Daevic Passions

When the bond between a mortal and daeva is first established, the mortal becomes a slave to a particular motivation, but is also rewarded for her dedication to this ideal. This ideal influences the daevic’s alignment options and also what veils she shapes each day; the daevic is granted the ability to shape additional veils drawn from a list associated with her passion. These veils are actually the partially formed physical body of the possessing daeva and vary from standard veils; instead of investing essence into the veils the daevic invests it directly into her bond with her daeva, and the daeva augments and disperses it to those veils for her. Whenever a daevic invests essence into her passion the essence counts as being invested in all of the daevic’s passion veils (for example, a 9th level daevic could invest 2 points of essence into her passion and each of her 3 passion veils would count as having 2 essence invested). Because of the unusual nature of these veils, they cannot benefit from veil-specific feats or effects like Enhanced Capacity or akashic catalysts (though they can still be bound as normal). The daevic also gains additional class skills depending on his chosen passion.

Cybertech and Akasha

## **Desire**

*(Source: Akashic Mysteries)*

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

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

**Class Skills**: Appraise, Sleight of Hand, Stealth.

Starting at 3rd level, daevics of desire discover that they are able to simulate effects that other creatures accomplish through skill or cleverness by bringing the supernatural force of their own personality to bear. The daevic may use her Charisma modifier in place of her Dexterity or Intelligence modifiers to determine prerequisites for feats and uses Charisma in place of Intelligence when determining her total bonus in the appraise skill. In addition, the daevic gains Precise Shot and Willful Throw as bonus feats, even if she would not normally meet their prerequisites. At 6th level the possessing daeva begins to transform and adopt an affinity for a particular aspect of Desire. Choose one of the following aspects: Love or Avarice

### **Love**

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

### **Avarice**

Daevics who follow the path of avarice often lack the commitment necessary to form a long term bond with a sentient being, but this makes them no less possessive of what they consider theirs. Starting at 6th level, any weapon that remains in the daevics possession for at least 24 hours gains the Returning and Called properties; this power is immediately lost if the daevic willingly gives the weapon to another sentient creature and cannot be restored until the weapon returns to the daevic’s possession for another 24 hours. At 12th level, the daevic may activate the Called ability as a free action instead of the normal swift action. At 18th level, whenever the daevic succeeds on a ranged attack with a thrown weapon, the target is affected by an Unnatural Lust effect with a DC equal to 10 + ½ class level + Charisma modifier.

## **Dominion**

*(Source: Akashic Mysteries)*

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

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

**Class Skills**: Diplomacy, Handle Animal, Knowledge (Nobility).

At 3rd level, the daevic gains Two-Weapon Fighting as a bonus feat. At 5th level, she gains Improved Shield Bash, and at 8th level she gains Shield Master. The daevic does not need to meet the prerequisites for these feats. At 6th level the possessing daeva begins to transform and adopt an affinity for a particular aspect of Dominion. Choose one of the following aspects: Benevolence or Tyranny.

### **Benevolence**

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

### **Tyranny**

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

## Evolution

*(Source: Studio M— Eldritch Akasha Obsessions of Mortality)*

Daeva of evolution seek out hosts that are willing to adapt to their environments, constantly seeking out new ways to improve their lives, further their education, or harness new power to overcome their foes. Daevics of evolution spring up from all manner of backgrounds, but are always those who are willing to overcome the odds through sheer force of will. A daevic of this passion is of no particular alignment; the drive to evolve that draws forth their daeva is found among all groups of living beings.

**Passion Veils**: Acidic Mass, Behemoth’s Flesh, Boneplate Vambraces, Buzzing Cloak, Chameleon Skin, Chitinplate, Consuming Scales, Daevic Aspect, Insectocorpus, Leaping Gait

**Class Skills**: Knowledge (dungeoning), Knowledge (nature), Stealth, Survival

Starting at 3rd level, the daevic’s body begins to change to suit their whims and allowing them to rapidly evolve features to overcome their challenges. When the daevic shapes their veils for the day, they gain a number of evolution points equal to that of an eidolon with an effective summoner level equal to the daevic’s class level that can be spent on eidolon evolutions. The daevic is considered to have the biped base form for the purposes of meeting prerequisites for these evolutions, they cannot select the Large evolution or evolutions that would grant them natural attacks or improve their natural attacks, and the daevic uses their class level as their effective summoner level when determining the effects of these evolutions.

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

### Adaptation

Adaptation Daevics have learned to focus their evolutionary powers towards rapidly adapting to overcome their obstacles. By taking any number of points of essence burn as a standard action, the daevic can lose a number of evolutions equal to the number of points of essence burn taken and gain an equal number of points worth of evolutions in their place.

### Apex

Apex Daevics have directed their evolutionary powers towards hunting and dominating their foes with sheer overwhelming offensive pressure, their bodies mutating to become weapons to destroy their foes. The daevic can select evolutions that grant them natural attacks or modify their natural attacks, but they are limited to a maximum of 2 natural attacks granted by evolutions, increasing to 3 natural attacks at 11th level and 4 natural attacks at 16th level.

## **Fixation**

*(Source: Arcforge: Psibertech)*

Daevas of Fixation seek out servants with a one-track mind. Daevics of Fixation specialize in ranged combat, employing firearms or similar weapons to kill or incapacitate foes at range. Most often, they play the roles of assassins or infantry, dominating the battlefield either through powerful weapon batteries or more compact handheld firearms. Fixation daevics are the most common type of daevics in militarized industrial societies, making use of their aptitude at long-distance combat to attain many victories.

**Passion Veils**: Pestilence Cloak, Hand Cannons, Riven Darts, Gorget of the Wyrm, Daevic Aspect, Armory of the Conqueror, Sentinel’s Helm, Lashing Spinnerets, Courtesan’s Cloak.

**Skills**: Perception, Stealth, Knowledge (Geography)

At 3rd level, the daevic gains Precise Shot as a bonus feat. At 5th level, she gains Deadly Aim and at 8th level she gains Improved Precise Shot or Pinpoint Targeting. The daevic does not need to meet the prerequisites for these feats.

At 6th level the daeva becomes more refined, driving the daevic towards a particular combat style. Choose one of the following aspects:

### **Cannoneer**

Opting for powerful heavy firearms over more compact machines, Cannoneers build their combat style around doling out extreme destruction. When fighting using a ranged weapon, the armor penetration of the weapon is increased by 2, and all creatures adjacent to the projectile’s point of impact (or line of fire, in the case of spread or automatic weapons) take the minimum amount of damage from the attack, as if they were caught in the radius of a splash weapon (DC=10 + 1/2 the metahuman’s level + the metahuman’s Charisma modifier for half damage). The effective radius of this ability improves to 10 feet at 12th level and 15 feet at 18th level, with the armor penetration of the weapon increasing by an additional 2 at each of these levels.

### **Sharpshooter**

Employing expert aim and surgical precision to their attacks, sharpshooters aim to annihilate their target in a single shot whenever possible. As a full-round action, a sharpshooter may pool all of her attack potential in one powerful shot. She may make a number of rolls equal to the number of attacks she can make with a full attack with the normal attack bonus for each attack (this applies even to weapons normally incapable of firing more than one shot per round). For each roll that is a hit, she deals the normal amount of damage, adding it to any damage the attack has already dealt from previous rolls (if any). If any of the attack rolls are critical threats, make one confirmation roll for the entire attack at your highest base attack bonus. If it succeeds, the entire attack is a confirmed critical hit.

## Harmony Passion

*(Source: Studio M— Compilation November 2021)*

Daevas of Harmony seek out servants who seek to bring harmony to the world around them by stemming the tides of chaos, by seeking inner peace, or by attempting to mediate disputes. Daevics of Harmony are often found among lawful or religious orders, favoring monks, mediators, and those who wish to stop chaos from entering their communities. A daevic who selects this passion is usually of any Lawful alignment, though those of True-neutral alignments are commonly found as well.

**Veil List:** Barrier Belt, Broken Shackles, Cardinal’s Cape, Collar of Skilled Instruction, Crusader’s Shield, Cuirass of Confidence, Daevic Aspect, Diplomat's Clip, Immovable Boots, Instinct, Loyal Paladin’s Spear of Light, Sentinel’s Helm

**Skills:** Diplomacy, Knowledge (religion), Perception, Perform (oratory)

A daevic of harmony uses their Wisdom modifier as their veilweaving modifier and in place of their Charisma modifier for their daevic class features.

At 3rd level, the daevic of harmony gains the ability to infuse their damage with harmonic energy. Whenever they deal damage, they can choose to make that damage nonlethal. Whenever they deal nonlethal damage, they deal an additional 1d6 damage of the same type. This damage increases by an additional 1d6 at 9th and 15th level. This damage is multiplied on a critical hit.

At 6th level, the possessing daeva begins to transform and adopt an affinity for a particular aspect of harmony. Choose one of the following aspects: Enlightenment or Tranquility.

### Enlightenment

Daevics who follow the path of enlightenment channel the harmony of their mind to perceive the workings of the world around them and to resist mental compulsions.

At 6th level, the daevic gains a +1 bonus on saves against mind-affecting effects, darkvision 60 feet (or a 60-foot increase to their existing darkvision), and low-light vision. They also gain the effects of detect magic as a constant extraordinary effect. They are always treated as if they had concentrated on the effect for 1 round, but may further concentrate on the effect (as normal for the spell) to increase the information they gain.

Additionally, the daevic may make Sense Motive checks to identify magical effects by intuiting the fundamental nature of reality, rather than Spellcraft checks.

At 9th level, and every 3 levels thereafter, the bonus to mind affecting effects granted by this ability increases by +1.

At 12th level, the daevic gains the effects of arcane sight and see invisibility as constant extraordinary effects. They also gain the ability to see through magical darkness using their darkvision, and their darkvision increases to 120 feet (or a 120-foot increase to their existing darkvision).

At 18th level, the daevic gains the effects of greater arcane sight and true seeing as constant extraordinary effects, and gains the see in darkness ability, allowing them to see through all darkness and dim light as if it were bright light.

### Tranquility

Daevics who follow the path of tranquility channel the 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 still only gain the benefits of resting like this once each day, as normal for resting. Whenever the daevic rests in such a way, they recover twice as many points of ability damage (2 per 4-hour meditation, 4 per 12-hour meditation).

At 9th level, and every 3 levels thereafter, the bonus to death effects granted by this ability increases by +1.

At 12th level, the daevic no longer needs to eat or drink to survive and no longer ages. They also only need to meditate 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 damage when resting this way equal to their Wisdom modifier (minimum 2) or twice their Wisdom modifier when meditating for 6 hours (minimum 4). The daevic also gains resistance to level drain; they take no penalties from negative levels, but still die if they accrue more negative levels than they have Hit Dice. After 24 hours, any negative levels they take are removed without the need of another saving throw.

At 18th level, the daevic no longer needs to breathe, and can survive in any natural environment as the planar adaptation spell. They also only need to meditate for 10 minutes to gain the benefits of 8 hours of rest, and they restore all ability damage they are suffering from when mediating in this way. The daevic also gains resistance to ability drain; any time they would suffer from ability score drain, they take that drain as ability score damage instead.

## **Hatred**

*(Source: Studio M— Compilation November 2021)*

Daevas of Hatred seek out servants who are driven by their hate and are willing to use it as fuel towards accomplishing their goals, no matter their intentions. Daevics of Hate can range from many backgrounds, but as a whole are incredibly driven to righting whatever wrongs they believe has been inflicted on them by the source of their ire. A daevic who selects this passion is usually Chaotic or Lawful Neutral or of any Evil alignment, thought Good-aligned daevics who select this passion are not unheard of.

**Veil List:** Bloodvine Embrace, Chronomancer's Jinx, Cloak of the Leper, Dancer's Curse, Daevic Aspect, Grasping Chains, Line in the Sand, Mageblight, Sword of Damocles, Traitor's Mark, Veilhex

**Skills:** Knowledge (arcana), Sleight of Hand, Stealth

At 3rd level, the daevic gains Painful Severance as a bonus feat. They do not need to meet the prerequisites for this feat. At 3rd level, and again at 9th and 15th level, the saving throw DCs of their veils with the [brand] descriptor are increased by +1.

At 6th level, the possessing daeva begins to transform and adopt an affinity for a particular aspect of hatred. Choose one of the following aspects: Animus or Odium.

### **Animus**

Daevics who follow the path of animus utilize their hatred to better themselves and the world by vowing to work against the aspects of it they so despise. Starting at 6th level, they gain Mass Branding and Reaching Brands as bonus feats. They gain Mass Branding as a bonus feat an additional time at 12th and 18th levels. They do not need to meet the prerequisites for these feats.

Additionally, at 12th level their Reaching Brands feat improves, allowing them to apply brands to creatures within Medium range (100 feet + 10 feet per veilweaver level) and maintain brands on creatures out to Long range (400 feet + 40 feet per veilweaver level). At 18th level this further improves, allowing them to apply brands out to Long range, and their brands can be maintained on creatures no matter their distance from the daevic, including if those creatures travel to a different plane.

### **Odium**

Daevics who follow the path of odium channel their hatred into a destructive force which they use to blight and torment their foes. At 6th level, once per round when the daevic hits a creature with a weapon attack, they can apply one of their brands to that creature as a free action. This otherwise functions as if the daevic had attempted to apply that brand to the creature normally, and follows the normal rules for [brand] veils. If the daevic used a ranged weapon to apply the brand, the creature must be within the range that the daevic could apply their brands (normally close range). When applying a brand in this way the daevic may use the higher of their veilweaving ability score or the ability score they used to make the attack when determining the brand’s saving throws and effects.

The daevic may use this ability an additional time each round at 12th and 18th level.

## **Knowledge**

*(Source: City of Seven Seraphs)*

Daevas of Knowledge seek out mortal hosts who share
their unrelenting drive to uncover the secrets of existence. Librarians, information brokers, and scholars of all stripes may earn the attention of such daeva, though only those with the strength and will to seek out knowledge in the darkest and most dangerous corners of the planes can form the bond required to host a daeva within themselves and become true daevic. Daevics of knowledge who establish themselves as valued residents of the City are often invited to contribute to the living library of the Grove of Eld, where they use their heart of Yggdrasil veil to grow a mighty oak tree etched with all of the knowledge they accrue during their adventures. A daevic who selects this passion is almost always of neutral alignment, holding the pursuit of knowledge as paramount over petty concerns related to morality.

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

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

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

**Eidetic Cache:** The daevic can memorize a piece of
information and later recall it perfectly. She can hold roughly 10 pages of written information, including
images and maps, or 30 minutes’ worth of speech or music. (Memorizing music doesn’t confer the ability to
perform it properly.) The amount she can store increases
by 5 pages and 5 minutes at 2nd level, and at every
level thereafter. The daevic can hold only one piece of information in this way at a time. The information
doesn’t go away when she recalls it, but when the daevic memorizes a new piece of information with this ability,
the old piece becomes as imperfect any other memory.
Memorizing magical writing (such as a scroll or a page
from a spellbook) doesn’t confer the ability to borrow,
duplicate, or retain any of the magic in the writing, but
the daevic can reproduce the spell in writing to allow
someone who prepares spells from a spellbook to prepare
it as though using a borrowed spellbook. Alternatively, while the daevic has a spell memorized in this manner, she may take a number of points of essence burn equal to the spell’s level to use it as a spell-like ability; the daevic can only emulate spells whose level is equal to or less than half her class level (rounded down, minimum 1) with this
ability.

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

### **Education**

From 6th level on, the daevic gains the ability
to establish a telepathic bond between herself and a
number of willing creatures up to her Intelligence bonus
(minimum 1), each of which must have an Intelligence
score of 3 or higher. Each creature included in the link is
linked to all the others. The creatures can communicate telepathically through the bond regardless of language.
No special power or influence is established as a result of the bond. Once the bond is formed, it works over
any distance (although not from one plane to another). The daevic may share information stored in her eidetic cache with any creature included in her bond, though for them the information functions like a normal memory, not one with perfect clarity. Similarly, any information shared with the daevic by a member of her bond is filtered through the lens of that creature’s mind and cannot be made more accurate by storing it in her eidetic cache, and the daevic cannot retain complex information (such as a memorized spell) through the base ability of this bond. The daevic may add or remove a creature from this bond
as a standard action.

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

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

### **Secrecy**

Starting at 6th level, whenever the daevic
commits a piece of written information to her eidetic
cache, she may choose to erase the source of the
information completely from existence. Any book, spell,
scroll, or other recording medium used by the daevic to
obtain the information is wiped completely clean and
cannot be recovered by any means. Other instances of
the information are unaffected (for example, if the daevic uses her eidetic cache to store a spell from a spell book,
it is erased from that book but might still exist in other scrolls or books). In addition, the daevic can attempt to
sequester a written magical trap (such as explosive runes or
sepia snake sigil) in her eidetic cache and destroy it. Treat
this as a Disable Device check to disarm a magical trap
(as though the daevic has the trapfinding class feature).
Her bonus on this roll is equal to either her Disable
Device modifier or the sum of 5 + her daevic level + her
Intelligence modifier, whichever is higher. If the daevic
succeeds, instead of being disabled, the trap is erased
and destroyed. This ability can’t destroy symbol traps; it
functions only if written text is involved.

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

At 18th level, the daevic may store the complete
knowledge of a single living creature in her eidetic cache
as a full-round action. This must be a creature the daevic
has seen in person, and the creature must be on the same
plane of existence as the daevic when the ability is used. Unwilling creatures targeted by this ability may attempt
a Will saving throw (DC 10 + 1/2 the daevic’s class level
+ her Intelligence modifier) to resist its effects. Once a
creature has been affected by this ability, they cannot
be detected by divination magic, nor by magical effects
and wards (such as the alarm or explosive runes spells),
and any creature other than the daevic and the target
whose total hit dice are less than or equal to the daevic’s
own forget the target ever existed. Attempts to scry
the creature automatically fail and wards simply fail to
trigger, though they otherwise remain active and in place.
Whenever a creature affected by this ability interacts with
another creature, they are extremely forgettable; creatures
whose hit dice are less than or equal to the daevic’s
that interact with the target will overlook them unless
directly confronted, and quickly forget the interaction
ever took place once the creature is no longer nearby. In
addition, the daevic can store up to 6 targets or pieces of
information in their eidetic cache.

## Mutation

*(Source: Studio M— Eldritch Akasha Obsessions of Mortality)*

*Daeva of mutation seek out hosts that are particularly unpredictable and those that are easily swayed by their environment or their compatriots. These mortals are particularly compatible with the flesh-altering magics of a mutation daeva and are betier able to maintain a daevic bond without risking their own life. Daevics of mutation are particularly uncommon, since the bond otien comes with serious consequences for those not able to adapt to the mutations it grants. A daevic of mutation tends to be chaotic in alignment, as the flexibility needed to adapt to the bond tends to select for those of less rigid morals.*

**Passion Veils**: Arachnothorax, Chelicerae of Manipulation, Daevic Aspect, Eyes of Night, Fargrasp Tendrils, Fleshling Growth, Fleshwarped Reinforcements, Toxinlungs, Wolf’s Snout, Writhing Approach

**Class Skills**: Bluff, Disguise, Stealth, Survival
Starting at 3rd level, the powers of their daevic bond causes their body to rapidly mutate features to overcome the challenges they face. When the daevic shapes their veils for the day, they gain a number of customizations points equal to an aegis of their level that can be spent on customizations from the following list. They treat their aegis level as their daevic level when meeting prerequisites for these customizations and when determining their effects (or as their aberrant level, for customizations normally available to an aegis with the aberrant archetype). These customizations are considered an extraordinary effect. The following customizations can be found on this page, or on this page for customizations marked with a \*.

* 1 Point Customizations: Darkvision, Disjointed\*, Eyestalks\*, Hardened Strikes, Pull, Push, Speed, Spiked Carapace, Swim, Underwater Breath
* 2 Point Customizations: Adhesive Feet, Chameleon, Climb, Powerful Build, Tremorsense,
* 3 Point Customizations: Blindsense, Burrow, Reach
* 4 Point Customizations: Blindsight

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

#### Predation

Daevics of Predation have learned to focus their mutations powers towards hostile ends, their bodies themselves becoming a weapon to overwhelm and destroy their foes.

They add the following customizations to the list of customization they can select using this passion:

* 1 Point Customizations: Tearing Sting\*, Stinger\*, Tentacle\*
* 2 Point Customizations: Increased Size, Poison\*, Spikes\*, Tear Flesh\*, Ram
* 3 Point Customizations: Toxic\*, Quickened Attacks
* 4 Point Customizations: Improved Increased Size

#### Survival

Daevics of Survival have learned to focus their evolutionary powers towards defensive ends, protecting themselves from harm and allowing them to thrive in particularly dangerous situations. They add the following customizations to the list of customizations they can select using this passion:

* 1 Point Customizations: Energy Resistance, Evasion, Stalwart
* 2 Point Customizations: Improved Natural Armor\*, Obsese\*, Fortification
* 3 Point Customizations: Diehard, Frightiul Presence
* 4 Point Customizations: Energy Immunity, Improved Evasion, Improved Stalwart, Protective Shell\*

## Obsession

Daevas of obsessions seek out mortals who share their obsessive desires, amplifying the drive of those mortals for whom they form a bond to seek out knowledge and eldritch augmentations that would warp them into monsters more susceptible to the daeva’s will. Obsession daevics develop a single eldritch obsession at first level that warps their body and mind, granting them forbidden powers and strange new abilities beyond the means of most daevics.

**Passion Veils:** The daevic’s obsession is all consuming, devoting energy that would normally be spent towards shaping veils into modifying their very body. A daevic of the obsession passion does not gain passion veils, their passion cannot be invested with essence, and they do not gain passion veil slots. Instead, they gain an additoonal daevic veil slot at 4th and 14th level, and gain an additional point of essence at 6th level, and every 3 levels thereafter. If a daevic archetype would replace or remove their passion veils, it replaces or removes these benefits as well.

**Skills:** Knowledge (arcana), Knowledge (dungeoneering), Knowledge (religion), Spellcraft

A daevic of obsession uses Intelligence instead of Charisma as their veilweaving modifier.

At 1st level, the obsession daevic chooses a single obsession available to the promethean. This obsession grants the obsession daevic two unique abilities at 1st level and as the daevic pursues their obsession they uncover further insights, granting them additional abilities or improvements at 5th, 9th, 13th, 17th, and 20th level.

The daevic treats their daevic level as their promethean level when determining the effects of this obsession. Unlike other daevic, the an obsession daevic’s passion is all consuming, causing their passion to not gain a new aspect at 6th level.

## Progress

*(Source: Studio M— Compilation September 2021)*

*Daevas of Progress possess an unending desire to create, whether that be a lust for invention or a desire to iterate and improve on what they already know. They seek out servants who share similar beliefs, granting their Daevics the power to create and invent.*

**Passion Veils:** Barrier Belt, Bifrost Boots, Craftsman’s Belt, Daevic Aspect, Hands of the Crafter, Horselord’s Greaves, Lenses of the Seer, Royal Treasury, Runecloth of Doorways

**Skills:** Appraise, Knowledge (arcana), Perception

A daevic of progress uses their Intelligence in place of their Charisma for all of their daevic class features, including their veilweaving, and for Use Magic Device checks.

The daevic’s innate drive to create combined with their patron daeva’s magical potential grants them greater control over their magical potential, allowing them to create magical objects despite their inability to cast spells.

The daevic’s class levels count as arcane caster levels for the purposes of item creation feats, and they can create spell trigger spell completion items (such as potions, scrolls, and wands) without having the ability to cast the necessary spells. They still need the necessary item creation feats, but the daevic can complete the item creation process with only a working knowledge of each spell needed.

At 1st level, they are considered to have a working knowledge of all 0-level and 1st-level spells for the purpose of item creation, allowing them to create magic items and spell trigger and spell completion items with those spells as a requirement without an increase to the item crafting DC. At 3rd level, and every 2 levels thereafter, the maximum level of spells in which they have working knowledge increases by 1, to a maximum of 9th-level spells at 17th level.

When using magical items they have crafted themselves, the daevic does not need to decipher the item or make any checks as part of using it, even if it would have special requirements such as when using a scroll.

At 1st level, the daevic gains Brew Potion and Scribe Scroll as bonus feats.

At 3rd level, and again at 5th level, they gain an additional Item Creation feat of their choice.

The daevic also gains an innate pool of wealth at each level that they can use to create consumable items. This pool of wealth may only be used to create items using the Craft (alchemy) skill, or to create consumable magical items, such a potions, scrolls, or wands. At 1st level, and every level thereafter, the daevic gains wealth to utilize with this ability as per **Table: Progress Passion Consumable Wealth.** Whenever the daevic gains a level, they may use this gold to craft items using their Craft (alchemy) skill or their item creation feats without the normal time required to do so, representing the daevic’s continual tinkering during their downtime while adventuring.

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

### Invention

Daevics of invention seek to create new and wondrous objects, constantly finding new goals and lofty heights from which they seek to change the world.

At 6th level, the daevic gains the ability to break down and transfer magical effects between items. They can spend one hour in meditation to break down a magical item, removing all of its magical effects and producing magical reagents equal to the cost used in its creation. If a magical item was created with a reduction in its crafting cost (such as through the Hedge Magician trait) it produces reagents equal to that reduction as well.

Alternatively, they can transfer magical enchantments between similar items, exchanging the magical enhancements and abilities of two like items; weapons to weapons, armor to armor, shields to shields etc. The daevic must completely exchange the properties of both items when using the ability in this way. For example, the daevic could take a +1 halberd and a +3 flaming longsword and swap the magical enchantments between them, resulting in a +3 flaming halberd and a +1 longsword. Both items must be legal targets for all abilities swapped this way. They may also transfer effects to a masterwork nonmagical item, if they wish. Additionally, the daevic can use this ability to transfer charges between wands or staves whose highest level spells are the same; for example, the crafter could transfer charges from a wand of cure light wounds to recharge a wand of shield. When using this ability in this way, the daevic may choose to transfer any number of charges currently held in one item to the other.

The daevic cannot use any of the options of this ability on cursed items, intelligent items, or artifacts.

At 12th level, the daevic gains the ability to redesign a magical item, altering its properties and its functions. Doing so requires 8 hours of uninterrupted work, requires a skill check at the DC of crafting the new item, and allows the daevic to completely redesign the magic item with the following caveats:

The magical effects of the item must be redesigned to fit the same item type and item slot, and cannot change the form of the base item. A weapon retains its weapon type and must have its new enhancements be weapon enhancements, a belt-slot wondrous item can only be redesigned into a belt-slot wondrous item, and a potion can only be redesigned into a potion.

The daevic must possess the appropriate crafting feats, i.e. Craft Wondrous Items for wondrous items.

The item being redesigned must be of equal or lesser value to the new design’s gold piece value. If the redesigned item was of greater value, excess gold is regained in the form of magical reagents. For example: redesigning a +4 headband of mental prowess (crafting cost 20,000gp) into a +6 headband of vast intellect (18,000gp) would return 2,000gp worth of magical reagents.

The daevic cannot use this ability to redesign cursed items, intelligent items, or artifacts. If the daevic fails their skill check, the base item retains its original abilities and is not redesigned.

At 18th level, the daevic creates a marvel of artifice, a personal minor artifact tied to their very soul and essence. They gain a single non-consumable magic item with a crafting cost of 100,000gp or less of an item type they are able to craft (such as a weapon or armor if they have Craft Arms and Armor, or a wondrous item if they have Craft Wondrous Item). The item cannot have charges unless those charges automatically recharge after a set period of time.

This item only works for the daevic, and immediately disappears if the daevic is slain. The base item is included in the creation of this minor artifact, allowing the daevic to assign this crafting cost towards special materials if they wish.

If the daevic loses this item, they can immediately recall it to a free hand as a swift action. This minor artifact also cannot be destroyed.

The daevic can redesign this minor artifact, allowing them to change it to another magic item with a crafting cost of 100,000gp or less by spending one week or work. They are 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 craft, with the above restrictions.

### Production

Daevics of production seek mastery of their current skills, iterating on their work to find ways to save their materials and time to create a greater artifice.

At 6th level, the daevic reduces the cost to create magical items by 5%. This ability doesn’t stack with similar effects. Additionally, when crafting magical items during their downtime while adventuring or traveling, they gain the full benefit of 4 hours per day of crafting, rather than the normal 2 hours of work for 4 hours of effort. The daevic can also create multiple magic items per day. When crafting mundane items, they can complete a week’s worth of work in one day.

At 12th level, the daevic has learned to further optimize their crafting, allowing them to complete and additional 4,000gp worth of work in 8 hours. The daevic can create potions and scrolls with a base price less than 1,250gp in 2 hours of work.

At 18th level, the daevic further reduces the cost to create magical items by 5% (to 10% total), and may complete an additional 5,000gp worth of work in 8 hours (for a total increase of +9,000gp). The daevic can create potions and scrolls with a base price less than 2,500gp in 2 hours of work.

## Vigilance

*(Source: Arcforge: Psibertech)*

Daevics of Vigilance are unrivaled analysts, tacticians, and spies, able to garner information and channel it effectively towards a variety of strategically salient purposes. Be it finding a crippling weakness in the foe’s defenses or optimizing the functionality of a unit’s own soldiers, Vigilance daevics are an incredible asset to any force that commands them or is capable of otherwise harnessing their intellectual expertise.

**Passion Veils**: Sentinel’s Helm, Courtesan’s Cloak, Dreamcatcher, Collar of Skilled Instruction, Essence of the Succubus, Daevic Aspect, Bloody Shroud, Cuirass of Confidence.

**Skills**: Perception, Knowledge (any two)

At 3rd level, the daevic gains a +2 bonus to all Knowledge checks and may make such checks untrained. She may make Perception and Knowledge checks as a swift action and receives a +1 bonus on all attack rolls and to the DCs of any veils used against identified creatures. This bonus increases by 1 at 8th level and every 5 levels thereafter, to a maximum of +4 at 18th level.

At 6th level the daeva becomes more refined, driving the daevic toward a particular combat style. Choose one of the following aspects:

### **Optimizer**

Making the most of any situation, optimizers excel at forging a path to victory from any circumstance. At 6th level, the optimizer gains the use of the strategy class feature, as the tactician class. She learns one strategy at 6th level plus another at 12th and 18th level. For the purpose of these strategies, use the daevic’s Charisma modifier in place of their Intelligence modifier.

### **Saboteur**

Saboteurs specialize in locating and compounding weaknesses within an opponent’s capabilities. At 6th level, the daevic gains sneak attack 1d6, alongside the debilitating strike ability of an unchained rogue. At 12th and 18th level, the daevic gains an additional die of sneak attack as well as the ability to apply an additional debilitating strike effect on the target whenever the ability is used.

## **Wrath**

*(Source: Akashic Mysteries)*

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

**Class Skills**: Survival, Heal, Knowledge (Martial).

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

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

### **Justice**

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

### **Vengeance**

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