving limited by those listed in that table as well, although this
sphere before taking this class, they lose knowledge of that restric�on does not apply to maneuvers added to their
veil if that veil is not part of their Tradi�on. maneuvers known through other methods, such as pres�ge
Passionate Veilweaving: Sphere daevic use their cas�ng classes or the Advanced Study feat. A xeshim must meet a
ability modifier as their veilweaving modifier for their passion maneuver’s prerequisite to learn it. See the Systems and Use
veils, and the saving throw DC of a sphere daevic’s passion chapter in Path of War for more details on how maneuvers are
veils is equal to 10 + the essence invested in the veil + their used.
veilweaving modifier. Passion veils shaped in this way count Upon reaching 4th level, and at every even numbered
against the maximum number of veils they may shape using ini�ator level therea�er (6th, 8th, 10th, and so on), the
the Veilweaving sphere, as normal. If the sphere daevic’s xeshim can choose to learn a new maneuver in place of one
passion replaces their Charisma with a different ability scores, they already know. In effect, they lose the old maneuver in
they use their cas�ng ability modifier in place of that ability exchange for the new one. They can choose a new maneuver
score as well. of any level they like, as long as they observe the restric�on
This modifies the daevic’s passion class feature. on the highest-level maneuvers they know; the xeshim need
not replace the old maneuver with a maneuver of the same
Shaper’s Exper�se: The sphere daevic uses the higher of
level. They can swap only a single maneuver at any given level.
their caster level and their class level when mee�ng the
A xeshim’s ini�a�on modifier is the same as their veilweaving
prerequites for and determining how many �mes they can
modifier, and each xeshim level is counted as a full ini�ator
take the Shape Addi�onal Veil talent.
level.
At 6th, and again at 12th and 18th level, the sphere daevic
gains Shape Addi�onal Veil as a bonus talent.
Akasha Retold - Daevic 24
Maneuvers Readied: A xeshim can ready all three of their Mar�al Passion: The xeshim daeva is a spirit of war, despite
maneuvers known at 1st level, and as they advance in level its emo�onal focus. The xeshim does not gain the ability to
and learn more maneuvers, they are able to ready more, but shape veils as part of their passion, and does not add their
must s�ll choose which maneuvers to ready. A xeshim must passion veils to their veil list. Instead, their passion grants the
always ready their maximum number of maneuvers readied. xeshim mar�al disciplines. Some passions also grant
They ready their maneuvers by communing with their daeva addi�onal benefits or change the benefits normally granted
for ten minutes. The maneuvers they choose remain readied by the passion for a xeshim. When the xeshim gains their
un�l they decide to commune again and change them. The passion’s aspect, they gain an addi�onal mar�al discipline (or
xeshim does not need to sleep or rest for any long period of addi�onal abili�es, depending on the passion).
�me in order to ready their maneuvers; any �me they spend
If your passion is not listed here, work with your DM to
ten minutes communing, they can change their readied
create a mar�al passion. As a guide, passions grant two
maneuvers.
thema�c disciplines, and then an addi�onal discipline when it
A xeshim begins an encounter with all their readied gains its aspect.
maneuvers unexpended, regardless of how many �mes they
This modifies the daevic’s passion class feature and replaces
might have already used them since they chose them. When
their expanded passions class feature.
they ini�ate a maneuver, they expend it for the current
encounter, so each of their readied maneuvers can be used Apathy
once per encounter (unless they recover them, as described
• The xeshim gains Broken Blade and Veiled Moon.
below).
▪ If they choose Emp�ness, they gain Scarlet Throne.
In order for the xeshim to recover maneuvers, they must ▪ If they choose Ennui, they gain Cursed Razor.
spend a full round ac�on to gather their essence. The xeshim
regains a number of maneuvers equal to their ini�a�on Desire
modifier (minimum 2) and the combined akashic might of the • The xeshim gains Golden Lion and Roaring Mouse.
xeshim and their daeva is unleashed in a burst of energy. ▪ If they choose the Love aspect, they gain Radiant
Enemies within 5 feet of the xeshim take 1d6 akashic damage. Dawn. The daevic may treat their sun’s gleam as if it
This damage increases by +1d6 for every odd level the xeshim were a thrown weapon a�ack.
has and the radius increases by 5 feet at 5th level and every 5
▪ If they choose the Avarice aspect, they gain Tempest
levels therea�er. Alternately, the xeshim may take a moment
Gale.
to focus, recovering a single maneuver as a standard ac�on.
Dominion
Stances Known: A xeshim begins their career with
knowledge of one stance from any discipline open to xeshims. • The xeshim gains Iron Tortoise and Thrashing Dragon.
At 4th, 7th, 11th, and 13th levels, they can select an addi�onal ▪ If they choose the Benevolence aspect, they gain
stance to learn. The maximum level of stances gained through Roaring Mouse.
xeshim levels is limited by those listed in Table: Archetype ▪ If they choose the Tyranny aspect, they gain Eternal
Maneuver Progression. Unlike maneuvers, stances are not Guardian.
expended and the xeshim does not have to ready them. All
Evolu�on
the stances they know are available to them at all �mes, and
they can change the stance they are currently maintaining as • The xeshim gains Sha�ered Mirror and Primal Fury.
a swi� ac�on. A stance is an extraordinary ability unless ▪ If they choose the Adapta�on aspect, they gain Spark
otherwise stated in the stance or discipline descrip�on. of Ba�le. The xeshim is treated as if they had the
Unlike with maneuvers, a xeshim cannot learn a new stance Spark of Inspira�on feat for the purposes of this
at higher levels in place of one they already know. discipline maneuvers and stances. Whenever such an
ability would allow them to spend stamina for an
Warrior Spirit: At 1st level, the xeshim gains their choice of effect, they may take an equal amount of essence
either High Noon, Sunrise, or Sunset as a bonus feat. burn instead.
▪ If they choose the Apex aspect, they gain Surging
Shark.
25 Akasha Retold - Daevic
Fixa�on ▪ If they choose the Secrecy aspect, they gain Leaden
Hyena.
• The xeshim gains Solar Wind and Tempest Gale.
Muta�on
▪ If they choose the Hyperfocus aspect, they gain
Mithral Current. • The xeshim gains two mar�al disciplines of their choice. At
▪ If they choose the Mul�focus aspect, they gain Sagi�a 6th level, they gain a third mar�al discipline of their
Stellaris. choice.
Harmony Obsession
• The xeshim gains Unquiet Grave and Silver Crane. • The xeshim gains a single mar�al discipline of their choice.
Addi�onally, they may u�lize grave call effects as though Addi�onally, at 1st level they select one of their mar�al
they were undead, as well as heal via nega�ve energy. disciplines: they gain a +1 bonus to a�ack rolls and skill
▪ If they choose Enlightenment, they gain Scarlet checks when ini�a�ng maneuvers from that discipline, and
Throne. increase the saving throw DCs of that discipline’s
maneuvers by 1. At 8th level, and again at 16th level, these
▪ If they choose Tranquility, they gain Steel Serpent.
bonuses increase by an addi�onal +1.
Hatred
Progress
• The xeshim gains Cursed Razor and Leaden Hyena. A
• The xeshim gains Mangled Gear and Sha�ered Mirror.
xeshim with this passion adds all veils with the [Brand]
descriptor to their veil list, and any creature they have ▪ If they choose the Inven�on aspect, they gain
branded is also treated as cursed. Elemental Flux. The xeshim can change their ac�ve
element when they reinvest their essence.
▪ If they choose the Animus aspect, they gain Eternal
Guardian. ▪ If they choose the Progress aspect, they gain Riven
Hourglass.
▪ If they choose the Odium aspect, they gain Black
Seraph. Vigilance
Knowledge • The xeshim gains Silver Crane and Scarlet Throne.
• The xeshim gains Fool’s Errand and Sha�ered Mirror. The ▪ If they choose the Acuity aspect, they gain Veiled
xeshim may not use their eide�c cache to cast spells, but Moon.
may instead use it to perform maneuvers. The xeshim ▪ If they choose the Watchfulness aspect, they gain
stores these maneuvers from reading sources such as Sleeping Goddess.
mar�al scripts or from seeing them in ac�on. A maneuver Wrath
takes up one page per level of the maneuver, just like a
spell, and the xeshim may use a total number of levels • The xeshim gains Primal Fury and Piercing Thunder. At 3rd
worth of maneuvers per day from their eide�c cache equal level, the xeshim can enter a stance and their Demonic
to their class level. The xeshim cannot use stances stored Style as part of the same swi� ac�on. They do not gain the
in this way, only strikes, boosts, and counters. The ability to reinvest their essence as part of the ac�on if they
maximum level of maneuvers they can perform using this choose to do so.
ability is the same as the maximum spell level they could ▪ If they choose the Jus�ce aspect, they gain Unquiet
cast. The xeshim does not need to have the discipline to Grave. They gain Mar�al Charge as a bonus feat and
use a maneuver stored in their eide�c cache, and they do may use it to bull rush or overrun a target in addi�on
not need to ready maneuvers stored in their eide�c cache to the normal effects of the strike. They may make this
to use them in this way. bull rush a�empt before or a�er they ini�ate the
▪ If they choose the Educa�on aspect, they gain strike. Addi�onally, they may u�lize grave call effects
Sleeping Goddess. Addi�onally, they gain Akashic as though they were undead, as well as heal via
Augmenta�on as a bonus feat. They apply its benefits nega�ve energy.
to maneuvers instead of powers, and may reduce the ▪ If they choose the Vengeance aspect, they gain Black
augmenta�on cost to 0. They may also apply each Seraph. Whenever the xeshim performs a bull rush or
reduc�on to a different maneuver, if they wish. For overrun made as part of a strike, they may make a full
example, if they invested 3 essence in the feat, they a�ack with their natural weapons as per the ability of
could apply a -2 reduc�on to one maneuver and -1 to the Vengeance aspect. This full a�ack does not gain
another, or -1 to three different maneuvers. the benefits of any of the xeshim’s boosts or stances
when performed in this way.
Akasha Retold - Daevic 26
Other Archetypes essence. If the selected passion would change a daevic’s
veilweaving modifier, it also changes the veilweaving modifier of
the impassioned. The impassioned uses this new veilweaving
The following archetype for the spellweaver has been given a modifier for any abili�es granted by the chosen passion, but not
[retold] version to grant them a variant of the archetype that for any of their other spellweaver class features (such as the
lines up be�er with the features of the retold daevic. spells they cast). They do not gain any of the other abili�es of
their passion at 1st level.
Impassioned [Retold] (Spellweaver At 4th level, they gain the abili�es of their passion normally
Archetype) granted to a daevic of 1st level, and they treat their spellweaver
level as their daevic level -3 when determining its effects and
Harnessing the power of a daeva has granted the impassioned
determining when they unlock the remaining abili�es granted by
great power at the cost of inflaming their passions, for good and
their passion.
ill both.
At 9th level, they choose an aspect of their selected passion.
Saving Throws: An impassioned’s Will saving throw progression
is reduced to be equal to their For�tude saving throw If the impassioned takes levels in the daevic class they must
progression. select the same passion with both classes. When doing so, they
add their daevic level and their spellweaver level - 3 together
This modifies the spellweaver’s saving throws.
when determining the effects of their passion. If they gain the
Impassioned Veilweaving: An impassioned wields the powers ability to invest essence in their passion from their daevic levels,
of a daevic which they have formed a bond with to channel the the invested essence only applies towards the daevic’s veils
power of their emo�ons and passions in the form of veils, which shaped in passion slots, as normal.
they draw from the daevic veil list. They know and can shape any
This replaces the spellweaver’s bonus feats gained at 4th, 7th,
veil from this list. The impassioned uses their Charisma as their
10th, and 16th level.
veilweaving modifier, and has a veilweaving level equal to their
class level. The saving throw DCs of the impassioned’s veils are Resist Influence (Ex): At 2nd level, the symbio�c bond between
equal to 10 + the essence invested in the veil + the impassioned’s the impassioned and their bond daeva has progressed to such an
veilweaving modifier. extent that the daeva can protect them from outside influences
against the daevic’s mind or percep�ons. The impassioned gains
The impassioned can only shape a limited number of veils per
a +1 bonus to saving throws against mind-affec�ng effects,
day. They can shape 2 veils at 1st level, and gain the ability to
compulsions, charms, and fear effects and gains +1 bonus on
shape 1 addi�onal veil each day at 5th, 9th, 13th and 17th level.
Sense Mo�ve checks. These bonuses increase by an addi�onal +1
This modifies the spellweaver’s veilweaving class feature. at 5th level, and every 3 levels therea�er.
Blood Shaper: The impassioned gains access to a unique This ability stacks with the daevic class feature of the same
chakra slot, Blood. Whenever the impassioned sha�ers a veil name.
shaped in their Blood slot, the power surges through their body
This replaces the spellweaver’s tempered veils class feature.
and grants them 5 temporary hit points for each point of essence
burned as part of the sha�ering. These temporary hit points Middle Chakra Bind: At 9th level, the impassioned gains access
persist for as long as the veil is sha�ered, and if these temporary to a middle chakra bind. Each day when they shape their veils,
hit points are lost the impassioned recovers a number of they can choose whether they wish to bind veils to the Blood,
temporary hit points each minute equal to the number of points Wrists, Shoulders or Headband slots. At 13th level, they choose
of essence burned for as long as the veil is sha�ered. two binds rather than one.
Bound Daeva (Ex): At 1st level, the impassioned forms a bond This modifies the spellweaver’s middle chakra bind class
with a daeva. This func�ons as per the daevic’s bound daeva feature.
class feature, trea�ng the impassioned’s spellweaver level as Bound Mind (Ex): At 11th level, the bond between the
their effec�ve daevic level when determining its effects. If the impassioned and their bound daeva’s minds grows even more
impassioned takes levels in daevic, the levels of these classes powerful, allowing the daeva to a�empt to end condi�ons
stack when determining the effects of their bound daeva. affec�ng the impassioned’s mind. If the impassioned would be
This replaces the spellweaver’s cantrips class feature. affected by an effect that they gain a saving throw bonus against
from their resist influence ability and they fail their saving throw,
Passion: At 1st level, the impassioned selects a single passion
they can a�empt that saving throw again 1 round later at the
available to the daevic. The impassioned adds the chosen
same DC. They only gain one extra chance to succeed on a saving
passion’s class skills to their list of class skills, and the passion’s
throw against any individual effect using ability.
veils to their veil list. Their passion cannot be invested with
27 Akasha Retold - Daevic
Prestige Classes Class Features
Weapon and Armor Proficiency
Bloodfuser Bloodfusers gain no proficiency with weapons or armor.
Bloodweaving
These strange alchemists have mastered the art of infusing
blood with akashic power, allowing them to shape the esoteric At 1st level, the bloodfuser expands their control over their
Blood veil. Using their abili�es they o�en prove to be blood, allowing them to infuse it with akashic veils. They treat
dangerous and wild combatants driven by a passion for every Blood slot veil as their veil list for this ability, gain the ability
discovery, providing doses of their infused blood to allies to to shape veils to the Blood chakra, use their Intelligence to
bolster their strengths as well. determine their veilweaving modifier, and treat their character
level as their veilweaver level. If they already have the ability to
Role: Using the aggressive power of their infused blood, shape veils from another source, they use the highest of their
bloodfusers o�en find themselves in the thick of combat, veilweaving modifiers to determine the proper�es of their veils.
dismantling their foes with the fury provided by their magic.
The bloodfuser gains the ability to shape one veil at 1st level,
Using their ability to cra� infused blood, they can also make
and gains the ability to shape one addi�onal veil at 4th, and 10th
for profitable alchemists outside of combat.
level.
Alignment: Bloodfusers can be of any alignment, but the
Essence Pool
dangerous and unpredictable nature of the studies and
experimenta�on required to master the art best suits those The bloodfuser gains 1 point of essence at each level.
of a Chao�c alignment.
Blood Infusion
Hit Dice: d8
At 2nd level, the bloodfuser gains Infuse Blood as a bonus feat.
Requirements As part of shaping their veils for the day, they can create one free
Skills: Cra� (alchemy) 5 ranks, Knowledge (arcana) 5 ranks dose of infused blood without having to make a Cra� (alchemy)
Other: 2 points of essence or Spellcra� check. This infused blood is treated as if it had
essence invested in it equal to the bloodfuser’s maximum
Class Skills essence capacity of their Blood veils, and is treated as bound
when the bloodfuser gains the ability to bind veils to their Blood
The bloodfuser’s class skills are Appraise (Int), Cra� (Int), Fly
chakra. Unlike normal doses of infused blood, these free doses
(Dex), Knowledge (all) (Int), Linguis�cs (Int), Profession (Wis),
have half the dura�on, and automa�cally expire 24 hours a�er
and Spellcra� (Int). their crea�on. They are worth no gold pieces if sold.
Skill Ranks at Each Level: 4 + Int modifier.
At 4th level, and again every 2 levels therea�er, the bloodfuser
can create one addi�onal dose of infused blood as part of
preparing their veils for the day.
Table: Bloodfuser
Base A�ack Fort Ref Will Akasha
Level Special
Bonus Save Save Save Veils Essence
1st +0 +1 +0 +0 Bloodshaping, essence pool 1 1
2nd +1 +1 +1 +1 Blood infusion (1 free dose) 1 2
3rd +2 +2 +1 +1 Bloodbinding, increased blood capacity +1 1 3
4th +3 +2 +1 +1 Blood infusion (2 free doses), mingled blood 2 4
5th +3 +3 +2 +2 Blood control 2 5
6th +4 +3 +2 +2 Blood infusion (3 free doses) 2 6
7th +5 +4 +2 +2 Blood aspect 2 7
8th +6 +4 +3 +3 Blood infusion (4 free doses) 2 8
9th +6 +5 +3 +3 Increased blood capacity +2 2 9
10th +7 +5 +3 +3 Blood infusion (5 free doses), eternal infusion 3 10
Akasha Retold - Daevic 28
Blood Binding
At 3rd level, the bloodfuser gains the ability to bind veils to
Races
their Blood chakra.
Increased Blood Capacity
Avead
At 3rd level, and again at 9th level, the bloodfuser increases the Occasionally when a mortal with a daeva bonded to them
essence capacity of their Blood veils by 1. conceives a child that bond influences their bloodline going
into the future, passing some of the bonded daeva’s power
Mingled Blood along to their offspring or distant descendents. These beings
At 4th level, the bloodfuser gains the ability to shape and bind become suffused with that daeva’s akashic powers, becoming
an addi�onal veil to their Blood slot. At 10th level, they gain the a being that isn’t quite mortal and isn’t quite daeva. Avead
ability to shape two addi�onal veils to their Blood slot instead. (pronounced ah-ved) o�en possess traits of their daeva
bloodline above and beyond their altered appearance, o�en
Blood Control (Su)
having a personality �nged by their daeva bloodline's
At 5th level, the bloodfuser gains increased control over their emo�onal or passion requirements. This natural alignment to
blood. Whenever they would take bleed damage or suffers blood an emo�on or passion o�en draws daeva of that aspect to
loss, they may immediately heal half the damage taken (rounded them, causing many avead to form daeva bonds themselves.
up, minimum 1). This healing alone does not stop the bleed
damage they are taking. As a full-round ac�on that provokes Physical Appearance: Avead are born looking iden�cal to
a�acks of opportunity the bloodfuser may immediately stop any their birth species, the power of daeva blood within their
bleeding they are suffering from. body not fully manifes�ng un�l they reach puberty. At such a
point, their body begins to change as their powers manifest
Blood Aspect and their innate veil takes physical form. Due the the wild
At 7th level, the bloodfuser’s blood has become further infused differences in the appearances of daeva they draw the effects
by akashic power, allowing them to shape the Daevic Aspect veil of their blood from, these physical changes can be very minor,
each day. This veil does not count against their normal limits on from slightly odd eye or hair colors such as ruby red, or
veils shaped or their veil slots and may be shaped alongside changes that would cause the avead to stand out dis�nctly,
other Blood veils without penalty. By medita�ng for one minute, such as wildly different skin pigmenta�on, horns, strange
they can change the passion they have selected for Daevic eyes, or altered hands or limbs. Their innate veil also
Aspect. If the bloodfuser has levels in daevic, they instead gain a differen�ates them from others of their birth species; their
second selected passion when using this veil, and can change the innate veils take on a physical form unlike those shaped by
second passion with a minute of medita�on. At 10th level, they veilweavers. Each avead’s innate veil manifests differently,
select a second passion when they shape the veil, and may and rarely follows the standard appearance of their veil. An
change both when they meditate. If they have levels in daevic, avead’s Daevic Aspect a�uned to Desire may appear as a pair
they instead gain a third selected passion that can be changed as of faintly glowing wings or energy emi�ed from their back, as
part of medita�ng. an example.
Eternal Infusion Society: Avead appear so infrequently that the given
At 10th level, the bloodfuser has learned to infuse another number in any society is so low that they rarely form unique
creature with a bit of their blood as part of shaping their veils, societal structures amongst only avead. Avead will generally
allowing that creature to shape and use Blood veils as well. That integrate into their birth society, or be shunned and ostracized
creature can shape a single Blood veil each day using the and forced into a life of solitude. Because avead o�en live
bloodfuser’s veil list, and uses the bloodfuser’s essence capacity, their young life without knowledge of their birthright, they
veilweaving modifier, and veilweaving level for this veil. This veil tend to pick up the mannerisms and societal expecta�ons of
does not count against the creature’s veils shaped or Blood their birth society, even if they are later shunned once their
chakra, and is treated as bound. They also gain temporary powers and physical altera�ons manifest.
essence equal to that veil’s essence capacity when they shape it.
This temporary essence can only be invested into that Blood veil, In socie�es where daeva are revered or daeva bonds are
and is lost if the veil is unshaped. The bloodfuser can only have a par�cularly common, avead are o�en revered as blessed by
single creature affected by this ability at a �me, if they use it on the daeva and o�en find themselves in posi�ons of religious
a new creature the first immediately loses their shaped veil and or poli�cal power.
the other benefits of this ability.
29 Akasha Retold - Daevic
Rela�ons: Within more tradi�onal or conserva�ve those languages as bonus languages. Alterna�vely; an
communi�es, avead can face a significant amount of avead can choose to use the languages of their parent
prejudice or ostracisa�on due to their strange or alien race when determining their star�ng languages.
appearances and innately dangerous abili�es. In such cases,
Defense Racial Traits
they tend to seek out communi�es that will accept them,
o�en those formed up of other ostracized folk such as • Akashic Resistance: Avead are akashic creatures,
�eflings, half-elves, or half-orcs. Those rare avead who gran�ng them immunity to magical sleep effects.
congregate to form communi�es of other avead rarely last • Emo�onal Resilience: Aveads are par�cularly resilient to
more than a single genera�on, the effects of daeva magic on effects that would a�empt to alter their emo�ons. They
their bloodline rarely being passed down to their children, gain a +2 bonus on Will saves against effects with the
though for their brief lifespans those communi�es o�en emo�on or fear descriptors.
thrive and produce all manner of akashic discoveries. • Hardened Form: The flesh of an avead is hardened by
Alignment and Religion: Though an avead’s natural their innate essence, gran�ng them a +1 bonus to their
a�unement to a specific state of emo�on can have an affect natural armor.
on their ac�ons, it rarely affects their alignment or choice of Magical Racial Traits
religion. Avead will generally follow the same religions of their
birth society, though some�mes a par�cularly bigoted or • Innate Veil: Avead are always treated as if they had the
ostracising community may drive the avead to forgo a religion Daevic Aspect veil shaped. This veil does not count
they were born in to. against their normal limits on veils shaped, or their veil
slots. They use their Charisma as their veilweaving
Adventurers: Due to the high rate of abandonment a�er modifier for this veil, and their character level as their
their powers and appearance changes manifest, many avead veilweaving level. At 1st level, the avead chooses a single
are le� without a true home once they reach adulthood. passion available to the daevic and treats that as their
Many of these avead use their innate powers for adventuring selected passion for their Daevic Aspect. If they later gain
in a hope to find themselves or to find a new place they can levels in the daevic class, they may choose whether to
call home. use their selected passion or their daevic passion with
Names: Avead are o�en named based on the society they the veil, chosen when they first take a level in the class.
were born into. Human-born avead would have human This veil is formed directly from the avead’s body, blood,
names, elven-born avead would have elven names, and so on. and soul; it is not invisible when uninvested, and the
Some�mes an avead will adopt a new name based on their avead cannot willingly suppress it or unshape it. It can
passion or their appearance a�er their powers manifest. s�ll be suppressed through other means, such as by
being dispelled or sundered. If it becomes unshaped
Standard Racial Traits through other means, it is automa�cally reshaped a�er
• Ability Score Modifiers: Avead are strong of both body one hour (and re-bound, if they have the ability to bind
and personality, but their passions' consistent impact it) without requiring any ac�ons on the avead’s part.
upon their minds affects their willpower. They gain +2 • Innate Essence: Avead gain 1 point of essence.
Strength, +2 Charisma, and -2 Wisdom. • Passion-bound: Avead treat their veil granted by their
• Type: Avead are outsiders with the akashic and na�ve innate veil racial feature as a passion veil if they take
subtypes. They also gain the racial subtype of their levels in the daevic class, allowing it to be affected by
parents' race (such as the elf subtype if their parents their class features that would affect their passion veils.
were elves) and are treated as their parent race for the If their passion modifies what ability score they use as
purposes of mee�ng prerequisites (such as feats or their veilweaving modifier for their daevic veils, they may
favored class bonuses). use that veilweaving modifier for their innate veil as well.
• Size: Avead are Medium creatures and thus receive no Senses Racial Traits
bonuses or penal�es due to their size.
• Darkvision: Avead can see perfectly in the dark for up to
• Speed: Avead have a base speed of 30 feet. 60 feet.
• Languages: Avead begin play speaking Common and one • Low-Light Vision: Avead can see twice as far as humans
of the following languages: Abyssal, Aquan, Auran, in condi�ons of dim light.
Celes�al, Draconic, Ignan, Infernal, Sylvan, or Terran.
Avead with high Intelligence scores can also choose
Akasha Retold - Daevic 30
Alternate Racial Traits Wrath passion.
The following alternate racial traits may be selected in place • Veilweaving Modifier: The ability score used to
of one or more of the standard racial traits presented above. determine the variant avead’s veilweaving modifier for
• Born from the Smallfolk: Some avead are born from one their innate veil.
of the races of the smallfolk, such as halflings or gnomes. • Alternate Innate Veil: At 1st level, a variant avead can
These avead are Small creatures and gain a +1 size bonus choose to replace their Daevic Aspect veil with the listed
to their AC, a +1 size bonus on a�ack rolls, a -1 penalty to alternate innate veil. It otherwise follows all other rules
their CMB and CMD, and a +4 size bonus to Stealth of their innate veil racial trait. If a veil can be shaped in
checks. Their base speed is also reduced to 20 feet. This mul�ple chakra slots, the slot it is treated as shaped in is
trait replaces the avead’s size and speed. chosen at 1st level. This choice cannot be changed. If the
• Wildborn Bloodline: Some avead are born from the avead chooses to keep the Daevic Aspect veil, they must
influence of a rarer form of daeva than those that choose their associated passion when shaping it. If the
commonly bond mortals and form daevic bonds. These avead gains levels in the daevic class with a different
avead are par�cularly unpredictable, embodying passion, they choose which of those two passions to gain
emo�onal aspects unknown among daevic bonds and the benefits of when they shape the veil.
using abili�es far outside the norm. These avead do not Non-Humanoid Avead and Daeva-Born
gain the emo�onal resilience, hardened form or passion-
bound racial traits, but instead may choose any one veil Daeva can feed on the strong emo�ons of any type of
to have shaped in place of the Daevic Aspect veil granted mortal, not only those of sen�ent humanoids. All living beings
by their innate veil trait. This veil is chosen at 1st level, possess emo�ons, even if their emo�ons are not as complex
and cannot be changed. This veil can be of any slot, and nuanced as sen�ent beings, and can draw daeva to feed
including esoteric chakra such as Blood or Ring. If a veil on them. Daeva of simple emo�ons, such as fear, hunger, or
can be shaped in mul�ple chakra slots, the slot it is desire, will form symbiosis with non-sen�ent creatures,
treated as shaped in is chosen at 1st level. This choice infusing them with their power and slowly affec�ng their
cannot be changed. This replaces the emo�onal bloodline. This bloodline can rarely form a non-humanoid
resilience, hardened form and passion bound traits, and avead, otherwise known as a daeva-born creature. Daeva can
modifies the innate veil trait. A variant avead can take also form bonds with sen�ent beings that do not fit the
this alternate racial trait, replacing their altered passion- normal shape of a humanoid creature, possessing unique limb
bound and alternate innate veil traits instead of the base arrangements or shapes.
avead’s, in addi�on to their emo�onal resistance and Non-Humanoid Avead Characters
hardened form traits.
Avead who are born from a non-humanoid species without
Variant Avead Heritages racial Hit Dice (in this case, ‘non-humanoid’ refers to creatures
Some�mes the daevic bloodline that influenced the avead’s who do not have the standard number number of limbs; two
birth will have an even greater impact on them. These avead arms and two legs and no addi�onal limbs like wings or tails)
have drama�cally different manifesta�ons of their daeva are even rarer than normal avead, and only appear amongst
heritage, even further resembling the appearance and species that produce offspring naturally.
abili�es of the daeva whose bond their embody, as described
on Table: Variant Avead Heritages. Such avead grow to the same size as their parent species,
Variant avead may s�ll select alternate racial traits that and have the same number of limbs and physical
replace abili�es modified by their heritage. characteris�cs (such as movement speeds, ability to breathe
water, natural a�acks, etc), but no other traits from their base
Avead of one of these heritages have the following
species. In some cases, they may be able to alter these
modifica�ons:
physical characteris�cs using the base species’ alternate racial
• Ability Modifiers: Variant avead use the ability modifiers traits, assuming those alternate traits only change their
presented by their heritage in place of their normal physical body. These avead are s�ll outsiders with the na�ve
ability score modifiers. subtype. Non-humanoid avead may have a higher power level
• Passion-bound: Variant avead only treat their innate veil than a tradi�onal avead, and should only be allowed with your
as a passion veil if their heritage matches their daevic Game Master’s discre�on. The abili�es such avead retain
passion. For example, Jus�ce-Born avead would only from their base species should also be at the GM’s discre�on.
treat their innate veil as a passion veil if they take the
31 Akasha Retold - Daevic
An avead merfolk, for example, would be a Medium creature and Senses: The daeva-born gains darkvision 60 feet.
have a base land speed of 5 feet, a swim speed of 50 feet, has no Defenses: The daeva-born gains a +2 bonus on Will saves against
legs, has an immunity to trip, and has the ability to breath both effects with the emo�on or fear descriptors.
water and air. They could take the strongtail alternate racial trait, if
Abili�es: Cha +4.
they wish to.
Special Quali�es: The daeva-born retains all of the base creature’s
An avead wyvaran, for example, would be a Medium creature and special quali�es, and gains the innate veil ability:
have a base land speed of 30 feet, a fly speed of 30 feet (with clumsy
maneuverability), and the slapping tail ability. Innate Veil (Su)
The daeva-born gains the ability to innately shape a veil of
Daeva-Born Template their choice. This veil does not count against their shaped
Avead born from species with Hit Dice instead gain the daeva-born veils or their veil slots, and is always treated as invested with
template. The daeva-born template can be added to any living being its maximum amount of essence. The daeva-born uses their
that would be able to produce offspring and possesses blood, or a highest mental ability score when determining their
blood-like equivalent. veilweaving modifier with this veil, and using their Hit Dice as
their veilweaving level. This veil is formed directly from the
Challenge Ra�ng: Same as the base creature +1. daeva-born’s body; it cannot be sundered. It can s�ll be
Type: The daeva-born gains the akashic subtype. suppressed through other means, such as by being dispelled.
Armor Class: The daeva-born’s natural armor class is increased by The daeva-born cannot otherwise choose to unshape this
+1. veil. If it becomes unshaped through other means, it is
automa�cally reshaped a�er one hour (and re-bound, if they
Table: Variant Avead Heritages have the ability to bind it).
Heritage (Associated Passion) Ability Modifiers Veilweaving Mod Alternate Innate Veil
Emp�ness-Born (Apathy) +2 Con, +2 Wis, -2 Cha Wisdom Bands of the Void
Ennui-Born (Apathy) +2 Dex, +2 Wis, -2 Cha Wisdom Pooling Black
Avarice-Born (Desire) +2 Dex, +2 Cha, -2 Int Charisma Courtesan’s Cloak
Love-Born (Desire) +2 Con, +2 Cha, -2 Wis Charisma Bangles of the Jealous Seductress
Benevolence-Born (Dominion) +2 Str, +2 Cha, -2 Int Charisma Cuirass of Confidence
Tyranny-Born (Dominion) +2 Con, +2 Cha, -2 Int Charisma Gorget of Unfe�ered Fear
Adapta�on-Born (Evolu�on) +2 Dex, +2 Cha, -2 Int Charisma Chameleon Skin
Apex-Born (Evolu�on) +2 Str, +2 Cha, -2 Int Charisma Warsculter’s Armaments
Hyperfocus-Born (Fixa�on) +2 Dex, +2 Cha, -2 Wis Charisma Daring Archer’s Goggles
Mul�focus-Born (Fixa�on) +2 Dex, +2 Cha, -2 Int Charisma Eyes of the Hawkguard
Enlightenment-Born (Harmony) +2 Dex, +2 Wis, -2 Cha Wisdom Ins�nct
Tranquality-Born (Harmony) +2 Str, +2 Wis, -2 Cha Wisdom Crown of the Wildspeaker
Animus-Born (Hatred) +2 Con, +2 Cha, -2 Wis Charisma Grasping Chains
Odium-Born (Hatred) +2 Str, +2 Cha, -2 Int Charisma Traitor’s Mark
Educa�on-Born (Knowledge) +2 Str, +2 Int, -2 Cha Intelligence Lenses of the Seer
Secrecy-Born (Knowledge) +2 Dex, +2 Int, -2 Cha Intelligence Bands of the Void
Preda�on-Born (Muta�on) +2 Str, +2 Cha, -2 Wis Charisma Wolf’s Snout
Survival-Born (Muta�on) +2 Con, +2 Cha, -2 Wis Charisma Toxinlungs
Obsession-Born (Obsession) +2 Con, +2 Int, -2 Wis Intelligence Pursuer’s Cuffs
Inven�on-Born (Progress) +2 Str, +2 Int, -2 Wis Intelligence Disk of Li�ing
Produc�on-Born (Progress) +2 Dex, +2 Int, -2 Wis Intelligence Barrier Belt
Acuity-Born (Vigilance) +2 Dex, +2 Wis, -2 Cha Wisdom Monster Hunter’s Cloak
Watchfulness-Born (Vigilance) +2 Con, +2 Wis, -2 Cha Wisdom Senitnel’s Helm
Jus�ce-Born (Wrath) +2 Str, +2 Cha, -2 Wis Charisma Pasha’s Crushing Gauntlets
Vengeance (Wrath) +2 Con, +2 Cha, -2 Int Charisma Behemoth’s Flesh
Akasha Retold - Daevic 32
Feats Infuse Blood [Akashic, Item Crea�on]
You can infuse the power of your Blood veils into a vial of
Aberrant Form [Akashic] blood to be later consumed.
The daeva you have formed a bond with is a bit different Prerequisites: Veilweaving level 7, ability to shape Blood
from its kin. veils.
Prerequisites: Veilweaving modifier +3, Passion class Benefits: You can create infused blood. Infusing blood takes
feature. 1 day for each 1,000gp in its base price. To infuse blood, you
must use up raw materials cos�ng half of the infused blood’s
Benefit: Select one veil granted by your Passion, and one veil base price.
from the daevic veilweaving list. You permanently remove the
selected Passion veil from your list of Passion veils and replace See Infused Blood for more informa�on on cra�ing infused
it with the selected veil from the daevic veilweaving list. blood.
Your blood ebbs and flows within your veins, lashing out in If you hit a creature with mul�ple spears as part of a single
violent surges of force before rushing back to you. ac�on, they only make a single For�tude save against being
pulled or having their blood drawn from them. Choose how
Shaping this veil grants you the ability to purge it from your many spears are pulling and how many are drawing blood
body into violent spears to a�ack your foes before returning before the creature makes this save. The saving throw DC
to you. As a standard ac�on, you violently spear a target increases by +2 per spear that hits them beyond the first. If
within Close range (25 feet + 5 feet per 2 veilweaving levels) they fail, they have their blood drawn and/or are pulled closer
of you with your blood as a ranged a�ack. This ranged a�ack to you for each spear with their assigned effect.
can be made using either your Strength or Dexterity, counts as
a thrown weapon for the purposes of abili�es, and does not Chakra Bind (Neck): Binding this veil to your Neck slot grants
provoke a�acks of opportunity. It deals 1d6 + your Strength you all of the benefits of the Blood bind.
Magic Items
modifier bludgeoning and piercing damage on a successful
hit. If you are suffering from bleed damage when you make
this a�ack, it deals addi�onal damage equal to twice the
bleed damage you are suffering from. Whenever you
successfully strike a target, you may choose to have that
Infused Blood
target make a For�tude saving throw. If they fail, they are
A phial of infused blood contained the powers of a Blood veil
pulled 5 feet closer towards you as your blood rushes back to
given physical form, able to be consumed by a creature to
your body. If this would put them in immediate harm (such as
temporarily gain that veil’s power.
if it moved them into a hazardous magic effect or off a cliff)
they gain a +4 bonus to this save. Infused blood is imbibed by a creature as a standard ac�on,
gran�ng them the benefits of the Blood veil infused into that
Essence: For each point of essence invested in this veil, you
blood for 1 hour + 1 hour for each effec�ve essence invested
gain a +1 insight bonus to a�ack and damage rolls with your
in the infused blood. This granted Blood veil takes up the
blood spear and its range increases by 10 feet. For every 2
creature's Blood slot (even if they can’t normally shape Blood
points of essence invested in this veil, you may make an
slot veils). This veil is treated as invested with a number of
addi�onal blood spear a�ack each �me you use this ability. If
points of essence based on the effec�ve essence chosen as
a single creature is struck by mul�ple blood spears and you
part of cra�ing the infused blood. This veil cannot be invested
choose to pull them, they only make a single saving throw
with essence, and cannot have its effec�ve essence modified
against being pulled. The DC of this saving throw increases by
in any way (it cannot be affected by a bloody catalyst, for
+2 per spear that hits beyond the first, and they are pulled up
example). Doses of infused blood have an effec�ve
to 5 feet for every spear that hit them on a failed save.
veilweaving level equal to twice the essence invested in it
Chakra Bind (Blood): Binding this veil to your Blood chakra (minimum 1), and a veilweaving modifier equal to 1 + 1/2 the
allows you to a�empt to pull the blood from a living being to essence invested (rounded down) when determining the veil’s
nourish yourself. When you hit a creature with one of your effects. This veil cannot be normally bound to a Blood chakra,
blood spears, instead of pulling the target towards you, you even if the imbibing creature can normally bind Blood veils,
can cause the spear to rip into their flesh and a�empt to draw but can be treated as bound as part of cra�ing the infused
their blood outwards as your blood returns to you. The blood. If a creature who already has a Blood veil shaped in
creature makes a For�tude save, if they fail they take 1 point their Blood chakra imbibes an infused blood, they can choose
of bleed damage per essence invested in this veil, and you are to suppress one of their Blood veils to gain the benefits of the
healed for an equal amount of hit points. This bleed damage infused blood’s veil. If they unsuppress that veil the veil
stacks with other sources of bleed, but not with itself. You only granted by the infused blood is suppressed, and vice versa.
gain this healing if the creature has at least half as many Hit
Dice as your veilweaving level. As long as this creature
remains within range of your blood spears, every �me they
43 Akasha Retold - Daevic
Purchasing Infused Blood Example Infused Blood
In se�ngs where akasha is extremely common, doses of
infused blood may be available for purchase. In most se�ngs Infused Blood Sense [1 Essence]
the rarity of veilweavers who can even cra� infused blood Aura moderate evoca�on; CL 7th
causes these potent magical objects to rarely be available for Slot none; Price 600gp
sale. Even if they are, it is usually at an increased price: infused
blood may cost from 50% to 100% more for a player to Drinking this dose of infused blood grants you the
purchase, should they even be able to find them, in such a Bloodsense veil for 2 hours. It is treated as being invested with
se�ng. 1 point of essence. The veilweaving level of the veil is 2, and
the veilweaving modifier of this veil is +1.
Cra�ing Infused Blood
Construc�on Requirements
A dose of infused blood has a base price of 500 gp, modified
Infuse Blood, ability to shape the Bloodsense veil; Cost 300gp
by their effec�ve invested essence and whether or not the
Blood veil it grants is treated as bound. Infused blood takes 8 Infused Daevic Aspect [Wrath, 5 Essence,
hours to cra� per 1,000 gp of their base price, and costs an
amount of raw resources to cra� equal to half its base price.
Bound]
Infused blood has a base Cra� (alchemy) or Spellcra� DC of 15 Aura moderate evoca�on; CL 7th
to cra�, modified by how much essence the granted Blood veil Slot none; Price 7,000gp
is treated as invested with, and whether or not that veil is
Drinking this dose of infused blood grants you the Daevic
treated as bound. You must be able to shape the Blood veil
Aspect veil with the Wrath passion for 6 hours. It is treated as
you wish to infuse into the blood, and you must be able to
being invested with 5 points of essence and bound to your
bind Blood slot veils if you wish to cra� a bound dose of
Blood chakra. The veilweaving level of this veil is 10, and the
infused blood. If an infused Blood veil has selec�ons that are
veilweaving modifier of this veil is +3.
made as part of shaping it, such as the passion chosen when
shaping Daevic Aspect, those choices are made when the Construc�on Requirements
infused blood is created. Infuse Blood, ability to shape the Daevic Aspect veil with the
The following table specifies the modifiers to price and Wrath passion; Cost 3,500gp
cra�ing DC for doses of infused blood. These are not
cumula�ve. For example, a dose of infused blood treated as
invested with 5 essence and bound to the Blood chakra would
have a base price of 7,000gp and a Cra� Alchemy or Spellcra�
DC of 30 to cra�. Doses of infused blood have an aura of
moderate evoca�on and a caster level of 7, regardless of the
amount of essence they are treated as invested with.
Table: Infused Blood Base Price
Essence and Binds Base Price Increase Spellcra� DC Increase
Counts as Bound to Blood Chakra +4,000 gp +10
Invested with 1 Essence +100 gp +1
Invested with 2 Essence +400 gp +2
Invested with 3 Essence +900 gp +3
Invested with 4 Essence +1,600 gp +4
Invested with 5 Essence +2,500 gp +5
Invested with 6 Essence +3,600 gp +6
Invested with 7 Essence +4,900 gp +7
Invested with 8 Essence +6,400 gp +8
Invested with 9 Essence +8,100 gp +9
Invested with 10 Essence +10,000 gp +10
Akasha Retold - Daevic 44
Magic Weapons Essence Forged Weapon
Aura moderate transmuta�on; CL 10th
Bangles of the Raging Beast
Slot none; Price 10,000 GP; Weight —
Aura moderate transmuta�on; CL 5th
Essence forged weapons are designed to be wielded by those
Slot wrists; Price 3,000 gp; Weight 1 lb who can channel the powers of their essence. These weapons
Bangles of sharpened fangs, feathers and bone wrap your lack any power of their own, requiring their wielder to invest
wrists, empowering your natural a�acks with the fury and their power into the weapon to reveal its true poten�al.
power of a raging beast. The unusual nature of an essence forged weapon prevents it
Wearing these bangles grants you a +1 enhancement bonus from being enchanted normally and a weapon must be
to a�ack and damage rolls with your natural weapons and created as an essence forged weapon as part of the cra�ing
causes you to treat your natural weapons as magical for the process, transforming it into an essence receptacle that uses
purposes of bypasses damage reduc�on. These bonuses do its wielder’s power to determine its abili�es. Since this
not apply to your unarmed strikes. enchantment is �ed into the physical makeup of the item, it
cannot be transferred to another weapon or modified
The bangles of the raging beast can be enhanced as if they through magical means. An essence forged weapon cannot be
were a magic weapon, however any enhancements applied to enchanted with an enhancement bonus to a�ack and
them cost 50% more than enhancing a normal weapon, as per damage, or with any weapon enchantments that are
the table below. They are treated as a +1 weapon for the equivalent to such a bonus. It can however be enchanted with
purposes of weapon enhancement. If a weapon weapon special abili�es that have a flat enchantment cost
enhancement has a flat cost, that cost is increased by 50% as despite lacking a +1 bonus (such as glamered or resizing).
well. The bangles of the raging beast are treated as a light
weapon for the purposes of enhancement. Essence forged weapons are also prebuilt with a set of
weapon special abili�es that can be ac�vated by wielders who
Table: Bangles of the Raging Beast Enhancement Costs
a�une to them and invest essence in the weapon. When an
Weapon Bonus Base Price essence forged item is created, the creator chooses up to 3
+2 12,000 gp weapon special abili�es (such as flaming, frost, or speed),
+3 27,000 gp whose combined total does not exceed a +5 enhancement
+4 48,000 gp bonus. Any spells or special abili�es required to enchant these
weapon special abili�es are required to cra� the essence
+5 75,000 gp
forged weapon, those weapon special abili�es must be valid
+6 108,000 gp choices for the base weapon, and the creator may only
+7 147,000 gp choose special abili�es with a bonus equivalent as their cost.
+8 192,000 gp By spending one hour in medita�on, or as part of shaping
+9 243,000 gp your veils for the day, you can a�une yourself to an essence
+10 300,000 gp forged weapon. Only a single creature can be a�uned to any
Any enhancements applied to these bangles do not stack essence forged weapon at a given �me, but an individual
with those granted by an amulet of mighty fists or similar creature may be a�uned to mul�ple different essence forged
effects or magic items. If you are wearing mul�ple such items weapons. A�emp�ng to a�une to an essence forged weapon
or benefi�ng from mul�ple such effects, you may choose another creature has a�uned to breaks that first creature’s
which effect you wish to benefit from as a swi� ac�on. a�unement.
Construc�on Requirements While you are a�uned to an essence forged weapon you can
invest it with essence, to a maximum of your essence capacity.
Cra� Magic Arms and Armor, greater magic fang; Cost For each point of essence invested, a�acks made with the
1,500gp essence forged weapon gain an enhancement bonus to a�ack
and damage rolls equal to the number of points invested (to a
maximum of +5). You do not have to be wielding the weapon
to invest it with essence, allowing you to give the weapon to
another creature to wield if you wish.
45 Akasha Retold - Daevic
When you invest essence in the weapon, any enhancement You cannot u�lize more than one bloody catalyst at a �me,
bonus beyond +1 can be exchanged for an equivalent value of and you cannot use both an akashic catalyst and a bloody
weapon special abili�es the creator chose as part of crea�ng catalyst of the same strength at the same �me. For example:
the essence forged weapon. For example, if you have 4 you can not use both a least akashic catalyst and a least
essence invested in the weapon and the creator choose the bloody catalyst at the same �me, but you can use a lesser
flaming, frost, and speed proper�es, you could treat the akashic catalyst and a least bloody catalyst at the same �me.
essence forged weapon as a +4 weapon, a +1 speed weapon,
Removing or pu�ng on a bloody catalyst requires you to not
a +3 flaming weapon, a +3 frost weapon, or a +2 flaming frost
be wearing a shirt (or other clothing that covers your chest)
weapon. Each �me you reinvest your essence you can change
and requires a full-round ac�on that provokes an a�ack of
the selected special abili�es.
opportunity to put it on or remove it. Once a bloody catalyst
A�acks made with an essence forged weapon are s�ll is wrapped around you, you can wear clothing, armor, or
treated as a�acks made by a magic weapon even when it is magic items over it without penalty.
invested with no essence, but the wielder only benefits from
Construc�on Requirements
the normal bonuses for wielding a masterwork weapon when
doing so. Cra� Wondrous Item, creator must possess an essence pool;
An Enhanced veil can be enchanted as an essence forged Cost varies (Least 4,000 GP, Lesser 16,000 GP, Greater 36,000
weapon despite it not mee�ng the weapon’s normal cra�ing GP)
requirements. The proper�es of this enchantment are treated Blood Funnels
as a separate essence receptacle from the base veil. If that veil
produces mul�ple weapons, each produced weapon shares Aura moderate necromancy; CL 5th
the benefits of the essence invested in the essence forged Slot see text; Price 10,000 GP; Weight —
weapon, but the bonuses granted by this enchantment are
reduced as normal for mul�ple weapons produced by that These cruel bands of twisted metal are designed to a�ach to
veil. a melee weapon, allowing you to drain the blood from your
struck foes to empower your Blood veils.
Construc�on Requirements
A blood funnel can be a�ached to a melee weapon that
Cra� Magic Arms and Armor, creator must possess an essence
deals slashing or piercing damage by spending 1 minute.
pool, see above text; Cost 5,000 GP
A�aching a blood funnel to a natural weapon requires you to
twist the band over your natural weapon and through the
Wondrous Items nearest bit of your own flesh. When used on a manufactured
Bloody Catalyst melee weapon, the blood funnel is a�ached to the guard or
hilt and a�aches to your flesh when drawn or wielded.
Aura moderate transmuta�on; CL 5th
Once a�ached, a blood funnel allows you to drain your
Slot none; Price varies (Least 8,000 GP, Lesser 32,000 GP,
enemy’s blood and strengthen your own; if you have a Blood
Greater 72,800 GP); Weight —
slot veil shaped, whenever you deal damage to an opponent
This long white strip of silken cloth is studded with gems and using a weapon with an a�ached blood funnel who is not
woven with gold. However, the beauty of its design is marred immune to bleed damage and whose Hit Dice are equal to or
by the blood soaked into its weave, and the gore dried and greater than half your level (rounded down), you treat the
caking upon the gems. total amount of essence invested in one of your Blood veil as
A bloody catalyst empowers the essence of Blood veils. 1 higher un�l the end of your next turn. This does not count
When wrapped around your chest touching the flesh above as essence in your essence pool, and can bypass the normal
your heart, a bloody catalyst causes you to treat your veils essence capacity of your Blood veils. If this a�ack is a cri�cal
shaped in the Blood slot as if they were invested with hit, the dura�on of this effect is increased by 2 rounds.
addi�onal essence for all purposes, based on the strength of Applying this benefit to a single veil mul�ple �mes causes
the bloody catalyst (+1 Least, +2 Lesser, +3 Greater). This does the dura�on to stack, to a maximum dura�on of 1 minute.
not count as essence in your essence pool, and can bypass the
normal essence capacity of your Blood veils. If you have Construc�on Requirements
mul�ple Blood veils shaped, each such veil is affected. Cra� Wondrous Item, creator must possess an essence pool;
Cost 5,000 GP
Akasha Retold - Daevic 46
Bestiary beings and spur their wrathful emo�ons directly. In se�ngs
where daeva are par�cularly common, true daeva can be
found integra�ng with society at large rather than only staying
Daevas upon its fringes. Some true daeva seek to bond directly with
mortals to form a permanent symbiosis known as a daevic
Daevas are near-immortal outsiders formed or pure akasha bond, but the exact mo�ves for said symbiosis depend heavily
that feed upon the passions and emo�ons of mortals to on the daeva in ques�on. This bond sustains them and
survive. Each daeva is �ed to a single emo�on or passion provides power to the bonded daevic, but removes much of
expressed by a mortal being. Daeva exemplify that emo�on or their agency in the world.
passion, seeking it out and a�emp�ng to further it in Lesser daeva are the most common form of daeva, barely
themselves and the mortals they interact with. A daeva of sen�ent creatures that subsist off of the baser emo�ons of
Knowledge for instance seeks out knowledge and a�empts to mortal creatures such as happiness, anger, or hunger. These
further the study of knowledge in mortals, whereas a daeva of lesser daeva are o�en Medium-size or smaller and s�ck to the
Hatred is filled with an overwhelming sense of hate towards fringes of society, o�en only showing themselves to feed.
something, and a�empts to inspire similar hate in mortals. All Unlike their true daeva cousins, lesser daeva most commonly
daeva have the ability to form bonds with mortal beings, resemble monstrous, otherworldly, or fantas�cal animals and
allowing them to sustain themselves and empower the beasts. Lesser daeva are also capable of forming bonds with
bonded mortal at the cost of their own agency. Daeva are mortals, but they lack the strength to create a daevic bond.
outsiders that appear naturally upon the material plane, but This lesser bond most commonly takes the form of becoming
their essence is derived from the akashic record. Their na�ve a familiar to a mage, or as a symbio�c bond with an animal.
plane is considered to be the material plane for the purposes
of the dismissal spell or similar effects, but they are not The simple emo�ons that lesser daeva feed off of make it
considered to be na�ve outsiders. Daeva are incredibly hard much easier for them to subsist off of lesser creatures, such as
to kill, their body simply becoming formless if they take too animals, and allows them to exist in a wide variety of locales.
much damage or do not feed for extended periods. If they are Lesser daeva are o�en found in the wild and untamed places
somehow killed, most commonly through magical death of the world living alongside animals, or within the least-
effects, their soul and body returns to and is reincorporated traveled fringes of society such as the sewers where they
within the akashic record. emerge to feed off of sen�ent humanoids in secret. In se�ngs
where daeva are par�cularly common, lesser daeva may be
Daevas come in two forms, true daeva and lesser daeva: common enough that they take the place of many animals in
True daeva are rare humanoid-shaped beings that feed off ci�es or se�lements, are kept as pets, or are treated as
of the complex emo�ons and passions of sen�ent and vermin.
intelligent mortal creatures. These beings have frigh�ul,
esoteric, or fantas�cal appearances and are o�en regarded as Building Daeva NPCs
something monstrous to be feared, worshiped, or respected.
True daeva are most commonly Small-sized or larger and are The following guidelines can be used to create a daeva NPC.
very capable of defending themselves if provoked. True daeva Do note, due to a daeva’s ability to treat any veils they shape
are sen�ent and intelligent beings themselves, and are the using their natural veilweaving ability as bound it can be
rarest of the daeva. For a true daeva, the rarer their passion incredibly difficult to determine the CR of a daeva since it
or emo�on they feed off of the more dangerous and powerful varies heavily based on the veils they have shaped and bound.
they o�en are. A daeva with 1 Hit Die who shapes and binds a Body slot veil
will generally be much more powerful than the same HD
Due to the complexity of the emo�ons and passions they
daeva who shapes and binds a Hands slot veil!
feed off of, true daeva seek out intelligent and sen�ent mortal
creatures from which to feed. They lurk on the outskirts of Build Guidelines
society, feeding upon mortals who share their emo�on or
passion in secret lest they be hunted or imprisoned, or ac�ng Generally, the strength and CR of a daeva should generally
as monsters that inspire their emo�ons or passions in mortals be based on the rarity or difficulty for them to feed on their
so that they may feed upon them. A daeva of Wrath, for chosen emo�on or passion. The more common it is for a
instance, may use their magics and guile to incite war and daeva to feed, the less powerful it is. Daeva of a rarer passion
conflict that they may feast upon, or simply a�ack other or emo�on are o�en more powerful, but feeding on that
passion or emo�on is considerably more difficult for them.
47 Akasha Retold - Daevic
Type: A daeva is an outsider with the akashic and daeva Example True Daeva: Uta [Daeva of Starva�on]
subtypes.
(CR 7)
Languages: A daeva with less than 3 Intelligence does not
The raven-haired woman before you would be considered
have the ability to speak, read, or write. It can otherwise
exquisitely beau�ful, if not for her pallid gray-green flesh and
understand the languages it gains from the daeva subtype.
her body appearing as if starved. Her gli�ering black dress
Size: True daeva are most commonly Medium-sized bipedal shimmers in the light, billowing out behind her to form a cloud
creatures that resemble fantas�cal humanoid creatures. of shimmering onyx locusts.
Lesser daeva are most commonly Small or smaller
NE Medium outsider (akashic, daeva)
quadrupedal creatures that resemble fantas�cal beasts. The
Init +8; Senses darkvision 90 �. + 10�./essence, see in
appearance of daeva are o�en so fantas�cal and awe or fear
darkness, low-light vision; Percep�on +15
inspiring that they inspire myths and legends around them,
especially for more powerful daeva. Defense
Emo�on/Passion Dependent: All daeva are dependent on a AC 24, touch 14, flat-footed 20 (+4 Dex, +10 natural)
specific emo�on or passion that they use to sustain Hp 85 (10d10+30)
themselves by feeding off of a mortal creature experiencing Fort +6, Ref +11, Will +9;
that emo�on or following that passion. Defensive Abili�es concealment (20% miss chance), fast
healing equal to essence invested in Imp’s Eyes while in dim
Most commonly, a daeva must touch a creature
light or darkness
experiencing that emo�on or passion to feed off of it, and
Weakness emo�on dependent (starva�on): Uta feed off the
they suffer 1 point of Cons�tu�on drain for each week they do
intense feeling felt by starving mortal creatures. An Uta who
not feed. They can only heal this Cons�tu�on drain by forming
is unable to touch a starving creature takes 1 point of
a symbio�c bond with a willing mortal creature. Some daeva
Cons�tu�on drain each week un�l she is once more able to
may need to feed more or less o�en to avoid this damage.
feed.
Some daeva, par�cularly lesser daeva or true daeva who
Offense
feed off more common emo�ons or passions, can feed
passively off of nearby mortals rather than needing to touch Speed 30�., fly 30�. + 10�./essence (clumsy, poor at 2
them. essence, average at 4 essence)
Symbiosis: Most true daeva have the ability to form a Space 5 �.; Reach 5 �.
permanent daevic bond, and all daeva have the ability to form Melee two +15 claws (1d6 slashing + 1d6 acid, 19-20x2. +1 hit
a temporary bond (as presented in their symbiosis ability). and slashing damage/essence invested. Struck creature
Daeva, being unique and varied creatures, some�mes possess subject to effects of quie�ng weapons DC 16 + essence
even stranger and unique forms of symbiosis as well. invested)
Special A�acks Cone of Spores (15�. + 5�./essence Cone,
1d6 + 1d6/essence poison damage, sickened 1+essence
True Daeva rounds. DC 18+essence Fort save to halve damage and negate
These daeva are sen�ent intelligent beings driven by sickened), Swarm A�ack (10�. Radius, 1d6 + 1d6/essence
complex passions and emo�ons that are normally only felt piercing damage)
by other intelligent beings. Each true daeva is a unique
Magic
being, even those who feed off of the same passion or
emo�on, with their passions and emo�ons only being a Veils Shaped (Slot) - DC 16 + Essence Invested
general guideline for how they may behave in or outside of Cloak of Spores (Shoulders, Bound), Imp’s Eyes (Headband,
combat. Bound), Ira’s Shadowed Bindings (Belt, Bound), S�nging
Shroud (Head, Bound), Wrathful Claws (Hands, Bound)
Lesser Daeva Essence 12; Essence Capacity 4
These daeva are much weaker and less intelligent than their Sta�s�cs
true daeva counterparts and resemble mythical or
Str 11, Dex 18, Con 17, Int 18, Wis 14, Cha 23
otherworldly animals or vermin. Lesser daeva o�en have
Base Atk +10; CMB +10; CMD 24
between 1 and 4 Hit Dice, and usually only have innate veils
that can be shaped in the Hands or Feet slots.
Akasha Retold - Daevic 48
Feats Weapon Finesse, Piranha Strike (-3 hit, +6 damage), Pes�lent Aura (Su): Food within 1/2 of a mile of an uta rots
Extra Essence, Improved Ini�a�ve, Stealthy, Focused Veil at twice the normal rate, and creatures within 1/2 of a mile of
(Cloak of Spores) an uta must consume twice as much food to survive. If an uta
Skills Acroba�cs +17, Bluff +19, Diplomacy +16, Escape Ar�st lingers within an area for a month (such as a small se�lement,
+19, Fly +17, In�midate +19, Knowledge (local) +17, a lair, etc), that area out to a radius of 1 mile is affected by the
Percep�on +15, Sense Mo�ve +15, Stealth +21 Addi�onal Stunt Growth effect of the diminish plants spell.
Bonuses +2 Stealth / essence invested in Ira’s Shadowed
Symbiosis (Su): Uta rarely choose to form bonds with
Bindings
mortals since doing so does not let them properly savor the
Languages Common, Aklo, Undercommon
starva�on their presence brings upon creatures. If she
Special Quali�es Chi�ering Swarm (creatures within 10 feet
chooses to, she can bond a touched willing or unconscious
suffer a -2 + -1/essence penalty to Percep�on and
mortal as a full-round ac�on that provokes a�acks of
concentra�on checks), Deathless Form, Improved Essence
opportunity. While bonded in this way the uta merges with
Capacity +2, Pes�lent Aura (1/2 mile), Symbiosis
the mortal being. While merged with a mortal the uta cannot
Special Abili�es Darkness Burst (free ac�on, 1 point of
take ac�ons save to end the bond, and cannot be targeted
essence burn, 20�. radius light level drops by 2 steps for 1
with spells or abilites. The presence of a bonded uta can s�ll
minute.)
be detected by effects that detect outsiders. The uta cannot
Ecology interact with the mortal she is bonded to in any way, cannot
communicate with them, and she shares the mortal’s senses.
Environment urban (or any other small humanoid se�lement)
While bonded in this way the uta loses her emo�on
Organiza�on solitary, pair, hive (3 - 5)
dependent weakness, does not need to feed, and recovers 1
Treasure standard (+1 corrosive bangles of the raging beast)
point of Cons�tu�on drain dealt by her emo�on dependent
Special Abili�es weakness for each month she spends in this bond.
Cloak of Spores (Su): The uta has a fly speed with clumsy While bonding a creature, that creature gains the uta’s
maneuverability equal to 30 �. + 10 �. per point of essence S�nging Shroud veil, 2 points of essence, and the uta’s
invested in this veil. For every 2 points of essence invested, Pes�lent Aura special quality. The bonded creature also
the maneuverability increases by 1 step (clumsy -> poor -> doesn’t need to eat to survive, however it always feels an
average). The essence invested in this veil also determines the intense hunger that can never be sa�sfied. No ma�er how
effects of her Cone of Spores special a�ack. The Uta has much they eat they never feel full and they never put on
Focused Veil with this veil, doubling its hardness (18). weight, however they s�ll feel uncomfortable and will
become ill if they overeat. The longer a creature remains
Imp’s Eyes (Su): The uta’s darkvision increases by 10 feet for
bonded to an uta the more emaciated and starved their
every point of essence invested in this veil. The number of
appearance becomes. If the bond is ended, the bonded
points of essence invested in this veil also determine her fast
creature slowly returns to its normal appearance over the
healing while she is in dim light or darkness.
course of 1 month.
Ira’s Shadowed Bindings (Su): The uta’s insight bonus to
The uta can end this temporary bond by spending 1 minute,
Stealth checks granted by this veil increases by +2 per point of
appearing in space adjacent to the mortal of their choice. If
essence invested in it, and the DC of the quie�ng weapons
the mortal she is bonded to is slain, she suffers 1 point of
effect applied by her claws is increased by +1 per point
Cons�tu�on drain and is immediately ejected from the
invested. Addi�onally, the uta suffers no penalty to Stealth
mortal’s body. This damage is considered to have been dealt
checks for moving at full speed, may u�lize Stealth when
by her emo�on dependent ability for the purposes of
running or charging, and may use Stealth even while being
recovering it.
observed if she within at least 10 feet of dim light, darkness,
or another source of concealment such as fog. Wrathful Claws (Su): The uta gains a +1 insight bonus to
a�ack and damage rolls with her claws for each point
S�nging Shroud (Su): The amount of essence invested in this
invested.
veil determines the effects of the uta’s Swarm A�ack and
Chi�ering Swarm abili�es. If mul�ple creatures have this veil
shaped in close proximity of each other, the radius of the
swarm a�ack, damage dealt by the swarm a�ack, and the
concealment granted by the swarm increase (see the veil’s
descrip�on).
49 Akasha Retold - Daevic
Strategy Example Lesser Daeva: Hunter�de Daeva (CR
An uta avoids direct conflict, fleeing and hiding if found 1)
outside of her lair.
This small creature resembles a fox, save for its leaf-green
If cornered within her lair she begins combat with her fur, glimmering jewel-like eyes, and roots and thorns that
Darkness Burst ability to provide her cover and a source of grow around its feet.
darkness to hide within using her Ira’s Shadowed Bindings,
N Small outsider (akashic, daeva)
and then a�empts to damage as many foes as possible with
Init +2; Senses darkvision 60 �, low-light vision; Percep�on +8
either her Cone of Spores or Swarm A�ack while using her fly
speed to stay out of melee reach. If forced into melee, or if Defense
a�acking an isolated foe, she will descend upon them with AC 16, touch 13, flat-footed 14 (+2 Dex, +1 size, +3 natural)
her claw a�acks. Hp 20 (3d10+3)
Once se�led in a lair an uta refuses to give it up un�l the Fort +4 (+6 w/ 2 essence invested in Chakra-Enhanced
se�lement has been starved to death, and fights un�l she is For�tude), Ref +5, Will +1;
rendered formless once cornered. The only thing an uta Weakness passion dependent (hunt): Hunter�de daeva feed
values more is their immortality, if the uta suffers nega�ve off the passion of creatures engaged in the hunt. A hunter�de
levels or is convinced that her aggressors have a way of daeva who is unable to join another mortal creature in a hunt
permanently killing her or imprisoning her, she will takes 1 point of Cons�tu�on drain each week it is unable to
immediately do everything in her power to flee, permanently feed.
abandoning her lair and going in search of a new se�lement. Offense
Descrip�on
Speed 30�., climb 30�.
Uta are solitary beings by nature, lurking in the periphery of Space 5 �.; Reach 5 �.
humanoid se�lements to feed off of their hunger and destroy Melee +6 slam (1d3 + 1 bludgeoning damage)
their food supplies. Uta o�en avoid conflict, hiding and lurking Magic
from sight using their veils and only figh�ng if cornered and
given no other choice. Generally, an uta will form a lair in an Veils Shaped (Slots) - DC 12 + Essence Invested
out of the way place in a small se�lement, only leaving to feed Vines of the Elderwood (Feet, Bound)
upon the starva�on of sleeping creatures. Essence 4; Essence Capacity 2
When an uta first forms her lair she will kidnap a single Sta�s�cs
member of a nearby populace to keep on the edge of
starva�on so that she may feed off of them while her aura Str 13, Dex 15, Con 13, Int 2, Wis 10, Cha 14
hastens the starva�on of the se�lement’s popula�on. Most Base Atk +3; CMB +3; CMD 16
uta view this as a survival method first and foremost, and gain Feats Weapon Finesse, Chakra-Enhanced For�tude (+1
li�le enjoyment from feeding off someone forcibly starved by For�tude / essence invested)
them. Skills Climb +10, Percep�on +8, Stealth +8 Addi�onal
Bonuses +2 Stealth while in undergrowth, increasing by +2
Uta only bond with creatures if they are required to to heal
per essence invested in Vines of the Elderwood
damage dealt by their emo�onal dependency. They almost
Languages Common (can’t speak or read)
never form permanent bonds with a creature, valuing their
Special Quali�es Deathless Form, Elderwood Aura (60 �.
immortality and the enjoyment they gain from feeding above
radius, requires at least 1 essence invested in Vines of the
all else.
Elderwood), Improved Essence Capacity +1, Predatory Bond,
These daeva are thankfully very rare, and for those who are Symbiosis
knowledgeable about their kind the presence of an uva is
Ecology
par�cularly easy to detect due to the sheer scale of damage to
se�lements that they decide to make their lair within. Environment any where it can find other creatures to hunt
with
Organiza�on solitary, hun�ng party (1 hunter�de daeva and 1
- 4 other creatures)
Treasure low
Akasha Retold - Daevic 50
Special Abili�es area, they must make a Reflex saving throw or become
entangled un�l the beginning of their next turn and take 1
Predatory Bond (Su): A hunter�de daeva is considered an
point of piercing damage and 1 point of bleed damage per
ally to predatory animals. Predatory animals of Intelligence 2
point of essence invested in this veil. They are not rendered
or lower always have a star�ng a�tude of Friendly to a
immobile by this entangled effect, but cannot leave the area
hunter�de daeva.
of affected plants while they are entangled by it. Plants that
Symbiosis (Su): Hunter�de daeva prefer to join in on the leave the aura return to their normal shape and stop
hunt directly rather than forming a bond, but will do so if hunt entangling creatures, and creatures who leave the aura while
is scarce or if they need to recover damage taken by their entangled are no longer entangled by this bind effect.
passion dependency. The hunter�de daeva can bond a
touched willing or unconscious mortal as a full-round ac�on Lesser Daeva as Familiars
that provokes a�acks of opportunity. While bonded in this
way the hunter�de daeva merges with the mortal being. A spellcaster who takes the Improved Familiar feat can
While merged with a mortal the hunter�de daeva cannot take choose to form a familiar bond with a lesser daeva. When
ac�ons save to end the bond, and cannot be targeted with forming a familiar bond with a lesser daeva, use the following
spells or abilites. The presence of a bonded hunter�de daeva guidelines to generate its sta�s�cs:
can s�ll be detected by effects that detect outsiders. The
Type: A lesser daeva is an outsider with the akashic and daeva
hunter�de daeva cannot interact with the mortal it is bonded
subtypes. It is treated as having 1 Hit Die when determining
to in any way, cannot communicate with them, and it shares
the bonuses granted by these subtypes.
the mortal’s senses. While bonded in this way the hunter�de
daeva loses its passion dependent weakness, does not need Size and Sta�s�cs: A lesser daeva that forms a familiar bond
to feed, and recovers 1 point of Cons�tu�on drain dealt by its with a mortal is either Small or Tiny sized, and has the
emo�on dependent weakness for each month it spends in following star�ng sta�s�cs based on its size:
this bond. Small Lesser Daeva
While bonding a creature, that creature gains the hunter�de
Star�ng Sta�s�cs: Size Small; Speed 30 �.; A�ack slam
daeva’s Vines of the Elderwood veil, 1 point of essence, and
(1d3); Ability Scores Str 13, Dex 15, Con 13, Int 6, Wis
the hunter�de daeva’s Predatory Bond special quality.
10, Cha 14
The hunter�de daeva can end this temporary bond by
Tiny Lesser Daeva
spending 1 minute, appearing in space adjacent to the mortal
of their choice. If the mortal it is bonded to is slain, it suffers 1 Star�ng Sta�s�cs: Size Tiny; Speed 20 �; A�ack slam
point of Cons�tu�on drain and is immediately ejected from (1d2); Ability Scores Str 11, Dex 17, Con 11, Int 6, Wis
the mortal’s body. This damage is considered to have been 10, Cha 14
dealt by its passion dependent ability for the purposes of Movement: A lesser daeva gains one of the following
recovering it. addi�onal forms of movement:
Vines of the Elderwood (Su): A hunter�de daeva can move • Burrow: The lesser daeva gains a burrow speed equal to
through undergrowth at its normal speed without taking half their base land speed.
damage or suffering any other impairments. Such terrain that
• Climb: The lesser daeva gains a climb speed equal to
has been created by magic or manipulated by magic s�ll
their base land speed and a +8 racial bonus on Climb
affects a hunter�de daeva, but it gains a +1 insight bonus to
checks.
AC and saving throws against those effects, increasing by +1
per point of essence invested. A hunter�de daeva also doesn’t • Fly: The lesser daeva gains a fly speed equal to their base
leave tracks or trail while moving through undergrowth, and land speed with average maneuverability.
gains a +2 insight bonus to Stealth checks to hide in • Swim: The lesser daeva can breathe both water and air,
undergrowth, increasing by +2 per point of essence invested. gains a swim speed equal to their base land speed, and a
+8 racial bonus on Swim checks.
If this veil is invested with at least 1 point of essence, the
hunter�de daeva also emits an aura that causes plants within These movement speeds are not adjusted by later increases
60 feet to erupt into life. Enemies of the hunter�de daeva or decreases to the lesser daeva’s base land speed.
within this area treat all squares of plant life within the aura Feats: A lesser daeva gains Weapon Finesse as a bonus feat,
as difficult terrain. When an enemy begins their turn in the as well as gaining one feat of its choice.
51 Akasha Retold - Daevic
Skills: A lesser daeva has 6 + Int (normally 4 total) skill ranks Merge with Master (Su)
and the following class skills: Acroba�cs, Bluff, Climb, Cra�,
Fly, Knowledge (planes), Percep�on, Sense Mo�ve, Stealth, As a full round ac�on that provokes a�acks of
and Swim. Due to their varied nature, lesser daeva also opportunity the lesser daeva can touch their master
receive 4 addi�onal class skills determined by the creature’s and merge with them. While merged with their master
theme. they cannot take ac�ons save to end the bond as a full-
round ac�on, and cannot be targeted with spells or
Natural Armor: A lesser daeva that forms a familiar bond has abilites. While merged in this way they can
a natural armor bonus of +1. communicate telepathically with their master and
Essence and Essence Capacity: A lesser daeva that forms a shares their master’s senses. The presence of a lesser
familiar bond has 1 point of essence and they use their daeva merged with its master can s�ll be detected by
master’s arcane spellcas�ng class level in place of their Hit effects that detect outsiders. For the purpose of its
Dice when determining their essence capacity of their veils. alertness ability, a merged lesser daeva is considered to
They gain an addi�onal point of essence when their master’s be within arm’s reach of its master.
arcane spellcas�ng class level reaches 6th, 12th, and 18th While merged with their master, the master gains the
level. benefits of the lesser daeva’s veil and gains the lesser
Innate Veil: A lesser daeva that forms a familiar bond has the daeva’s essence. The veil granted in this way does not
ability to innately shape one veil of either the Hands or Feet take up the master’s chakra slots, is considered to be
slots as its veil granted by the daeva subtype. This otherwise bound to the chakra it is shaped in, and uses the
follows the rules that daeva normally use when shaping their daeva’s veilweaving level, veilweaving modifier, and
innate veil. If they select a Hands or Feet slot veil that can be essence capacity when determining its effects.
shaped in slots other than those, they cannot shape that veil
in those slots. Lesser daeva most commonly have veils that
grant them natural a�acks, that grant them movement-based Subtypes
abili�es, or that allow them to more easily survive or feed. A
lesser daeva may have other types of Hands or Feet slots veils
Akashic Subtype
at your GM’s discre�on.
Creatures with the akashic subtype are all of par�ally
Special: A lesser daeva that forms a familiar bond loses the
composed of pure akashic energy and have the following
Emo�on/Passion Dependency weakness.
shared traits:
Special Abili�es: A lesser daeva that forms a familiar bond
• Gain a number of points of essence equal to their
gains the lifebond and merge with master abili�es:
number of racial Hit Dice.
Lifebond (Ex) • Immunity to magical sleep effects.
The lesser daeva’s very soul is bound to their master. • Low-light vision.
They can always tell the direc�on and distance their Unless otherwise noted in their sta�s�cs, a creature with
master is from them. If the master dies, the lesser the akashic subtype who can inherently shape veils uses their
daeva dies as well. If the master is returned to life, so is Charisma as their veilweaving modifier and their total level as
the lesser daeva. If the lesser daeva is rendered their veilweaving level. If they have mul�ple features that
formless by hit point damage, its formless body grant them the ability to shape veils using differing
automa�cally returns to its master's space, it cannot veilweaving modifiers, they use the higher of their
leave its master’s space, and automa�cally moves with veilweaving modifiers as normal.
the master when they move. A formless lesser daeva is
treated as within their master’s reach for the purpose
of their alertness ability, and cannot use their merge
with master ability.
Akasha Retold - Daevic 52
Daeva Subtype Hardened Form (Ex)
Daevas are a unique type of outsider na�ve to the material While in their physical form a daeva gains a natural
plane that feed off of powerful emo�ons and passions of armor bonus equal to their racial Hit Dice.
mortals to maintain their physical forms. Creatures with the Natural Veilweaver (Su)
daeva subtype have the following shard traits:
Daevas possess a natural ability to shape veils directly
• Daeva speak Common and one other language from the essence that makes up their bodies. Creatures
associated with their general habitat or demeanor. They with the daeva subtype gain the ability to shape a
gain addi�onal bonus languages based on their number of veils equal to 1/2 their racial Hit Dice
Intelligence as normal, and may choose any languages (minimum 1). The daeva chooses which veil they shape
with these bonus languages. using this ability whenever they gain the ability to
• Daeva do not age and are immune to magical aging shape a new veil, and once chosen that veil cannot be
effects. changed. The daeva may only choose one veil to shape
All daeva also gain the following abili�es: in each of their chakra slots unless they have the ability
to shape mul�ple veils in a single chakra (such as if they
Emo�on/Passion Dependent (Ex) have the Twinveil feat). They may choose veils of any
All daeva require exposure to mortals experiencing a slot for this ability, including esoteric veils such as Blood
certain type of emo�on or passion to draw power and or Ring veils. The daeva automa�cally shapes any veils
sustenance from. When unable to feed on this emo�on chosen using this ability, they do not need to meditate
or passion, they suffer Cons�tu�on drain as described to shape them. A daeva uses their Charisma as their
in their entry (normally 1 point per week they do not veilweaving modifier, and their total level as their
feed). veilweaving level. The saving throw DC of a daeva’s veil
is equal to 10 + the essence invested in the veil + the
Deathless Form (Ex) daeva’s veilweaving modifier. The veils a daevic shapes
Daeva reduced to their Cons�tu�on score in nega�ve using this ability are directly formed from the essence
hit points or whose Cons�tu�on is reduced to 0 do not of their own bodies, and are automa�cally considered
die or fall unconscious, but instead become formless to be bound to any slot they are shaped in.
spirits incapable of interac�ng with the physical world If one of the daeva’s innate veils is unshaped, they can
except through symbio�c bonds with mortals. When a
reshape it by spending an hour in medita�on. If the
daeva becomes formless they drop any items they are
daeva shapes veils that can be shaped in mul�ple
holding or wearing in their space. Formless daeva can
chakra slots, they may also change the slots their veils
communicate telepathically with any creature within 60
are shaped in as part of their hour of medita�on.
feet who shares a language with it. While formless a
daeva cannot otherwise interact with any creatures or Symbiosis (Su)
objects or be interacted with (even through the use of
All daeva have the ability to form a symbio�c bond
their veils or other abili�es), and cannot be seen except
through true seeing. A daeva cannot pass through
with mortal creatures. True daeva may form a daevic
physical obstacles or creatures while formless, and they bond, requiring one hour of medita�on spent with the
otherwise maintain their normal modes of movement. A willing creature who wishes to form the bond. This
daeva can use their veils while in this state, but the merges the daeva’s essence, body, and soul with that
effects of their veils can only affect them and they cannot mortal permanently. The mortal recipient of this bond
use their veils to heal themselves. A daeva cannot heal must truly be willing to receive it, they cannot be
Cons�tu�on drain dealt by this ability using magic, only coerced into forming it through magic or by performing
through feeding on a mortal or forming a bond with one. it on them while unconscious. A daevic bond cannot be
A daeva can heal hit point damage by res�ng while in this undone once it is formed, even through magic.
state. If they were rendered formless via hit point Daeva also have the ability to form temporary
damage, when their hit points are increased to 1 or symbio�c bonds with mortal beings. These bonds
higher they return to their normal form. However, a normally require the daeva to touch a willing creature
daeva loses any regenera�on or fast healing they possess as a full-round ac�on that provokes an a�ack of
while formless (even fast healing or regenera�on granted
opportunity. Unlike a daevic bond, a daeva can form
by a veil).
53 Akasha Retold - Daevic
these temporary bonds with creatures who are
unconscious or who have been coerced to do so via Appendix
magic. While bonded in this way the daeva merges with
the mortal being. While merged with a mortal they Veilweaving
cannot take ac�ons save to end the bond, and cannot
be targeted with spells or abilites. The presence of a Brand Descriptor
temporarily bonded daeva can s�ll be detected by
effects that detect outsiders. The bonded daeva cannot A veil with the [brand] descriptor is placed by its veilweaver on a
interact with the mortal they are bonded to in any way, creature. When a veilweaver shapes a veil with the [brand]
cannot communicate with them, and they share the descriptor, it does not appear on their body, no ma�er how much
essence they invest. It is instead stored, inert, un�l the veilweaver
mortal’s senses. While bonded in this way the daeva
brands an enemy within Close range as a standard ac�on. It then
loses their emo�on/passion dependent weakness, materializes on the branded creature. A brand occupies a slot on its
does not need to feed, and recovers 1 point of veilweaver as normal, even if it has been used to brand an enemy,
Cons�tu�on drain dealt by their emo�on/passion and are bound to chakra slots as normal. A veilweaver can a�empt
dependent weakness for each month they spend in this to place a brand they have already placed onto a new creature, but
bond. If a creature has become unwillingly bound to a doing so removes it from the first. Addi�onally, they can choose to
daeva, that daeva can be expelled by cas�ng remove remove one or more of their brands from any creatures affected by
curse on that creature. The DC to remove a daeva is them any �me they reallocate their essence.
equal to 10 + 1/2 the daeva’ Hit Dice + the daeva’s [Brand] veils are normally placed on a creature within Close range
veilweaving modifier. If successfully expelled, it appears (25 feet plus 5 feet per two veilweaver levels) as a standard ac�on,
in a space adjacent to the once-bonded creature of the though some [brand] veils may have special ways to apply them,
daeva’s choice. and some feats or class abili�es may alter the way they are applied
as well. Most veils have saving throws to avoid being branded
The bonded creature normally gains the benefits of (specified in the veil’s descrip�on), and spell resistance applies to
one of the daeva’s veils (chosen when the daeva is thwart a brand’s applica�on. A creature may have any number of
created), and a number of points of bonus permanent brands applied to them at a �me, and they do not occupy slots on
essence (normally 1 per 5 Hit Dice of the daevic, the branded creature. A single creature cannot be branded by a
rounded up). The veil granted by this bond does not specific veil more than once, even if that specific brand is applied
take up that creature's chakra slots, is considered to be by mul�ple veilweavers. Once a creature has been branded, the
bound to the chakra it is shaped in, and uses the brand remains as long as the creature is within Close range of the
daeva’s veilweaving level, veilweaving modifier, and veilweaver, unless otherwise specified by the veil. If the branded
creature leaves that range, the brand persists un�l the end of the
essence capacity when determining its effects. More
veilweaver’s next turn, at which �me the veil and its effects
powerful daeva o�en grant the mortal they are become suppressed un�l the veilweaver is once again within Close
bonded to addi�onal veils or abili�es. range of the creature. Even if the effects are suppressed, the
A daeva can end this temporary bond by spending 1 veilweaver can s�ll interact with the veil, such as by inves�ng
minute, appearing in space adjacent to the mortal of essence in or out of it or unshaping it.
their choice. If the mortal they are bonded to is slain, Once a brand has been applied to a creature they can be
they suffer 1 point of Cons�tu�on drain and are iden�fied and sundered as normal for veils. A creature who is
immediately ejected from the mortal’s body. This affected by a brand knows they can sunder it to end the effects.
damage is considered to have been dealt by their When sundering a brand, it is considered to be shaped on the
emo�on/passion dependent ability for the purposes of creature affected by it, but it uses the CMD of the veilweaver who
shaped it. [Brand] veils can only be sundered while they are
recovering it.
branding a creature. A�emp�ng to sunder a brand does not
Some daeva may have unique methods of bonding provoke an a�ack of opportunity. Sundering or suppressing a brand
with a mortal, whether that is in addi�on to or replaces removes it from the branded creature. If the veilweaver falls
the above bonds depends on the specific type of daeva. unconscious, the effects of their placed brands are suppressed.
Destroying or killing the veilweaver removes the effects of their
brands from all affected creatures.
Akasha Retold - Daevic 54
Enhanced Veils special abili�es. For example, a veil enhanced with +2, flaming, and
holy would have an Enhancement of 5 (2 for +2, 1 for flaming, 2 for
A veil with the [Enhanced] descriptor is a veil that func�ons as a holy). Special materials and enhancement bonuses do not affect the
wearable or wieldable item and can be enhanced as if it were a hardness of an enhanced veil.
masterwork version of that item.
Size: A veil with the [Enhanced] descriptor produces a suit of armor,
Type: A veil with the [Enhanced] descriptor can be enhanced using shield, or weapon sized appropriately for the veilweaver who shaped
the Cra� Arms and Armor feat as if it were a masterwork suit of armor, it, or the creature the veil has been shaped on in the case of a shared
shield, or weapon and acts as a specific type of armor, shield, or veil. If the creature can wield weapons sized for creatures larger than
weapon for all purposes (such as feats that only affect a single weapon it, the veil can produce weapons of that size as well.
such as Weapon Focus, or class features that require a specific weapon
or armor) as denoted in its descriptor. These items are also treated as Sundering: Armor, shields, and weapons produced by an [Enhanced]
magical for effects that apply to or are affected by magical items. For veil are treated as being part of that veil for the purposes of sundering,
example, a veil with the [Enhanced (scythe)] descriptor can be and follow all of the normal rules for sundering a veil.
enhanced as if it were a scythe and is treated as a scythe for all Polymorph Interac�ons: If a veilweaver is affected by a polymorph
purposes; the same applies to a veil with the [Enhanced (breastplate)] effect that would cause their equipment to merge with their body, any
descriptor. It is treated as a breastplate for all purposes, and can be equipment created by an [Enhanced] veil is merged as well, and the
enhanced as if it were a masterwork breastplate. If an [Enhanced] veil veilweaver cannot resummon that equipment or use it un�l the
specifies a broad type instead of a specific item, such as [Enhanced: polymorph effect ends.
Armor], that veil is not treated as any specific type of armor, shield, or
weapon and its sta�s�cs will usually be found in the veil’s descrip�on. Armor: Veils with the [Enhanced (armor)] descriptor that create a
suit of armor do so immediately when the veilweaver shapes the veil,
Proficiency: A veilweaver is always proficient with the armor, shield, unless the veil states otherwise. Armor created by an [Enhanced] veil
or weapon that is created as part of a veil with the [Enhanced] applies its normal penal�es to the veilweaver or character it is shaped
descriptor. If such a veil creates mul�ple different suits of armor, to, such as a penalty to movement speed for medium or heavy armor,
shields or weapons but only one type is referenced in the descriptor, maximum Dexterity bonus, arcane spell failure chance, and the like.
such as an [Enhanced (longsword)] veil that also creates a shield, the Unless otherwise specified, armor created by an [Enhanced] veil has
veilweaver is proficient with any addi�onally created suits of armor, all of the sta�s�cs of a normal suit of masterwork armor of the created
shields, or weapons as well. If this veil is shaped onto another type. Removing armor produced by an [Enhanced] veil requires the
creature by the veilweaver, that creature is treated as proficient same amount of �me as removing normal armor of its type, and when
instead. If the veil is affected by mul�ple proficiencies (such as a it is removed it immediately dissipates. Conjuring and equipping this
bastard sword or a scorpion whip), the veilweaver is treated in being armor anew can be done as a free ac�on on the veilweaver’s turn. If a
proficient in all applicable proficiencies. The veilweaver is only treated veilweaver shapes mul�ple veils with the [Enhanced (armor)]
as being proficient with the armor, shield, or weapon that is created as descriptor that create armor, they can change which set of armor they
part of this veil in this way, not with any other item of the same type. have conjured any �me they reinvest their essence.
Upgradable: A veilweaver may enhance this veil as if it were a Shields: Veils with the [Enhanced (shield)] descriptor that create a
masterwork item of its type, following the same rules as enhancing shield normally create the shield in a free hand of the wielder’s choice
normal items. This can be done using the Cra� Arms and Armor feat as a free ac�on on their turn. Shields created by a veil with the
for armor, shields, and weapons, or by using class features, feats or [Enhanced] descriptor cease to exist as soon as they leave the
spells that temporarily or permanently enhance such an item. When a veilweaver’s possession unless otherwise specified by the veil. Such a
veil is enhanced using Cra� Arms and Armor or similar abili�es, the veil can only create a single shield unless otherwise specified by the
veil must be shaped and the veilweaver must be present during the veil. Shields created by an [Enhanced] veil apply their normal penal�es
en�re enhancement period, but the veil need not be shaped when it to the character who wields it, such as the shield’s armor check
is not being ac�vely enhanced. You may also improve armor, shields, penalty and arcane spell failure chance. When enhancing a shield
and weapons with special materials by paying the price modifier of created by an [Enhanced] veil, the veilweaver can choose whether to
that material, treat armor as cos�ng 500 gp, and treat shields and enhance the shield component of the veil, to enhance the shield as a
weapons as cos�ng 100 gp when calcula�ng price modifiers. weapon to improve its shield bash, or both. Enhancing a shield in this
Enhancing a veil takes the same amount of �me to enhance the item way as both a weapon and a shield does not incur an increase in cost,
as normal. If an [Enhanced] veil creates mul�ple different types of but does require the shield enhancements and weapon
items, such as an [Enhanced (longsword)] veil that also creates a enhancements to be performed separately. If such a veil refers to its
shield, only the items created of the type referenced in the [Enhanced] Enhancement, use the higher value of the two separate
descriptor gain any benefits upon being enhanced unless specified Enhancements. Of note, many [Enhanced] veils that produce a shield
otherwise by the veil. If a veil denotes mul�ple types for its allow one form of Enhancement (shield or weapon) to modify or alter
[Enhanced] descriptor or has mul�ple [Enhanced] descriptors, refer to the other form of Enhancement. When being used as a weapon, such
the veil’s descrip�on for how it is specifically enhanced. Some a shield follows all of the normal rules of a weapon created by a
[Enhanced] veils may refer to their Enhancement within their [Enhanced] veil as well (see below).
descrip�on. When referred to in this way, a veil’s Enhancement is
equal to the veil’s modified bonus: its enhancement bonus plus its
55 Akasha Retold - Daevic
Weapons: Veils with the [Enhanced (weapon)] descriptor that create a +1 insight bonus to a�ack and damage rolls made with the
a weapon normally create the weapon in a free hand of the wielder’s gore a�ack granted by this veil.
choice as a free ac�on on their turn. Weapons created by a veil with
the [Enhanced] descriptor cease to exist as soon as they leave the Chakra Bind (Head): Binding this veil to your Head chakra
veilweaver’s possession unless otherwise specified by the veil. Such a allows you to teleport yourself and your target when you
veil can only create a single weapon unless otherwise specified by the strike them with your akashic horns. When you hit a creature
veil. If a veil can create mul�ple weapons, treat all weapons it creates using the gore a�ack granted by this veil, you may force the
a�er the first as if they had an enhancement bonus 1 lower (minimum struck creature to make a Will saving throw. If it fails, you may
0). If the weapon is enhanced with special abili�es, the veilweaver
teleport the struck creature up to 5 feet (+5 feet per point of
may choose to lose a special ability with an effec�ve bonus of at least
+1 instead. If this reduc�on would reduce the weapons bonus to +0, it essence invested in this veil) to a point of your choosing. A�er
is treated as a masterwork weapon, gaining the usual +1 enhancement the creature teleports, you teleport to a square adjacent to
bonus to a�ack rolls, but not to damage rolls. This may allow a weapon the struck creature of your choosing. If this teleport would
to have a +0 enhancement bonus but s�ll possess weapon special place the creature in a hazardous loca�on (such as in the air,
abili�es. into dangerous terrain, or into a harmful magical effect) they
gain a +4 bonus to their saving throw.
Fleshwarp Descriptor
Rather than manifes�ng as constructs of magical energy, fleshwarp Armory of the Conqueror
veils physically alter the body of the veilweaver who shapes them.
Descriptors: None
Fleshwarp veils are extraordinary effects a�er being shaped, rather
than supernatural. They are not subject to spell resistance, and cannot
Class: Daevic, Helmsman, Kheshig, Stormbound
be dispelled or suppressed by effects that suppress magic. Fleshwarp Slot: Hands, Wrists
veils can be used while polymorphed, modifying the flesh of any forms Saving Throw: None
the veilweaver might take. When not invested with essence they A gleaming band of hardened akasha wraps around your
almost-seamlessly merge with your body, rather than being nearly
weapons, thrumming with power.
invisible, allowing them to be disguised as easily as a normal veil.
Fleshwarp veils otherwise func�on using all the same proper�es as a When you invest essence in this veil, choose one
normal veil. manufactured weapon you are wielding, unarmed strikes, or a
single natural weapon. As long as this veil is invested with
Veils essence, at the beginning of each turn you may select a
different weapon.
The following veils were originally printed in other books,
but have been reprinted and updated within this book to Inves�ng essence in this veil causes the selected weapon to
grow in power as if you had increased in size, as detailed in the
include a number of small tweaks and changes to bring them
essence sec�on below. Ranged weapons confer this property
more in line with the modern standard for veils.
to their ammuni�on, and thrown weapons retain this size
Antlers of the Ephemeral Elk increase un�l a�er the a�ack made using the thrown weapon
is resolved.
Descriptors: Teleporta�on
Class: Daevic, Guru, Huay, Nexus, Stormbound This effec�ve increase in size does not stack with any other
Slot: Head magical size increases, enlarge person, strongjaw, or the
Saving Throw: Will (see text) impact weapon special ability. If you or your weapon would be
affected by such an ability while you are benefi�ng from the
Mighty antlers of shi�ing and twis�ng akasha burst forth powers of this veil, use the higher of the size increases when
from your scalp, allowing you to twist through space to strike determining your weapons damage dice.
your enemies like the elk that is their namesake.
Essence: A weapon affected by this veil is treated as though
Shaping this veil grants you a primary gore natural a�ack it is one size category larger than it actually is when 1 point of
that deals 1d8 piercing and bludgeoning damage (1d6 for a essence is invested. For every 2 points of essence invested
small creature). When making an a�ack using these horns, beyond the first, this size bonus increases by an addi�onal
you may teleport 5 feet as a free ac�on before making the category.
a�ack roll. Since you use this teleport before your a�ack roll,
Chakra Bind (Hands): Binding this veil to your Hands chakra
you can use the teleport to move into reach of your target.
makes the weapon extremely difficult to pull from your grasp,
Essence: For each point of essence invested in this veil the gran�ng you a +1 insight bonus to CMD vs. Disarm a�empts per
distance you can teleport is increased by 5 feet, and you gain point of essence invested.
Akasha Retold - Daevic 56
Chakra Bind (Wrists): Binding this veil to your Wrists chakra Hand Cannons
grants you all the benefits of the Hands bind, and the veil
wrapping your weapons further protects them from harm. Descriptors: Enhanced (ranged weapon, see text)
The affected weapon’s hardness increases by 5 �mes the Class: Daevic, Helmsman, Kheshig, Soulforge, Vizier
number of points of essence invested in this veil, and the Slot: Wrists
weapon gains an insight bonus on all saves vs. any effects Saving Throw: None
which target it (such as a rus�ng grasp spell) equal to the It’s said that this veil was developed a�er an adventuring
amount of essence invested in this veil. This hardness increase veilweaver witnessed the destruc�ve power of a rampaging
does not apply to weapons conjured by veils. cannon golem.
Crusader’s Shield Shaping this veil grants you the ability to conjure whirling
energy that surrounds one of your free hands. This special
Descriptors: Enhanced (heavy shield) ranged weapon can be enhanced as a ranged weapon of no
Class: Daevic, Helmsman, Kheshig, Soulforge, Stormbound par�cular type, thus it cannot gain special proper�es that call
Slot: Hands for a specific weapon.
Saving Throw: None
This energy allows you to make a�acks as if it were a ranged
Bands of hardened akasha stretch out from your hands, weapon with a range increment of 20 feet that deals 2d6
crea�ng an impenetrable wall of akashic energy. points of bludgeoning and piercing damage (1d8 for Small
You can summon a heavy shield formed of brilliant silvery creatures, 3d6 for Large) and can be conjured into one of your
akasha into your hands as a free ac�on. If this shield leaves free hands as a free ac�on. You may call this weapon into
your grip, it immediately disappears. mul�ple free hands if you so wish, but it suffers the normal
penal�es associated with an [Enhanced] veil that creates
As a move ac�on, you can cause this shield to expand
mul�ple weapons if you choose to do so.
outward, crea�ng a translucent, flat plane of akashic energy in
the form of one 10-foot wide by 10-foot tall square wall that These Hand Cannons are treated as a ranged weapon for all
stops a�acks, movement, breath weapons, and any targeted purposes, such as for feats and talents that normally affect
spells or effects which would pass through. At least one 5-foot ranged weapons (like Deadly Aim or Rapid Shot feats). You can
edge of this wall must be along the edge of your space. This choose your Hands Cannons veil as a weapon type for any
wall can be a�acked, using your CMD as its AC, and any feats or talents that affect only a single weapon type as well
damage dealt to the wall is dealt to this veil as if it were (like the Weapon Focus feat), and is considered to be part of
sundered. If this veil is suppressed, the wall is destroyed. Area the following weapon groups: Bows, Crossbows, and
of effect a�acks that deal hit point damage that are Firearms.
intercepted by this akashic wall instead deal damage directly Essence: For every 1 point of essence invested in this veil,
to the veil as if it were sundered (the wall receives no save the range increment of the weapon increases by 10 feet and
against those effects). you gain a +2 insight bonus to damage rolls with it.
Teleporta�on spells or effects that do not require physical Chakra Bind (Wrists): Binding this veil to your Wrists chakra
contact, such as hypno�c pa�ern, are not impeded by the allows you to unleash the full destruc�ve power of the Hand
wall. Cannons. The damage die of your Hand Cannons is increased
You cannot move while this wall is shaped but may dismiss by 1 step (2d6 for Small creatures, 3d6 for Medium, 4d6 for
it as a free ac�on on your turn. Large) and the physical damage dealt by them bypasses the
hardness of any creatures or objects they strike.
Essence: For each point of essence invested in this veil, this
veil’s hardness increases by 2 and when you create the wall
you can expand it to either be an addi�onal 5-feet wide or 5-
feet tall per point invested.
Chakra Bind (Hands): Binding this veil to your Hands chakra
makes it vastly more responsive; you may now ac�vate the
barrier as an immediate ac�on a number of �mes per day
equal to your veilweaving modifier.
57 Akasha Retold - Daevic
Vines of the Elderwood fail they also fall. At the beginning of each of the entangled
creatures' turns they take 1d6 piercing damage, plus 1d6
Descriptors: None points per point of essence invested in the veil. As a standard
Class: Daevic, Nexus, Radiant, Stormbound, Vizier, Volur ac�on, the entangled creature can a�empt a Strength check
Slot: Feet, Wrists or Escape Ar�st check with a DC equal to the veils DC to
Saving Throw: See text escape the vines.
Bands of akasha in the shape of thorny vines wrap around
your extremi�es, gran�ng you the ability to subtly manipulate Referenced Veils by Source
plants around you.
Akashic Classes: Kheshig: Barrier Belt, Broken Shackles, Ins�nct, Mask of the
Shaping this veil allows you to move through undergrowth Hunter, Monster Hunter’s Cloak
(such as natural thorns, briars, overgrown areas, tall grasses, Akashic Classes: Volur: Most veils with the [Brand] descriptor
Akashic Mysteries: Armbands of the Irked Elephant, Bangles of the Jealous
and similar terrain) at your normal speed without taking Seductress, Cincture of the Dragon, Collar of Skilled Instruc�on, Courtesan’s
damage or suffering any other impairments. Such terrain that Cloak, Cuirass of Confidence, Eyes of the Hawkguard, Gloves of the Master
has been created by magic or manipulated by magic s�ll Thief, Gorget of the Wyrm, Horselord’s Greaves, Immovable Boots, Sea Drake’s
Talons, Sen�nel’s Helm, Stone Giant’s Girdle, Tauric Brace, Wrathful Claws
affects you, but you gain a +1 insight bonus to AC and saving
Akashic Realms Volume 1: Emperors & Einherjar: Bifrost Boots
throws against those effects. Akashic Staples: Cra�sman’s Belt, Diplomat’s Clip, Hands of the Cra�er, Lenses
of the Seer
In addi�on, you never leave tracks or a trail when moving Akashic Tales: Relics of Atlan�s: Twinned Blood
through undergrowth, and you gain a +2 insight bonus to City of the 7 Seraphs: Akashic Trinity: Bracers of Oblivion, Darkwalker Hood,
Stealth checks in undergrowth. Ebon Blaze, Imp’s Eyes, Iron Crown, Liminal Repartee, Nothingness Shroud,
Nymph’s Visage, Pasha’s Crushing Gauntlets, Pooling Black, Shackles of
Essence: For each point of essence invested in this veil, the Perdi�on, Voidwalkers
bonus to AC, saving throws, and Stealth checks granted by this Classes of the Lost Spheres: Zodiac: Cardinal’s Cape
Eldritch Akasha: Obsessions of Mortality: Arachnothorax, Chelicerae of
veil increases by +1. Manipula�on, Devouring Maggots, Fargrasp Tendrils, Fleshwarped
Chakra Bind (Feet): Binding this veil to your Feet chakra Reinforcements, Wolf’s Snout
Eldritch Essences: Promethean: Behemoth’s Flesh, Chameleon Skin,
causes you to emit an aura that causes plants to erupt with Chi�nplate, Consuming Scales, Embodiment of the Gate, Gills of the Deep
life. When you have at least 1 point of essence invested in this One, Lance Cannons, Leaping Gait, Spawn of the Beastmother, Toxinlungs,
veil, you gain a 60 foot radius aura that causes non-magical Visage of the Faceless, Warsculpter’s Armaments, Writhing Approach
Expanded Akasha: Spirits and Magic: Haun�ng Shadow
plant life to grow spikes and impede your enemies. Enemies Expanded Akasha: Variant Arsenal: Assassin’s Fervor, Bangles of Orbi�ng,
within this area treat all squares of plant life within the aura Chains of Willful Sacrifice, Daring Archer’s Goggles, Diadem of Timeline
as difficult terrain. When an enemy begins their turn in the Distor�on, Forbidding Mantra, Gorget of Unfe�ered Fear, Gory Armaments,
area, they must make a Reflex saving throw or become Greaves of the Unified Assault, Jewel of Thoughtsight, Presence of the Void,
Shroud of the Guardian, Spirit of Shadows, Warding Mandalas
entangled un�l the beginning of their next turn and take 1 Stormbound: Renewed Focus: Bands of the Void, Ionizing Scarf, Mai'yr's Band,
point of piercing damage and 1 point of bleed damage per Runecloth of Doorways, Shawl of Shi�ing Stars
point of essence invested in this veil. They are not rendered Studio M— April 2021 Compila�on: Abductor’s Shadow, Blindman’s Folds,
Disquie�ng Gaze, Impulse Earrings
immobile by this entangled effect, but cannot leave the area
Studio M— January 2021 Compila�on: Beastblood Transforma�on, Ichor Ink
of affected plants while they are entangled by it. Plants that Studio M— June 2021 Compila�on: Alluring Voice, Bandolier of Warping,
leave the aura return to their normal shape and stop Chain of Binding Commandments, Crown of the Wildspeaker, Draconic
entangling creatures, and creatures who leave the aura while Ferocity, Eyes of Terror, Gloves of Repulsion, Hardlight Reinforcements, Maw
of the Starving Beast
entangled are no longer entangled by this bind effect. Studio M— July 2021 Compila�on: Greaves of Skirmishing, Pursuer’s Cuffs
Studio M— March 2021 Compila�on: Astral Pugilism
Chakra Bind (Wrists): Binding this veil to your Wrists chakra
Studio M— November 2021 Compila�on: Eyes of Night, Soundscape
allows you to project thorny vines of akashic energy to Perceptors, S�nging Shroud
entangle and snare enemies. As a standard ac�on you can Studio M— October 2021 Compila�on: Acidic Mass, Buzzing Cloak,
cause thorned akashic vines to sprout from your wrists and Insectocorpus, Fleshling Growth
Studio M— September 2021 Compila�on: Cloak of Spores, Ribbon of
entangle a single creature within 90 feet. The creature must Displacement, Trickster’s Overcoat,
make a Reflex saving throw or become entangled for a The Fisherking: Royal Treasury
number of rounds equal to your veilweaving modifier. These The Tome of Veils: Book and Quill of the Akashic Record, Brooch of the
vines restrain the entangled creature and immobilize them. A Guardian, Collec�ve’s Sacrifice, Disk of Li�ing, Halo of Rejuvena�on,
Integrated Firearm, Ira’s Shadowed Bindings, Sleeves of Holding, Words of
creature using wings to fly who is affected by this veil gains a Revergence
+4 bonus to their saving throw against this effect, but if they
Akasha Retold - Daevic 58
Open Gaming License 15. COPYRIGHT NOTICE
Open Game License v 1.0 © 2000, Wizards of the Coast, Inc.
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, Monte Cook, Skip
("Wizards"). All Rights Reserved. Williams, based on material by E. Gary Gygax and Dave Arneson.
1. Defini�ons: (a) "Contributors" means the copyright and/or trademark owners who have contributed Open Akasha Retold: Daevic © 2022 Studio M—, Author Hal Kenne�e
Game Content; (b) "Deriva�ve Material" means copyrighted material including deriva�ve works and transla�ons Akashic Staples, © 2022 Studio M—, Author Hal Kenne�e
(including into other computer languages), pota�on, modifica�on, correc�on, addi�on, extension, upgrade, Expanded Akasha: Variant Arsenal © 2022 Studio M—; Author Hal Kenne�e.
The Tome of Veils © 2022 Studio M—; Authors Hal Kenne�e, Anthony Cappel.
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Studio M— April 2021 Compila�on © 2021 Studio M—; Author Hal Kenne�e.
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enhancement over the prior art and any addi�onal content clearly iden�fied as Open Game Content by the Studio M— June 2021 Compila�on © 2021 Studio M—; Author Hal Kenne�e.
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Contributor, and means any work covered by this License, including transla�ons and deriva�ve works under Studio M— November 2021 Compila�on © 2021 Studio M—; Author Hal Kenne�e.
copyright law, but specifically excludes Product Iden�ty. (e) "Product Iden�ty" means product and product line Studio M— October 2021 Compila�on © 2021 Studio M—; Author Hal Kenne�e.
names, logos and iden�fying marks including trade dress; ar�facts, creatures, characters, stories, storylines, Studio M— September 2021 Compila�on © 2021 Studio M—; Author Hal Kenne�e.
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Akashic Classes: Volur © 2021, Legendary Games; Author Hal Kenne�e.
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Akashic Classes: Kheshig © 2021, Legendary Games; Author Anthony Cappel.
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(f) "Trademark" means the logos, names, mark, sign, mo�o, designs that are used by a Contributor to iden�fy Sowards
Ul�mate Spheres of Power © 2020, Drop Dead Studios LLC
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Divergent Paths: Rajah, © 2017, Dreamscarred Press. Authors: Jade Ripley and Ehn Jolly.
"Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Spheres of Might © 2017, Drop Dead Studios LLC
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City of Seven Seraphs: Akashic Trinity, © 2018, Lost Spheres Publishing; Author: Michael Sayre
2. The License: This License applies to any Open Game Content that contains a no�ce indica�ng that the Open Path of War, © 2014, Dreamscarred Press.
Game Content may only be Used under and in terms of this License. You must affix such a no�ce to any Open Path of War Expanded, ©2016, Dreamscarred Press
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