Daevic Aspect

* **Original**
* Desire
* Dominion
* Evolution
* Fixation
* Harmony
* Hatred
* Knowledge
* Mutation
* Obsession
* Progress
* Vigilance
* Wrath

**Descriptors:** none

**Class:** Daevic

**Slot:** Blood

**Saving Throw:** none

By shaping this potent veil the wearer creates a nebulous cloud of akashic energy that acts as a direct channel for a daeva, a powerful entity composed of pure akasha, to inhabit the mortal realm.

When you shape this veil, choose one daevic Passion. If you have levels in the daevic class you must choose the same Passion as that granted by your class. You gain the following bonuses based on your choice:

* *Desire:* You gain a +1 insight bonus on ranged attack rolls and increase the DC for all of your enchantment spells, spell-like abilities, and effects by 1.
* *Dominion:* You gain a +1 insight bonus to Will saves vs. enchantment spells and a +1 insight bonus to AC.
* *Evolution:* This veil gains the [Fleshwarp] and [Polymorph] descriptors. As a standard action, you can alter your form with evolutionary magics; select a single base form available to an eidolon. Your base movement speeds are changed to those of that base form, your size changes to Medium, your limbs are replaced by those of that base form, and you gain the natural armor bonus, abilities, natural attacks, and free evolutions of that base form. Your effective summoner level is equal to your veilweaving level when determining the effects of abilities granted by the base form and evolutions granted by this veil. You can return to your normal form as a standard action.
* *Fixation:* You gain a +1 insight bonus on ranged attack rolls and to AC.
* *Harmony:* You gain a +1 insight bonus to your saving throws against mind-affecting effects, and a +1 insight bonus on Diplomacy and Sense Motive checks.
* *Hatred:* This veil gains the [brand] descriptor. You brand an enemy using this veil as a standard action, and they may make a Fortitude save to negate its effects. The branded creature suffers from a curse placed upon its very essence, causing it to suffer a -1 penalty to its attack rolls, damage rolls, skill checks, AC, ability checks, and saving throws. Investing essence in this veil has alternate effects for the Hatred passion; for each point of essence invested in this veil, the penalties applied by the brand worsen by -1.
* *Knowledge:* You gain a +1 insight bonus to Will saving throws and increase the DC of your spell-like abilities by 1.
* *Mutation:* This veil gains the [Fleshwarp] descriptor. When you shape this veil, choose a single option available to the adaptationist’s bodily adaptations feature, treating your veilweaving level as your effective promethean level when determining its effects. You may change the bodily adaptation you selected using this veil by meditating for 10 uninterrupted minutes.
* *Obsession:* When you shape this power a dark obsession takes root in your blood and affects your mind and bodily essence. You gain a single piece of forbidden knowledge available to the promethean of your choice, treating your veilweaving level as your effective promethean level and your veilweaving modifier as your effective Intelligence modifier when determining its effects. You cannot invest essence normally into this piece of forbidden knowledge, and it cannot be affected by a forbidden tome. While this veil is suppressed or unshaped you lose any benefits granted by this forbidden knowledge. Additionally, you can not select a piece of forbidden knowledge using this veil that would grant you the ability to craft items or that lets you spend gold pieces to otherwise create an effect (such as the Seeds of Life or Warper of Flesh), or pieces of forbidden knowledge that cannot be invested with essence.
* *Progress:* Magic items you use, wear, or wield gain a +1 bonus to their caster level, and use your veilweaving modifier in place of the item’s normal casting modifier when determining the magic item’s save DC and casting ability score based effects.
* *Vigilance:* You gain a +1 bonus on saving throws and skill checks against creatures you have identified.
* *Wrath:* You gain a +1 insight bonus to Fortitude saves made to resist poisons or diseases, and gain a +2 insight bonus on all melee damage rolls.

**Essence:** The granted bonuses increase by +1 for each point of essence invested in this veil.

* *Evolution:* Rather than the normal effects of investing essence in this veil, when you take a form using this veil, you also gain a number of points worth of evolutions equal to the essence invested in this veil. You are treated as having the base form granted by this veil and a summoner level equal to your veilweaving level when meeting the prerequisites of these evolutions and determining their effects. You are also limited to the number of natural attacks you can select using this veil, as per an eidolon of your effective summoner level, and you cannot select the Large evolution. If essence is uninvested from this veil while you are in a form (or from another receptacle that treats this veil as if it were invested with essence, such as a daevic’s passion), you lose a number of points of evolutions equal to the number of points of uninvested essence. If this would leave you with an evolution you cannot fully afford (such as if you spent 4 points on an evolution, and are reduced to 2 points total) you lose that evolution.
* *Mutation:* Rather than the normal effects for investing essence in this veil, investing essence in this veil when the Evolution passion is selected increases any numerical bonuses granted by a bodily adaptation to increase by +1 per point of essence invested, and modes of movement granted by a bodily adaptation to increase by +5 per point invested, and the time in meditation it takes to change your bodily adaptation granted by this veil is reduced by 1 minute (to a minimum of 1 standard action).
* *Obsession:* Essence invested in this veil is treated as invested in the chosen piece of forbidden knowledge. If that piece of forbidden knowledge requires binding essence to utilize its effects, you may bind essence to this veil to use those effects.

**Chakra Bind (Blood): [D12]** You gain an ability based on your chosen Passion:

* *Desire:* A pair of delicate, silvery, feathered wings shaped from pure akasha appear to sprout from your shoulders, granting you a fly speed of 20 feet + 10 feet per point of essence invested (good maneuverability).
* *Dominion:* Binding this veil while it’s associated with the Passion of Dominion has no visible external effects, but your mind and body are fortified with akashic energy. You gain immunity to daze, paralysis, and stun effects and a pool of temporary hit points equal to 5 times the number of points of essence invested in this ability. These hit points recharge after an hour’s rest if they are lost due to damage or reduced due to the amount of invested essence being decreased.
* *Evolution:* When you take a form using this veil, you may increase the size of your new form to Large, granting you a +4 size bonus to Strength and Constitution, and a +2 increase to your natural armor. You also take a –2 penalty to your Dexterity. This size change also gives you a –1 size penalty to your AC and on atiack rolls, a +1 bonus to your CMB and CMD, a –2 penalty on Fly skill checks, and a –4 penalty on Stealth skill checks. If your base form is biped, your natural reach also increases by 5 feet. You can also choose to reduce the size of your base form to Small, granting you a +4 size bonus to Dexterity, and a -2 penalty to Strength. This size change also gives you a +1 size bonus to your AC and on atiack rolls, a -1 penalty to your CMB and CMD, a +2 size bonus on Fly skill checks, and a +4 size bonus on Stealth skill checks.
* *Fixation:* If bound to the Blood chakra, this veil grants the wearer a constant 20% miss chance as the *blur* spell in addition to increasing the critical threat range of any ranged weapon the daevic is wielding by 1 (this is applied after effects such as the Improved Critical feat or *keen* weapon property).
* *Harmony:* You are warded by a mystical barrier of peace that protects you from the animosity of others. Any creature who attempts to directly attack you or affect you directly with a harmful ability must make a Will save. If they fail, they cannot target you with attacks or harmful abilities until the beginning of their next turn. They may still target another creature with their attack or ability if they have a valid target within range, otherwise their action is lost. Attacks and abilities with limited uses (such as an attack using a spell, or a veil ability with limited uses) do not lose their uses when negated in this way. This ability does not apply against effects that affect creatures in an area without directly targeting you. If you attack a creature or affect them with a harmful ability (even harmful abilities that affect an area), the creature you attempted to affect becomes immune to the effects of this ability until the beginning of your next turn. For each point of essence invested in this veil, the saving throw DC of this ability increases by an additional +1.
* *Hatred:* The curse afflicted by this veil further cripples the branded creature, applying a penalty based on one of its ability scores. Choose a single ability score when you apply this brand; the creature suffers an additional penalty based on the chosen ability score for as long as it is branded:
	+ ***Strength:*** The creature’s carrying capacity is halved, and they suffer an additional -2 penalty to weapon damage rolls per point of essence invested in the veil.
	+ ***Dexterity:*** The creature’s movement speed is reduced by 5 feet per point of essence invested in the veil (to a minimum of 5 feet).
	+ ***Constitution:*** The creature loses any immunity to disease and poison and any bonuses to saving throws against disease or poison it might possess (not including the bonus from Hit Dice and from their ability scores). If the creature is also immune to ability damage, it is not immune to ability damage caused by diseases or poisons while affected by this ability. When it regains its immunity, it is cured of any poisons or diseases it is suffering from (but not from the damage they may have caused).
	+ ***Intelligence:*** The creature gains 5% Arcane Spell Failure chance per point of essence invested in this veil. This failure chance also applies to any veil effects the affected creature uses that require a full-round, standard, or move action to activate.
	+ ***Wisdom:*** The creature suffers a 5% miss chance with its attacks against all other creatures per point of essence invested in this veil. This effect does not stack with other sources of percentile miss chance, such as concealment.
	+ ***Charisma:*** The creature loses any immunity to mind- affecting effects it possesses, and any bonuses to saving throws that would benefit their saves against mind-affecting effects (not including the bonus from Hit Dice and from their ability scores). When it regains its immunity, any mind- affecting effects that are affecting it immediately end.

* *Knowledge:* You may make a Knowledge (arcana) check to identify a spell or spell-like ability as it is being cast, as though using the Spellcraft skill. Whenever you successfully identify a spell or spell-like ability in this manner, you may, as an immediate action, take a number of points of essence burn equal to the spell’s level, or 1/2 the caster’s HD (rounded down, maximum 10) for spell-like abilities that do not have a spell level, to attempt to counter the spell as though using dispel magic. If you successfully counter the spell, you immediately heal a number of points of essence burn equal to 1/2 that spent to counter the spell (rounded down).
* *Mutation:* Binding this veil allows you to choose options from the adaptationist’s instinctual adaptation class feature in addition to their bodily adaptations feature, and allows you to select two of these abilities rather than one. When you meditate to change your selected adaptations you can change one or both of them.
* *Obsession:* Binding this veil to your Blood chakra allows you to treat your chosen piece of forbidden knowledge as if it were invested with 3 additional points of essence. The amount of additional essence you treat as invested in it may be change each time you reinvest your essence (between 0 and 3), and this additional effective essence bypasses your normal essence capacity. Additionally, by meditating for one hour you may open your mind to the akashic record to alter your obsession, allowing you to replace your piece of forbidden knowledge chosen with this veil to a different piece of forbidden knowledge. The new piece of forbidden knowledge must meet all the restrictions imposed by this veil. If you choose to do so, you suffer a -2 penalty on Will saves until you next rest to reshape your veils. This penalty persists even while this veil is suppressed or unshaped.
* *Progress:* You can use your essence to fuel your magical items. Whenever you would use a consumable or charge- based magical item, such as a potion, scroll, staff, or wand, you can burn essence in place of spending charges or consuming the item. The number of points of essence burn you are required to take is equal to the higher of its spell level of the effect or half its caster level (before any caster level increases from this veil), and you cannot take points of essence burn greater than 1/2 your veilweaving level on any one effect (rounded down, minimum 1) using this ability. For example; *cure light wounds* would cost 1 point of burned essence, and *fireball* would cost 3. If the effect of the item isn’t equivalent to a spell, the essence burn cost is equal to half the item’s caster level (rounded down, before any caster level increases from this veil). A single item cannot benefit from this ability more than once each day, and items with no charges remaining cannot be used with this ability. If this ability would produce an effect with a duration, if you regain any of this burned essence the effect’s duration automatically ends. If this ability would produce an effect that normally requires an expensive material component, such as *raise dead*, you must provide that component in addition to taking essence burn.
* *Vigilance:* If this veil is bound to the Blood chakra, the wearer gains blindsight out to 30 feet +10 feet for every point of essence invested in this ability as well as the improved uncanny dodge ability, using their daevic level as their rogue level.
* *Wrath:* The akasha surrounding you erupts into a violent halo. At the start of your turn this veil deals 1d10 points of fire damage per point of essence invested to all adjacent creatures. You may choose to activate or deactivate this aura as a swift action.