Daevic Passions Retold

The following [retold] passions include reworks and updates to the existing passions available to the daevic which are designed to be used by a retold daevic. Some have been reworked from the ground up to provide new and interesting effects, and others have been tweaked to better facilitate the balance of the game and for their ease of use in a wider variety of games. At your GM’s discretion, the following passions may be selected by a daevic in place of the base version of the passion. In some cases, they may need minor tweaks to work with the class features altered or replaced by the retold daevic.

## Apathy [Retold]

*Daevas of Apathy seek out mortal servants who share their apathy for the status quo of the world as it is, those willing to use the gifts provided by a daevic bond to change the world into one that they and their daeva can truly enthuse over.*

**Veil List:** Abductor’s Shadow, Bands of the Void, Bracers of Oblivion, Daevic Aspect, Darkwalker Hood, Gloves of the Master Thief, Gory Armaments, Haunting Shadow, Imp’s Eyes, Nothingness Shroud, Pooling Black, Presence of the Void, Ribbon of Displacement, Trickster’s Overcoat, Voidwalkers

**Class Skills:** Disable Device, Disguise, Sleight of Hand, Stealth

A daevic of apathy uses their Wisdom modifier as their veilweaving modifier and in place of their Charisma modifier for their daevic class features. The daevic may also use the higher of their Wisdom and the skill’s normal stat when making Disable Device, Disguise, Sleight of Hand, and Stealth checks.

If the daevic has the resist influence feature, that feature also applies its bonus to saving throws against emotion and pain effects.

The daevic’s apathy towards the world subtly infects the minds of others they interact with, causing them to feel apathy towards the existence of the daevic unless otherwise threatened by them. Creatures suffer a -2 penalty on Perception checks to notice the daevic, and to Sense Motive checks against the daevic. Whenever the daevic attacks or uses a targeted hostile ability against a target suffering from this effect, the target suffers a -2 penalty on saving throws against the attack or ability, and if the attack or ability deals damage it deals an additional 2 points of precision damage with that attack. The target then gains immunity to the effects of this ability for 24 hours. This additional damage is of the same type as the triggering attack or ability. Creatures immune to mind-affecting effects are immune to this ability.

At 3rd level, and every 3 levels thereafter, the penalty to Perception and Sense motive imposed by this ability worsens by -2, and the precision damage dealt by this ability increases by +2.

At 9th level, the apathetic effects upon the mind’s of those who perceive the daevic grows in power. Whenever a creature with 1 or more Intelligence stops observing the daevic, it must make a Will save (DC 10 + 1/2 the daevic’s level + their Wisdom modifier). If it fails, the creature loses all memory of its awareness of its current interaction with the daevic and any actions the daevic took during that time. This is a mindaffecting effect, and the lost memories can only be recovered by an effect such as modify memory. The daevic can suppress this ability as a standard action, and activate it as a free action even if it isn’t their turn. If they activate this ability while they are currently interacting with a creature, only the memories after the ability has been activated are affected.

A creature that fails its saving throw is still aware of any other changes to itself or its environment that happened during the forgotten interactions with the daevic. For instance, a guard will remember running, that they were attacked or saw someone get attacked, and may notice a newly unlocked door, but will not remember that they were chasing after the daevic or that the daevic was the one who attacked them.

At 6th level, the possessing daeva begins to transform and adopt an affinity for a particular aspect of apathy. The daevic chooses one of the following aspects: Emptiness or Ennui.

### **Emptiness**

Daevics of Emptiness have truly learned to embrace their apathy, channeling its powers so that they may briefly escape the world they feel nothing for.

At the end of each of the daevic’s turns, they can choose to embrace their emptiness. Doing so requires no action on their part, but the daevic must be conscious to do so. If the daevic chooses to embrace emptiness, they roll d%. On a roll of 51 or higher they phase out from reality until the beginning of their next turn, after which they phase back into reality. When phased out from reality the daevic cannot be targeted, seen, or affected by area of effects. Creatures can move freely through the daevic’s space, and the daevic cannot take actions or threaten attacks of opportunity while phased out. The daevic can still hear and see while phased out, but they may only communicate or speak with other phased out creatures (even through special forms of communication, such as telepathy). Creatures with true seeing can see the daevic, but not affect them or target them. When the daevic phases back into reality they reappear in a space within 10 feet of the space they phased out from.

Alternatively, the daevic can choose to force themselves or another creature to phase out from reality as a standard action. When doing so they do not need to make a d% roll, their attempt to phase out automatically succeeds. Using this against another creature requires touching them (a melee touch attack against an unwilling creature). Unwilling creatures may make a Will saving throw to resist this ability (DC 10 + the daevic’s Wisdom modifier + the daevic’s level). A creature phased out in this way phases back in at the beginning of that creature’s next turn.

If the daevic is slain or falls unconscious, any creatures they have phased out immediately phase back in.

At 12th level, the daevic can force themselves or another willing creature to phase out as a move action (it still requires a standard action for the daevic to attempt to phase out an unwilling creature). Additionally, while the daevic or a willing creature is phased out they can still take actions, but they cannot affect or target creatures other than themselves with their actions. While phased out the daevic or willing creature gains a fly speed equal to their base land speed with perfect maneuverability, and while flying in this way they ignore the effects of any wind. The daevic or willing creature cannot pass through solid objects while moving while phased out. If the daevic or willing creature phases back in while flying and they do not have a fly speed, they fall.

At 18th level, whenever the daevic or a creature they have phased out begins their turn phased out they choose whether they phase back in or not. If the creature falls unconscious they phase back in. They can also force themselves to phase back in as an immediate or swift action. Additionally, the daevic, and any willing creatures they have phased out, can use their immaterial forms while phased out to move at incredible speeds. They can travel at a rate of 50 miles per hour while phased out, and do not suffer fatigue while doing so. This allows the phased out creature to travel overland for more than 8 hours without the need to make Constitution checks.

### **Ennui**

Daevics of Ennui radiate their dissatisfaction with the world as an aura surrounding them, forcing those feelings upon others unless actively controlled. The daevic gains a 15-foot radius aura of ennui that affects creatures within the aura. Creatures other than the daevic within this aura cannot gain the benefits of flanking, do not benefit from morale bonuses, suffer a -2 penalty on Will saving throws, cannot use aid another, and do not treat any creatures (other than themselves) as allies for any of their teamwork feats. This is a mind-affecting effect.

As a free action, the daevic can choose a number of creatures up to their Wisdom modifier to ignore the effects of this aura. This immunity persists until the daevic uses this ability again.

The daevic can deactivate this aura as a standard action and reactivate it as a free action, even outside of their turn. This aura automatically activates if the daevic loses consciousness or fails a saving throw against a mind-affecting effect.

At 9th level, and every 3 levels thereafter, the radius of this aura increases by 5 feet. At 12h level, and again at 18th level, the penalty to Will saving throws imposed by the aura worsens by -1.

## Desire [Retold]

*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*

**Passion Veils:** Alluring Voice, Astral Pugilism, Bangles of the Jealous Seductress, Bandolier of Warping, Chain of Binding Commandments, Collective’s Sacrifice, Courtesan’s Cloak, Cuirass of Confidence, Daevic Aspect, Diplomat’s Clip, Halo of Rejuvenation, Liminal Repartee, Nymph’s Visage, Twinned Blood, Words of Revergence

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

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 their Charisma modifier in place of their Dexterity or Intelligence modifiers to determine prerequisites for feats and uses Charisma in place of Intelligence when determining their total bonus in the Appraise skill. In addition, the daevic gains Precise Shot and Willful Throw as bonus feats, even if they would not normally meet their prerequisites. At 4th level, whenever the daevic throws a weapon it automatically flies through the air to return to the daevic’s hand after the attack is resolved. If the weapon is caught by the attacked creature (such as through the Snatch Arrows feat) it does not return to the daevic. At 10th level, weapons thrown by the daevic teleport back to their hand after the attack resolves, even if they are caught by the attacker. If the teleportation is blocked, they fly back to the daevic’s hand instead.

At 6th level the possessing daeva begins to transform and adopt an affinity for a particular aspect of Desire. The daevic chooses one of the following aspects: Love or Avarice

### **Love**

Daevics of love inevitably attract devoted allies, followers or lovers that they desire to provide for and aid. The daevic increases the bonuses granted when they aid another by +2, and gains Swift Aid as a bonus feat. This bonus increases by an additional +1 at 12th level and 18th level. The daevic does not need to meet the prerequisites for this feat, and the bonus granted by this ability is halved (rounded down) when aiding another as a swift action. Whenever the daevic aids another as a swift action, they may reinvest their essence. Additionally, the daevic may use their thrown weapons to aid their allies when in combat. When making an attack roll to aid another, they can attack a foe engaging one of their allies in melee combat within the range of their thrown weapon. This attack roll suffers the normal penalties for a ranged attack made using that weapon, and the thrown weapon returns to the daevic after the aid another check resolves.

Once per round the daevic may aid another with a thrown weapon in place of an attack rather than as a standard action. Additionally, whenever the daevic uses aid another in combat with one of their thrown weapons, they can choose to make the attack against AC 10 or against the target’s normal AC against that attack. If they choose to make it against the target’s normal AC and succeed, in addition to granting the benefits of aid another the target takes damage as if struck by the weapon. This attack can critically 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 attacks of opportunity to either move up to half their speed without provoking attacks of opportunity from the targeted enemy, or to make a melee attack against the targeted. This ability is in addition to the normal benefits provided by the daevic’s aid another.

At 18th level, the daevic may replace any number of their attacks they make with a thrown weapon in any round with aid another attempts.

### **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. The daevic gains an additional number of attacks 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 attack rolls with weapons in the Thrown Weapon Group.

Once per turn when the daevic successfully hits a creature with a thrown weapon, they may make a drag combat maneuver using that thrown weapon against that creature as part of the attack without provoking an attack of opportunity. The daevic uses the two highest of their Strength, Dexterity, and Charisma when determining their base attack bonus for this drag combat maneuver, and they determine their bonuses to their CMB as if using the weapon with that combat maneuver (including bonuses to attack rolls applied to that weapon from feats, class features, weapon enhancements, and so on). The daevic does not move as part of this special drag attack. If this drag maneuver moves the target to within the daevic’s reach with the thrown weapon used to make the attack, the daevic may make a melee attack using one of their thrown weapons against the creature as an attack of opportunity. At 12th level, and again at 18th level, the daevic may use this ability an addtional time each round.

At 10th level, if the daevic’s thrown weapon returns to their hand via teleportation and they succeed on their drag maneuver using this ability, the dragged creature is instead teleported to the nearest adjacent space to the daevic instead of being dragged. If the creature resists teleportation, or that teleportation is blocked, it is dragged as normal for this ability. The teleported creature is still considered to have been dragged for the purposes of making a followup attack using this feature.

## Dominion [Retold]

*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.*

**Passion Veils:** Cincture of the Dragon, Chain of Binding Commandments, Cuirass of Confidence, Crusader’s Shield, Daevic Aspect, Disquieting Gaze, Embodiment of the Gate, Eyes of Terror, Gorget of Unfettered Fear, Greaves of the Unified Assault, Horselord’s Greaves, Iron Crown, Sentinel’s Helm, Stone Giant’s Girdle, Twinned Blood

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

At 1st level, the daevic gains Two-Weapon Fighting and Improved Shield Bash as bonus feats. At 6th level, the daevic gains Improved Two-Weapon Fighting as a bonus feat. At 11th level, the daevic gains Greater Two-Weapon Fighting as a bonus feat. 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. The daevic chooses one of the following aspects: Benevolence or Tyranny.

### **Benelovence**

The possessing daeva has grown so powerful that it can now extend its guiding and protective influence to both the daevic and their allies. The daevic gains a teamwork feat of their choice as a bonus feat. They must meet the prerequisites for this feat, as normal. As a swift action, or as part of reinvesting their essence, the daevic may share the benefits of one of their teamwork feats to each of their allies within 30 feet of them. These allies retain the use of this feat until this ability is used again. They may change which teamwork feat they are sharing each time they use this ability, and their allies don’t need to meet the prerequisites for the shared feat. If the daevic falls unconscious, their allies lose the benefits of this shared feat until the daevic activates this ability again.

At 12th level, and again at 18th level, the daevic gains an additional teamwork feat as a bonus feat and may share an additional teamwork feat with their allies using this ability.

### **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 may reinvest their essence as part of taking this action. Whenever the daevic successfully demoralizes a target, instead of giving the demoralized target the shaken condition they can instead impose one of the following commands upon them:

* **Approach:** The demoralized target immediately moves 5 feet closer to the daevic, plus 5 feet for every 5 by which the daevic beats the Intimidate DC.
* **Flee:** The demoralized target immediately moves 5 feet away from the daevic, plus 5 feet for every 5 by which the daevic beats the Intimidate DC.
* **Attack Me:** The demoralized target takes a -2 penalty on attack rolls that do not target the daevic until the end of the daevic’s next turn. This penalty worsens by -1 for every 5 by which the daevic beats the Intimidate DC. This penalty does not stack with similar effects.
* **Attack Others:** The demoralized target takes a -2 penalty on attack rolls that target the daevic until the end of the daevic’s next turn. This penalty worsens by -1 for every 5 by which the daevic beats the Intimidate DC. This penalty does not stack with similar effects.

These commands are supernatural mind-affecting fear effects. Any movement performed as part of these commands does not provoke attacks of opportunity. If this movement would force the creature to move into immediately hazardous terrain (such as into lava, or off a cliff) the creature may choose to move as close to that terrain as possible rather than entering it. If the daevic demoralizes multiple targets as part of a single action they may choose a different command for each creature. A single creature cannot be affected by both Attack Me and Attack Others at the same time, even if those commands are applied by multiple daevic. If they are suffering from one and gain the effects of the other, the most recently applied effect takes priority.

At 12th level, when the daevic uses the abilities of this passion to demoralize a target as a swift action, they may demoralize up to two targets instead. At 18th level, they may demoralize up to three.

## Evolution [Retold]

*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.*

**Passion Veils:** Acidic Mass, Beastblood Transformation, Behemoth’s Flesh, Buzzing Cloak, Chameleon Skin, Chelicerae of Manipulation, Chitinplate, Consuming Scales, Daevic Aspect, Gills of the Deep One, Insectocorpus, Leaping Gait, Spawn of the Beastmother, Visage of the Faceless, Warsculpter’s Armaments

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

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. Whenever the daevic gains a class level, they may change the evolutions they have selected with this ability.

At 6th level the possessing daeva begins to transform and adopt an affinity for a particular aspect of Evolution. The daevic chooses 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. As a swift action, the daevic can lose a number of points of evolutions equal to their Charisma modifier (minimum 1) and instantly gain an equal number of points worth of evolutions in their place. The daevic can also reinvest their essence as part of using this action. The daevic can use this ability 2 times each day. At 9th level, and every 3 levels thereafter, the daevic gains an additional use of this ability each day and the number of points of evolutions they can affect with this ability increases by 1.

Alternatively, by meditating for 1 hour they may use this ability without expending one of the ability’s daily uses.

### **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 [Retold]

*Daevas of Fixation seek out servants with a one-track mind. Daevics of Fixation tend to focus their mind wholly on the task at hand, granting them surprising skill in ranged combat. Employing firearms or similar weapons to kill or incapacitate foes at range, daevics of Fixation tend to play the roles of assassins or infantry, dominating the battlefield either through their ability to pinpoint the weaknesses of their foes. 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:** Armory of the Conqueror, Assassin’s Fervor, Bangles of Orbiting, Bloodsense, Courtesan’s Cloak, Daevic Aspect, Daring Archer’s Goggles, Ebon Blaze, Eyes of the Hawkguard, Hand Cannons, Hardlight Reinforcements, Ira’s Shadowed Bindings, Pooling Black, Sentinel’s Helm, Spirit of Shadows

**Class Skills:** Acrobatics, Disable Device, Stealth, Knowledge (Geography)

At 1st level, the daevic gains Precise Shot and Point Blank Shot as bonus feats. At 5th level, they gain Deadly Aim, at 8th level they gain their choice of Improved Precise Shot or Pinpoint Targeting, and at 11th level they gain the feat they didn’t initially choose. The daevic does not need to meet the prerequisites for these feats.

At 6th level the daeva’s passions becomes more refined, driving the daevic towards a particular aspect of Fixation. The daevic chooses one of the following aspects: Hyperfocus or Multifocus.

### **Hyperfocus**

Daevics who follow the path of Hyperfocus have turned their Fixation towards a single task at a time, dedicating all of their time and energy to its completion. As a full-round action, the daevic may pool all of their attack potential with a single ranged weapon into one powerful shot to annihilate their foe they have turned their fixation upon. As part of this action, the daevic makes a number of attacks with their ranged weapon equal to the number of attacks they could make as part of a full attack, using the normal bonuses and penalties applied to each of those attacks (such as iterative attack penalties, the penalties for Rapid Shot, and so on). For each attack roll that hits, the daevic rolls damage. All damage dealt by this attack is pooled into a single hit when determining how it is affected by damage reduction, resistances, and hardness. This attack uses only a single piece of ammunition, only requires reloading the weapon once, and can be used with weapons the daevic is normally only capable of firing once per round. If the daevic uses a piece of magic ammunition with this attack, its effects only apply to one of the above attacks (chosen before the attacks are rolled). If any of the attack rolls are critical threats, the daevic makes one confirmation roll for the entire attack at their highest base attack bonus. If it succeeds, the entire attack is treated as a confirmed critical hit.

The daevic cannot use this ability with siege weapons.

### **Multifocus**

Daevics who follow the path of Multifocus have learned to divide their Fixation between multiple tasks, allowing them to multitask in combat to a much greater degree. Whenever the daevic makes an attack against a single target with a ranged weapon, enemies within 5 feet of the struck target take damage equal to the minimum damage roll of that attack. A Reflex saving throw (DC 10 + 1/2 the daevic’s level + their Charisma modifier) halves this damage. The radius of this effect increases by an additional 5 feet at 12th level and 18th level.

If the daevic makes an attack with a ranged weapon that targets an area, enemies within 5 feet of the affected area instead suffer this damage (halved on a Reflex saving throw). At 12th level and 18th level the range of this effect increases by an additional 5 feet. For example: if the daevic fires a weapon with the scatter quality, this would affect all enemies within 5 feet of the cone’s area. Large and larger creatures who are within the area are not also hit by this effect.

## Harmony [Retold]

*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.*

**Veil List:** Alluring Voice, Barrier Belt, Barrier of Blood, Broken Shackles, Cardinal’s Cape, Chains of Willful Sacrifice, Collar of Skilled Instruction, Crown of the Wildspeaker, Cuirass of Confidence, Daevic Aspect, Diplomat’s Clip, Immovable Boots, Instinct, Vines of the Elderwood, Warding Mandalas

**Class Skills:** Diplomacy, Heal, Knowledge (religion), 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 1st level, a 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 8th and 16th 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. The daevic chooses 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 pierce the veil of any illusions that would attempt to hide that truth.

At 6th level, the daevic gains a +1 bonus on saves against illusions, 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. Rather than functioning as a cone-shaped emanation, they instead see the auras of magical effects within 60 feet of them in all directions. 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. Whenever the daevic detects an illusion spell using this ability, they may immediately make a Will saving throw against that effect as if they had interacted with it. Additionally, the daevic may make Sense Motive checks to identify magical effects by intuiting the fundamental nature of reality, rather than Spellcraft checks.

Whenever a creature would protect themselves using a magical illusion that makes them more difficult for the daevic to hit but doesn’t completely obscure their presence, such as the blur, displacement, or mirror image spells, the daevic may make a Sense Motive check to ignore those effects. This Sense Motive check is made automatically when the daevic first perceives a foe benefiting from such an effect, has a DC equal to 15 + the creator of the effect’s caster level or veilweaving level (or their Hit Dice, if it was a supernatural effect not created by a spell or veil), and the daevic gains a bonus to this check equal to the bonus to saving throws against illusions granted by this passion. On a success, the daevic’s attacks and abilities ignore the effects of the illusion (they would ignore concealment granted by blur or displacement, and their attacks would not target an illusionary image created by mirror image, as examples). This ability has no effect on illusions that require a saving throw or target an area, only illusions that effect specific creatures.

At 9th level, and every 3 levels thereafter, the bonus to saves against illusion effects granted by this passion 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 as an extraordinary effect, 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).

In addition, the daevic can enter a state of tranquil meditation to mend, clean, and repair their body and equipment. By meditating for 1 minute, the daevic recovers 1 hit point, repairs 1 point of damage to all equipment they are wearing or carrying, and cleans themselves and that equipment as if affected by the prestidigitation spell. Meditating for any abilities related to their akashic powers (such as meditating to shape their veils for the day, meditating in place of rest, to restore burned essence, to bind a reshaped veil, or as part of one of their veil’s abilities) counts as meditating for this feature as well. At 12th level, the time required to meditate for this ability is reduced to 1 round, and the amount healed and repaired is increased by 1. At 18th level, the amount healed and repaired for each round of meditation is increased to their Wisdom modifier (minimum 3) instead.

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 meditating 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 [Retold]

*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 hatred 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.*

**Veil List:** A daevic of Hatred treats the Daevic Aspect veil and every veil with the [Brand] descriptor as their passion veils.

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

At 1st level, the daevic gains Painful Severance as a bonus feat. They do not need to meet the prerequisites for this feat. Additionally, whenever the daevic shapes a [Brand] descriptor veil using one of their daevic veil slots or passion veil slots, they can shape that veil freely alongside other veils in that slot without it counting against being shaped in that slot.

At 3rd level, the daevic can maintain their brands on creatures within Medium range (100 feet + 10 feet per veilweaver level). This does not change the range at which they can apply their brands (normally Close range). At 9th level, they can place their brands on creatures within Medium range, and maintain them on creatures within Long range (400 feet + 40 feet per veilweaver level). At 15th level, they can place their brands on creatures within 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.

At 6th level, the possessing daeva begins to transform and adopt an affinity for a particular aspect of hatred. The daevic chooses 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, the daevic can apply two of their brands as a full-round action, or as a standard action by taking 1 point of essence burn. Each of these brands must be applied to a different creature. At 8th level, and every 4 levels thereafter, the daevic can apply an additional brand with each use of this ability.

At 10th level, the daevic can place two of their brands on a single creature at once as a full-round action, or as a standard action by taking a point of essence burn.

Branding a creature in any of the above ways otherwise functions as if the daevic had attempted to apply that brand to the creature normally, and follows the normal rules for [brand] veils (such as requiring a saving throw, if the brand required one to apply it).

### **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 (even outside of their turn). 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 (such as requiring a saving throw, if the brand required one to apply it). 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. 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 that are based on their veilweaving modifier

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

## Knowledge [Retold]

*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.*

**Passion Veils:** Bands of the Void, Bangles of Orbiting, Bangles of the Jealous Seductress, Book and Quill of the Akashic Record, Daevic Aspect, Diadem of Timeline Distortion, Gloves of Repulsion, Gorget of the Wyrm, Ichor Ink, Ionizing Scarf, Lenses of the Seer, Mai'yr's Band, Runecloth of Doorways, Shackles of Perdition, Shawl of Shifting Stars

**Class Skills:** Knowledge (all), Linguistics

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

At 1st level, the daevic gains an eidetic cache within their mind that they can use to store and perfectly recall information. This eidetic cache can hold roughly 5 pages of written information, including images and maps, or 15 minutes’ worth of speech or music per daevic level. For the purposes of this ability ‘one page’ refers to a standard sheet of paper (generally 9 inches by 11 inches). This cache can hold multiple pieces of information, but the total amount of stored information cannot expand beyond the total capacity of their cache. If the daevic would add a new piece of information to their cache that would put them beyond this limit, they must remove information from the cache to make room for the new information. The daevic can perfectly recall any information stored in their cache down to the finest of details. If the daevic wishes to copy or perform any information stored in their eidetic cache, they gain a +8 bonus to their check (such as forging a stored document, recreating stored art, or performing a stored speech or song).

If the daevic removes stored information from their cache that information isn’t wholly lost, but that information only becomes as clear to the daevic as a normal memory.

Storing magical writing in their eidetic cache, such as storing the words of a scroll or a page from the spellbook, treats each spell level of the stored writing as one page in their cache. Cantrips and orisons count as 1 page worth of information 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.

While the daevic has spells stored in this matter, they can tap into the magic stored within their mind to cast spells in a limited function. The spell stored in their eidetic cache must be on the magus spell list or wizard spell list, and the daevic may cast a total number of levels of spells per day in this way equal to their class level. If the daevic has any cantrips stored in their eidetic cache, they can cast those cantrips an unlimited number of times each day. The daevic must provide all of the components to cast a spell in this way (including any material components), they must have an Intelligence score equal to 10 + the spells level to cast these spells, and their caster level is equal to their class level. They are also treated as having a caster level equal to their class level for the purposes of meeting feat prerequisites. The daevic can take metamagic feats and apply them to spells they cast in this way, with the total adjusted level of the spell counting against their maximum uses per day of this ability (cantrips adjusted by metamagic count as normal spells against their limit per day). At 1st level, the maximum level of 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 cast in this way increases by 1 level.

For example, a 7th level daevic can cast up to a total of 7 levels worth of spells from their eidetic cache each day in any combination of 1st, 2nd, or 3rd level spells (such as casting one 3rd level spell and two 2nd level spells).

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

### **Education**

From 6th level on, the daevic gains the ability to establish a telepathic bond between themselves and a maximum number of willing creatures up to their Intelligence bonus (minimum 1). The daevic may add a willing creature they can see to this bond as a standard action, or may remove any number of the bond’s members as a standard action (even if the daevic cannot see them). If adding a creature to the bond would put the daevic beyond the maximum number of creatures they may have bonded, they can remove a creature from the bond as part of adding the new one. Each creature the daevic bonds with must have an Intelligence score of 3 or higher.

Each creature included in the bond is linked to all the other bonded creatures. Once the bond is formed it works over any distance (although not from one plane to another). The daevic and the creatures they have bonded with can communicate telepathically through the bond regardless of language. Once the bond is formed, The daevic may share information stored in their eidetic cache with any creature included in their bond, though for them the information functions like a normal memory, not one with perfect clarity (it does not provide any bonus on skill checks). Similarly, any information shared with the daevic by a member of their bond is filtered through the lens of that creature’s mind and cannot be made more accurate by storing it in their eidetic cache, and the daevic cannot retain complex information (such as a memorized spell) through the base ability of this bond.

Starting at 12th level the daevic’s telepathic bond and eidetic cache improves. The daevic may store any known or memorized spell possessed by a member of their bond in their eidetic cache, and they may use their eidetic cache to store information that they have not read or experienced, as long as the memory or information is shared by a member of their 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 their eidetic bond with them and allow them to prepare the spell as though from that spellcaster’s spell book.

At 18th level, the daevic can transcribe any spell stored in their cache into a magic scroll as though using the Scribe Scroll feat. Doing so takes the normal amount of time and materials for crafting a scroll, and when making a check to craft this scroll they may use the higher of their Spellcraft or Linguistics skills. The daevic is considered to be able to cast the spell required to make the scroll, even if it isn’t a wizard spell.

### **Secrecy**

Starting at 6th level, whenever the daevic commits a piece of written information to their eidetic cache, they 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. The daevic must be able to touch the source of information to erase it in this way. Other untouched instances of the information are unaffected (for example, if the daevic uses their 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 their 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). Their bonus on this roll is equal to either their Disable Device or Linguistics modifiers or the sum of 5 + their daevic level + their 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 weapon, natural weapon, or with veil ability that deals hit point damage, or whenever a creature fails a saving throw against one of the daevic’s veils that don’t deal damage, the daevic may use an immediate action to steal one piece of information they choose from the damaged target. If the triggering ability affects multiple targets, the daevic chooses a single target to steal a piece of information from.

The daevic may specify the specific piece of information they wish to steal from the target. If the daevic chooses not to, or if the target does not know the information the daevic is seeking, the daevic instead gains one random memory from the target creature that the creature has experienced in the past hour. This information is erased from the target’s memory unless the target succeeds on a Will saving throw (DC 10 + 1/2 the daevic’s level + the daevic’s Intelligence modifier). The daevic cannot steal the memory of the action that triggered this ability from the affected creature. After stealing this information, the daevic can choose whether or not they wish to store it in their eidetic cache. If they choose not to, the stolen information 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 as a cleric or wizard, this erases the prepared spell from that creature’s memory on a failed save and expends any spell slots associated with that prepared spell. If they have prepared the spell multiple times, this only wipes one instance of that spell from their memory. If the target prepares spells and may cast those spells spontaneously, such as an arcanist or a spellweaver, only the prepared spell and the ability to cast it is wiped from their memory, it doesn’t expend any spell slots. If the target only has a limited list of spells known, such as bards and sorcerers, they instead lose the ability to cast the selected spell for 24 hours.

At 18th level, the daevic may store the complete knowledge of a single living creature in their 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. The daevic can also use this ability on themselves. Unwilling creatures targeted by this ability may attempt a Will saving throw (DC 10 + 1/2 the daevic’s class level + the daevic’s Intelligence modifier) to resist its effects, and they understand what the daevic attempts to do whether or not they succeed or fail on the saving throw. 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 affected target whose total hit dice are less than or equal to the daevic’s class level forget the target ever existed for as long as the knowledge of them is stored within the daevic’s eidetic cache. Attempts to scry the creature automatically fail and wards simply fail to trigger, though they otherwise remain active and in place.

This also makes the affected creature extremely forgettable; creatures whose hit dice are less than or equal to the daevic’s level that interact with the target will quickly forget any interaction with the affected creature took place as soon as the affected creature leaves their view.

Storing the knowledge of a creature in this way takes up up 1 page of the daevic’s eidetic cache per each of the target creature’s Hit Dice.

## Mutation [Retold]

*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 better able to maintain a daevic bond without risking their own life. Daevics of mutation are particularly uncommon, since the bond often comes with serious consequences for those not able to adapt to the mutations it grants.*

**Passion Veils:** Arachnothorax, Blood Rush, Daevic Aspect, Devouring Maggots, Eyes of Night, Fargrasp Tendrils, Fleshling Growth, Fleshwarped Reinforcements, Lance Cannons, Soundscape Perceptors, Toxinlungs, Visage of the Faceless, Warscultper’s Armaments, Wolf’s Snout, Writhing Approach

**Class Skills:** Bluff, Disguise, Stealth, Survival

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. If the daevic does not shape veils, they may instead choose their customizations after resting for 8 hours and then spending 1 hour in meditation (or as part of preparing their spells for the day).

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 \* (suit customizations can otherwise be found printed in Ultimate Psionics).

* 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. The daevic chooses one of the following aspects: Predation or Survival.

### **Predation**

Daevics of Predation have learned to focus their mutagenic 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, Frightful Presence
* 4 Point Customizations: Energy Immunity, Improved Evasion, Improved Stalwart, Protective Shell\*

## Obsession [Retold]

*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 additional 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.

At 1st level, and every 6 levels thereafter, the daevic chooses one veil on the promethean veil list and adds it to their veil list. This replaces the daevic’s expanded passions class feature. If a daevic archetype would replace that class feature, it replaces this ability as well.

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

> **Sidebar:** What happens if an Obsession Daevic takes an archetype that replaces their veilweaving but not their passion veils?
> When an obsession daevic takes an archetype that replaces their veilweaving but maintains their ability to shape passion veils, the obsession daevic instead gains the ability to shape 1 veil at 4th level and 14th level. If they don’t have access to the daevic veil list (or other known veils), they may only shape veils added to their list by this obsession. The daevic uses their Charisma as their veilweaving modifier. The saving throw DC of these veils is equal to 10 + the essence invested in those veils + the daevic’s veilweaving modifier. If that archetype also replaces their expanded passions class feature, the obsession daevic instead chooses one veil at 4th level and 14th level from the promethean veil list that they can shape using these veil slots.
>
>

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 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 obsession daevic’s passion is all consuming, causing their passion to not gain a new aspect at 6th level.

## Progress [Retold]

*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, Disk of Lifting, Hands of the Crafter, Hardlight Reinforcements, Ichor Ink, Impulse Earrings, Integrated Firearm, Lenses of the Seer, Royal Treasury, Runecloth of Doorways, Sleeves of Holding, Warding Mandalas

**Class Skills:** Appraise, Craft (all), Knowledge (arcana), Spellcraft

A daevic of progress uses their Intelligence modifier as their veilweaving modifier and in place of their Charisma modifier for their daevic class features, 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. They must meet the prerequisites for these feats.

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. The daevic is required to make any skill checks to craft these items, as normal.

At 6th level the possessing daeva begins to transform and adopt an affinity for a particular aspect of progress. The daevic chooses 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. The daevic gains the ability to break down and transfer magical effects between items. They can spend one hour of work breaking 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.

Additionally, by spending one hour of work the daevic 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. Both items the daevic wishes to affect with this ability must be legal items for all abilities swapped this way. The daevic may also transfer effects from a magic item to a masterwork nonmagical item using this ability, or exchange effects between, to, or from veils with the Enhanced descriptor. The daevic can also 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.

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. The daevic can also transfer the effects of a wearable wondrous items of differing slots, such as exchanging the effects of a cloak of elvenkind and boots of striding and springing to grant the daevic boots that have the effects of the cloak of elvenkind, and a cloak that has the effects of the boots of striding and springing.

The daevic cannot use any of these abilities 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 of 20,000gp) into a +6 headband of vast intellect (18,000gp) would return 2,000gp worth of magical reagents.
* Time spent redesigning an item counts against the time the daevic may spend crafting magic items in a given day

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 but the time spent is wasted.

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 for the base item 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 (8 hours of crafting each day for seven days, which counts against the time the daevic can spend crafting magic items in a given day). Time spent redesigning their minor artifact does not need to be consecutive, but the artifact 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 nonconsumable 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. 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.

Unlike other crafters, the production daevic is only limited by time spent crafting and may craft multiple magic items in a given day, however they are still limited to a maximum of crafting for 8 hours each day. They can use this time to craft multiple items, such as spending 8 hours to craft four items with a crafting cost of 2,000gp each.

When crafting mundane items, the daevic multiplies the result of their Craft DC by 5 when determining the progress they make.

At 12th level, the daevic has learned to further optimize their crafting, allowing them to complete an additional 500gp worth of work each hour they spend crafting magic items.

At 18th level, the daevic further reduces the cost to create magical items by 5% (to 10% total), and may complete additional 500gp worth of work each hour they spend crafting magic items, for a total of 2,000gp worth of work for hour spent crafting magic items.

## Vigilance [Retold]

*Daevas of Vigilance seek out individuals who share their careful and observant nature. These daevic 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:** Blindman’s Folds, Bloodsense, Brooch of the Guardian, Courtesan’s Cloak, Daevic Aspect, Forbidding Mantra, Greaves of Skirmishing, Imp’s Eyes, Impulse Earrings, Jewel of Thoughtsight, Lenses of the Seer, Monster Hunter’s Cloak, Pursuer’s Cuffs, Sentinel’s Helm, Shroud of the Guardian

**Class Skills:** Knowledge (arcana, dungeoneering, local, nature, planes, religion), Survival

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

As a swift action, the daevic can make a Knowledge check to identify and intuit and act upon the weaknesses and abilities of a single creature, using their Wisdom in place of their Intelligence when making this check (DC 15 + the monster’s CR). On a success, the daevic gains a +1 bonus to saving throws against the identified creatures abilities, a +1 dodge bonus to AC against their attacks, and the daevic’s attacks and abilities ignore the first 5 points of the identified creature’s damage reduction and resistances. At 6th level, and again at 12th and 18th level, these bonuses increase by +1 and the daevic ignores an additional 5 points of damage reduction and resistances with their attacks and abilities against an identified creature. The daevic may also reinvest their essence as part of using this ability, whether or not their attempt is successful.

If the daevic has the Kirin Style feat, or a similar ability that allows them to identify a creature as a swift action to gain a benefit against them, the daevic may gain the benefits of all of those abilities as part of making this ability’s Knowledge check. This Knowledge check must still beat the DC required for each of these abilities, and the daevic must meet the other prerequisites of using these abilities to gain the benefits of those abilities (such as having to use the style to benefit from Kirin Style).

At 6th level the possessing daeva begins to transform and adopt an affinity for a particular aspect of vigilance. The daevic chooses one of the following aspects:

### **Acuity**

Daevics of acuity have learned to further focus their ability to see their foe’s weakness, exploiting those weaknesses to deliver debilitating injuries.

Once per round when the daevic successfully hits a target they have revealed the abilities and weaknesses of using the base effects of this passion, they may apply one of the following debilities to that target:

* Bewildered: The target becomes bewildered, taking a –2 penalty to AC and CMD until the end of the daevic’s next turn. The target takes an additional –1 penalty to AC and CMD against all attacks made by the daevic. At 9th level, and every 3 levels thereafter, the penalty to AC and AMD against attacks made by the daevic worsens by –1 (to a total maximum of –7 at 18th level).
* Disoriented: The target takes a –2 penalty on attack rolls and CMB until the end of the daevic’s next turn. In addition, the target takes an additional –1 penalty on all attack rolls and CMB it makes against the daevic. At 9th level, and every 3 levels thereafter, the penalty on attack rolls and CMB made against the daevic worsens by –1 (to a total maximum of –7 at 18th level).
* Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet) until the end of the daevic’s next turn. In addition, the target cannot take a 5-foot step and the daevic’s movement does not provoke attacks of opportunity from the target.
* Occluded: The target treats all creatures and objects outside of 30 feet of it as if they had total concealment. They treat the daevic as if they had total concealment if the daevic is more than 5 feet away from the target.

At 12th level, and again at 18th level, the daevic may apply an additional debility to the target.

### **Watchfulness**

Daevics of watchfulness focus their observant nature towards the aid of their allies, directing them to exploit the weaknesses their foe’s have revealed to them.

At 6th level, the daevic learns one strategy available to the tactician class. The daevic may use these strategies a number of times per day equal to 3 + their Wisdom modifier, and uses their Wisdom modifier in place of their Intelligence modifier when determining the effects of those strategies. Instead of affecting members of their collective, the daevic’s strategies are able to affect their allies that they can see within Medium range (100 feet + 10 feet per class level) of them. Whenever the daevic activates one of their strategies as a swift action they may reinvest their essence.

At 9th level, and every 3 levels thereafter, the daevic learns an additional strategy.

## Wrath [Retold]

*Daevas of Wrath seek out individuals whose nature will naturally drive them into conflict with others; whether they have a lust for combat, or an ever-present desire to fight for what they believe. Daevics chosen by this passion usually fall among one of the extremes of chaos or law, willing to fight and die for what they believe whether it be for their ethics and beliefs or their desire to be free of other’s moral and lawful constraints.*

**Passion Veils:** Antlers of the Ephemeral Elk, Armbands of the Irked Elephant, Armory of the Conqueror, Behemoth’s Flesh, Daevic Aspect, Draconic Ferocity, Eyes of Terror, Gorget of the Wyrm, Gory Armaments, Mask of the Hunter, Maw of the Starving Beast, Pasha’s Crushing Gauntlets, Sea Drake’s Talons, Tauric Brace, Wrathful Claws

**Class Skills:** Acrobatics, Heal, Intimidate, Survival

At 1st level, the daevic gains Improved Bull Rush as a bonus feat, and is considered to have the Power Attack feat for the purposes of meeting the prerequisites of feats that require both Power Attack and Improved Bull Rush.

The first time the daevic successfully bull rushes or overruns an opponent each round, they may make an attack of opportunity against that opponent before or after moving them (the opponent must be within their reach to make an attack after moving them).

At 3rd level, the daevic gains Demonic Style as a bonus feat, and the daevic can enter this style as part of reallocating their essence as a swift action.

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 particular aspect of Wrath. The daevic chooses one of the following aspects: Justice or Vengeance.

### **Justice**

The daeva’s appetite for destruction is tempered by a sense of balance, and while it believes that some are worthy of death, it will strive not to cause undue pain or suffering, seeking to deliver justice with a single merciful blow. The daevic gains Vital Strike and Cleave as bonus feats. When the daevic successfully bull rushes or overruns a creature as a standard action or as the only attack made as part of a charge, the daevic may either take an attack action modified by the Vital Strike feat or use the Cleave feat as if they had taken a standard action in place of the attack of opportunity granted by this passion. This ability cannot be used as part of a charge if the daevic makes more than one attack as part of a charge, and if the daevic uses this ability as part of a charge the attacks made using this ability benefit from the damage bonuses granted by the charge.

At 11th level, the daevic gains Improved Vital Strike and Great Cleave as bonus feats, and may use Great Cleave in place of Cleave using this aspect’s ability. At 16th level, they gain Greater Vital Strike as a bonus feat.

### **Vengeance**

The daeva is now an avatar of destruction, divorced of morality and possessed only of a drive to destroy those who oppose it. When the daevic successfully bull rushes or overruns a creature as a standard action or as the only attack made as part of a charge, the daevic may make a full attack action against the target in place of the attack of opportunity granted by this passion. This full attack can only be made using natural weapons. This ability cannot be used as part of a charge if the daevic makes more than one attack as part of a charge, and if the daevic uses this ability as part of a charge the attacks made using this ability benefit from the damage bonuses granted by the charge.