Daevic

Hit Die: d10

Class Skills: Bluff (Cha), Climb (Str), Craft (Int), Intimidate (Cha), Knowledge (History), Knowledge (Local), Knowledge (Planes) (Int), Profession (Wis), Sense Motive (Wis), Swim (Str), Use Magic Device (Cha)

Skill Points per Level: 4 + Int modifier.

Level Base Attack Fort Ref Will Special Veils Essentia Chakra Binds
1 +1 +2 +2 +0 Daevic Possession, Passions 0+1 0 0
2 +2 +3 +3 +0 Resist Influence +1, Chakra Bind (Feet) 1+1 1 1
3 +3 +3 +3 +1 Passion, Possession 1+1 1 1
4 +4 +4 +4 +1 Chakra Bind (Hands) 1+2 2 1
5 +5 +4 +4 +1 Passion, Possession 1+2 2 2
6 +6 +5 +5 +2 Resist Influence +2 2+2 3 2
7 +7 +5 +5 +2 Chakra Bind (Wrists) 2+2 4 2
8 +8 +6 +6 +2 Passion, Possession 2+3 4 3
9 +9 +6 +6 +3 Improved Passion Capacity +1 2+3 4 3
10 +10 +7 +7 +3 Resist Influence +3, Chakra Bind (Shoulders) 2+3 5 3
11 +11 +7 +7 +3 Passion Bond 2+3 5 3
12 +12 +8 +8 +4 Blood Bind 3+3 6 3
13 +13 +8 +8 +4 Chakra Bind (Belt) 3+3 6 4
14 +14 +9 +9 +4 Passion, Possession, Resist Influence +4 3+3 7 4
15 +15 +9 +9 +5 Improved Passion Capacity +2 3+4 7 4
16 +16 +10 +10 +5 Chakra Bind (Neck) 3+4 8 4
17 +17 +10 +10 +5 Passion, Possession 3+4 8 5
18 +18 +11 +11 +6 Resist Influence +5 4+4 9 5
19 +19 +11 +11 +6 Chakra Bind (Chest) 4+4 9 5
20 +20 +12 +12 +6 Passion, Possession, Apotheosis 4+4 10 6

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

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

The DC for a saving throw against a Daevic Veil is 10 + the number of points of Essentia invested in the Veil + your Cha modifier. You can only shape a certain number of Veils per day (see table below). The Veils granted at 1st, 4th, 12th, and 17th level must be selected from the list of Veils associated with your Passion. The Veils gained at 2nd, 6th, 9th, and 15th level can be selected from any marked as available to the Daevic class, but you cannot shape a Veil whose alignment opposes your own. Veils are constructs of pure magic and are suppressed while in the area of an Antimagic Field or similar phenomena. The Daevic also gains access to a special Veil slot, Blood. Blood Veils often have powerful effects but can cause extreme physical stress or even bodily harm to the veilweaver.

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

Finally, at 1st level and every 2 levels thereafter (3rd, 5th, 7th, etc.), the daevic’s body is changed and enhanced by the daeva possessing him, granting one of the following benefits:

  • A +1 bonus to natural armor
  • A +1 competence bonus to a single Strength or Dexterity related skill (Climb, Ride, etc.)
  • 2 additional hit points
  • A +1 competence bonus to a single Charisma related skill (Bluff, Diplomacy, etc.)

The daevic may choose whichever bonus best suits him each time he gains this benefit, but once he has gained a specific benefit he cannot choose it again until he has chosen every other option. (For example, a daevic who chose a natural armor bonus at 1st level could not gain a natural armor bonus from this ability again until he had gained a bonus to a Str or Dex skill, 2 additional hit points, and a bonus to a Cha skill, though the order he gained those bonuses in is up to him.)

Daevic Veils

Passions: When the bond between a mortal and daeva is first established, the mortal becomes a slave to a particular motivation, but is also rewarded for his dedication to this ideal. This ideal influences the daevic’s alignment options and also what veils he shapes each day; the daevic is granted the ability to shape additional veils drawn from a list associated with their passion at 1st, 4th, 12th, and 17th level. These veils are actually the partially formed physical body of the possessing daeva and vary from standard veils; instead of investing Essentia into the Veils the daevic invests it directly into his bond with his daeva, and the daeva augments and disperses it to his veils for him. Whenever a daevic invests Essentia into his passion the Essentia counts as being invested in all of the daevic’s passion veils (for example, a 12th level daevic could invest 2 points of Essence into his passion and each of his 3 passion veils would count as having 2 Essentia invested). Because of the unusual nature of these veils, they cannot benefit from veil-specific feats and effects like Enhanced Veil Capacity (though they can still be bound as normal). The Daevic also gains additional class skills depending on his chosen passion.

  • Dominion: Daevas of Dominion seek out servants who are driven by an unstoppable drive to impose order and rule on the world around them. Many Daevics of Dominion are great kings or cruel tyrants, though whether that is a result of the powers granted by their bond or a reflection of the type of individual daevas associated with this Passion seek out is a matter of some debate. A Daevic who selects this Passion is usually Lawful Good, Lawful Neutral, or Lawful Evil.
    • Passion Veils: Armory of the Conqueror, Cincture of the Dragon, Collar of Skilled Instruction, Cuirass of Confidence, Daevic Aspect, Horselord’s Greaves, Sentinel’s Helm, Stone Giant’s Girdle, Thurston’s Bladewards
    • Skills: Diplomacy, Handle Animal, and Knowledge (Nobility)
    • Starting at 3rd level, the daevic reduces the penalties for all off-hand attacks made with a shield by 1 (minimum 0). These penalties are lowered by an additional 1 point at 5th level and every 3 levels thereafter. This includes penalties for two weapon fighting, iterative attacks, or non-proficiency, but does not include penalties resulting from a low ability score or spells or effects.
    • At 6th level the possessing daeva begins to transform and adopt an affinity for a particular aspect of Dominion. Choose one of the following aspects:
      • Benevolence: The possessing daeva has grown so powerful that it can now extend its guiding and protective influence to your allies as well. The daevic chooses one Teamwork feat for which he qualifies and may share this feat with all allies within 30 feet as a standard action. At 11th and 16th level the daevic learns an additional Teamwork feat for which he qualifies and may share all Teamwork feats gained in this way when activating this ability. Allies affected by this ability retain the use of the granted feats for a number of rounds equal to the daevic’s Charisma modifier, even if they leave the 30 foot area of effect.
      • Tyranny: The daeva and its host are now driven by an uncontrollable need to dominate and control those around them, imposing their will upon all they survey. The daevic can make Intimidate checks to demoralize as a swift action and gains a +2 competence bonus to Intimidate checks. This bonus increases by an additional +2 at 11th and 16th level.
  • Wrath: Daevas of Wrath seek out individuals whose nature will naturally drive them into conflict with others; Daevics chosen by this Passion are usually Lawful Good, Chaotic Good, Lawful Evil, or Chaotic Evil.
    • Passion Veils: Armbands of the Irked Elephant, Armory of the Conqueror, Bloody Shroud, Breastplate of Bloody Conflict, Daevic Aspect, Gorget of the Wyrm, Horns of the Minotaur, Wrathful Claws, Sea Drake’s Talons
    • Skills: Skills: Survival, Heal, and Knowledge (Martial).
    • Starting at 3rd level, the first time the daevic successfully bull rushes or overruns an opponent each round, he may make an attack of opportunity against that opponent before moving them. In addition, the daevic gains a +2 competence bonus to CMB and CMD to perform or resist a bull rush or overrun at 5th level and every 3 levels thereafter.
    • At 6th level the possessing daeva begins to transform and adopt an affinity for a particular aspect of Wrath. Choose one of the following aspects:
      • Vengeance: The daeva is now an avatar of destruction, divorced of morality and possessed only of a drive destroy those oppose it. Whenever the daevic succeeds at a bull rush or overrun attempt against an opponent, he may make a full attack against the target of the bull rush in place of the attack of opportunity normally granted. This full attack can only be made using natural weapons.
      • Justice: The daeva’s appetite for destruction is tempered by a sense of balance and while it believes that some are worthy of death, it will strive not to cause undue pain or suffering. The daevic gains Vital Strike as a bonus feat, and may now make an attack action modified by this feat in place of the attack of opportunity normally granted when he succeeds on a bull rush. In addition, at 11th and 16th level the daevic gains the Improved and Greater Vital Strike feats, respectively, as bonus feats and may use them with this ability.

Resist Influence: Starting at 2nd level the symbiotic bond between the Daevic and the daeva that possesses him protects him from outside influences. The Daevic gains a +1 bonus to all saves vs. enchantment spells and effects. This bonus increases by an additional +1 at 6th level and every 4 levels thereafter.

Chakra Binds: At 4th level and every three levels thereafter the Daevic gains the ability to bind Veils directly to his chakra, unlocking potent abilities. He gains the ability to bind to slots in the following order: Hands, Wrists, Shoulders, Belt, Neck, Chest.

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

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

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

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