Akashic Spheres: Champions of Akasha (Patreon)
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Enthraller (Fisherking Archetype)
The enthraller bears a cursed voice, allowing them to influence the minds and place debilitating hexes upon any who hears the entraller’s words.
Proficiencies: Enthrallers are proficient with simple weapons and light armor. In addition, if this is this character’s first level in any class, they may select a martial tradition of their choice.
This modifies the fisherking’s normal proficiencies.
Casting: An enthraller may combine spheres and talents to create magical effects. The enthraller is considered a High-Caster. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)
Spell Pool: An enthraller gains a small reservoir of energy they can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to their level + their casting ability modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.
Blended Training: At each class level the enthraller gains their choice of a combat or magic talent. The enthraller uses their casting ability modifier as their practitioner modifier.
This replaces the fisherking’s veilweaving, chakra binds, voice binding, and twin voice class features. If your game is using the optional rules granting the fisherking the enhanced armaments class feature, this ability also replaces that class feature as well.
Essence Pool: At 1st level, 3rd level, and every 3 levels thereafter, the enthraller gains 1 point of essence.
Enthraller’s Power: The enthraller using their casting ability modifier in place of their Charisma for their fisherking class features. Any of their fisherking class features that would be changed or refreshed when they shape their veils for the day instead are changed or refreshed when they rest to recover their spell points.
Enthralling Voice: At 1st level, the fisherking gains the Mind sphere as a bonus talent. Whenever they use a charm, they can choose to apply the language-dependent descriptor to it to allow it to affect any creature type. When doing so, that creature must be able to understand the enthraller and must be able to hear them. The enthraller cannot apply the Silent metamagic feat to a charm affected by this ability.
Enmassing Voice: At 3rd level, the enthraller gains Mass Charm as a bonus talent. When using a language-dependent charm with this talent, the enthraller chooses a single one of their known languages. Each affected creature must be able to hear and understand the chosen language to be affected by the charm.
As a standard action, the enthraller can maintain any number of charms they applied with the language-dependent descriptor that require concentration. When doing so, they choose a single language. Each creature affected by a charm maintained in this way must be in range of the enthraller’s charms and must hear and understand the chosen language for the enthraller to maintain the effect.
This replaces the fisherking’s peerless hex class feature.
Improved Royal Capacity: The essence wielder’s royal bearing and mastery over their enthralling voice has granted them better aptitude at utilizing their abilities. At 3rd level, and again at 9th and 15th level, the essence capacity of their fisherking class features that can be invested with essence increases by 1. This does not apply to any other essence receptacles they might possess. This ability does not stack with similar abilities, such as the improved essence capacity class feature or the Capacity Increase talent, but does stack with the Enhanced Capacity feat.
This replaces the fisherking’s improved essence capacity class feature.
Essence Wielder (Guru Archetype)
Proficiencies: Essence wielders are proficient with simple weapons and light armor. They may also gain additional proficiencies based on their chosen philosophy. In addition, if this is this character’s first level in any class, they gain two bonus combat talents of their choice.
This modifies the guru's normal proficiencies.
Casting: An essence wielder may combine spheres and talents to create magical effects. The essence wielder is considered a Mid-Caster. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)
Spell Pool: An essence wielder gains a small reservoir of energy they can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to their level + their casting ability modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.
Empowered Insight: The essence wielder uses their casting ability modifier as their practitioner modifier and in place of their Wisdom modifier for all of their guru class features. Whenever a guru ability would refer to resting to shape veils, it instead determines its abilities then the gentle fist rests to recover their spell points.
Essence Pool: At 1st level, the essence wielder gains 1 point of essence. They gain an additional point of essence at 3rd level, and every three levels thereafter.
Essence Wielder: At 1st level, the essence wielder gains the Destruction sphere as a bonus talent. If they already have the sphere, they may instead gain a bonus Destruction talent of their choice.
Destructive Essence (Su): The essence wielder can invest essence in this ability, allowing them to wrap their philosophy weapons in destructive power, causing them to deal additional damage equal to their casting ability modifier plus an additional 1d4 per point of essence invested beyond the first. These additional dice of damage are not multiplied on a critical hit, and deal the same damage type as their philosophy weapon.
The essence wielder can choose one of their blast type talents as part of investing essence in this ability. This blast type talent changes the damage type of the additional damage dealt by this ability, and applies the effects of the talent on each hit made using their augmented philosophy weapon. If the effects of the talent require a saving throw, it has a saving throw equal to 10 + the essence invested in this ability + the essence wielder’s casting ability modifier. If a blast type has scaling effects based on the number of dice of damage rolled, the talent treats the essence invested in this ability as the number of dice rolled.
If the essence wielder applies a blast type that requires spell points to use, they must spend those spell points as part of each attack made using this ability, otherwise the additional damage is not affected by the blast type talent, dealing the normal damage type of their philosophy weapon. If the effects of the blast type would normally be subject to spell resistance, the effects applied by this ability are subject to spell resistance as well. This ability otherwise doesn’t count as a destructive blast, and cannot be utilized alongside the Admixture talent.
This ability counts as the gentle touch ability for all purposes, such as the guru's class features or for feat prerequisites.
This replaces the guru’s gentle touch class feature.
Blended Training: At each class level the essence wielder gains their choice of a combat or magic talent.
This replaces the guru’s veil shaping and chakra binds class features.
Chakra Disruption: The essence wielder’s chakra disruption ability counts as a special attack action.
This modifies the guru’s chakra disruption class feature.
Improved Essence Wielding: The essence wielder’s mastery of weaponizing their essence into destructive power has granted them further potency when wielding it. At 3rd level, and again at 9th and 15th level, the essence capacity of the essence wielder’s destructive essence ability increases by 1. This does not stack with similar abilities, such as the improved essence capacity class feature or the Capacity Increase talent, but does stack with the Enhanced Capacity feat.
This replaces the guru’s improved essence capacity class feature.
Shattering Essence: At 13th level, whenever the essence wielder makes a sunder attempt using their a weapon augmented by their destructive essence it ignores 1/2 that target’s hardness and ignores any resistance or immunity to elemental an object might possess from its material when applying any additional elemental damage dealt by their destructive essence (this doesn’t apply to any other elemental damage dealt by the attack, or to resistance or immunity granted by abilities).
This replaces the guru’s crack the shell class feature.
Gentle Fist (Guru Archetype)
These warrior monks believe that power requires great responsibility, only to be used when most dire and only to be used to bring about peace, not to kill or maim.
Proficiencies: Gentle fists are proficient with simple weapons and light armor. In addition, if this is this character’s first level in any class, they may select a martial tradition of their choice.
This modifies the guru’s normal proficiencies.
Casting: A gentle fist may combine spheres and talents to create magical effects. The enthraller is considered a Mid-Caster. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)
This replaces the guru’s veil shaping and chakra binds class features.
Spell Pool: A gentle fist gains a small reservoir of energy they can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to their level + their casting ability modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.
Essence Pool: At 1st level, and every 3 levels thereafter, the gentle fist gains 1 point of essence.
This modifies the guru’s normal essence pool.
Gentle Insight: The gentle fist uses their casting ability modifier as their practitioner modifier and in place of their Wisdom modifier for all of their guru class features. Whenever a guru ability would refer to resting to shape veils, it instead determines its abilities then the gentle fist rests to recover their spell points.
Open Fist: At 1st level, the gentle fist gains their choice of Boxing, Brute, or Open Hand as a bonus sphere. If they already possess one or more of those spheres, they can choose to gain either one of those spheres they do not have or a talent from the sphere they do have.
Blended Training: At each class level, the gentle fist gains their choice of a combat or magic talent.
Gentle Touch: The gentle fist’s gentle touch ability can be applied to their unarmed strikes, rather than their philosophy weapons. If the gentle fist delivers a sphere effect using an unarmed strike augmented with their gentle touch (such as a destructive blast delivered using the Energy Strike talent), that sphere effect deals nonlethal damage as well.
This modifies the guru’s gentle touch ability.
Chakra Disruption: The gentle fist’s chakra disruption ability counts as a special attack action.
This modifies the guru’s chakra disruption class feature.
Mindful Tension: At 1st level, the gentle fist gains the tension and tension technique class features of the striker, using their guru level in place of their striker level. They also use their casting ability modifier in place of their Constitution when determining the effects of this class feature.
They also gain the following tension techniques in place of the striker’s critical knuckle, fiery offense, perfect offensive, and rapid pummel techniques:
1 Tension
- Gentle Offensive: For each point of tension the gentle fist spends on this tension technique, they gain a +1 circumstance bonus to attack rolls made using their unarmed strikes until the beginning of their next turn. For every two points of tension spent, the saving throw DC of the gentle fist’s stunning fist and chakra disruption increases by 1 until the beginning of their next turn.
2 Tension
- Disabling Tension: For every 2 points of tension the gentle fist spends on this tension technique, the gentle fist’s gentle touch ability deals an additional 1d4 points of damage until the beginning of their next turn.
- Recovering Tension: The gentle fist can recover one of their daily uses of stunning fist as if they took 3 points of essence burn.
3 Tension
- Rapid Disruption: The gentle fist may make a special chakra disruption or stunning fist attempt as a swift action. This special attempt is delivered as a melee touch attack, doesn’t count as a special attack action, and deals no damage on a successful hit.
At 4th level, the gentle fist gains the desperate tension class feature of the striker.
At 7th level, and again at 13th and 19th level, the gentle fist gains a new way to gain tension, as per the striker’s tension training class feature. They may also choose the following option in addition to those available to the striker:
- Disrupting Offense: Whenever a creature fails a save against one of the gentle fist’s chakra disruptions, the gentle fist gains 1 tension.
At 7th level, they also gain the following tension techniques:
1 Tension
- Rapid Sealing: The gentle fist can use their seal wounds ability as a swift action.
- Tense Healing: For each point of tension the gentle fist spends on this tension technique, they treat their seal wounds ability as if it is invested with an additional point of essence until the beginning of their next turn. This increase can bypass the gentle fist’s essence capacity.
At 10th level, the gentle fist gains the rising tension class feature of the striker, using their guru level in place of their striker level when determining when the ability improves.
This replaces the guru’s philosophy class feature.
Improved Gentle Essence: The gentle fist’s focus on empowering themselves and their essence in the art of disabling and protecting rather than killing has further expanded the flow of essence within their body and soul. At 3rd level, and again at 9th and 15th level, the essence capacity of their guru class features by 1. This does not apply to any other essence receptacles (such as veils or feats). This ability does not stack with similar abilities, such as the improved essence capacity class feature or the Capacity Increase talent, but does stack with the Enhanced Capacity feat.
This replaces the guru’s improved essence capacity class feature.
Haemovic (Daevic Archetype)
Proficiencies: Haemovic are proficient with simple weapons and light armor. In addition, if this is this character’s first level in any class, they may select a martial tradition of their choice.
This modifies the daevics normal proficiencies.
Casting: A haemovic may combine spheres and talents to create magical effects. The haemovic is considered a Low-Caster. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)
Spell Pool: A haemovic gains a small reservoir of energy they can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to their level + their casting ability modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.
Blended Training: At each class level the haemovic gains their choice of a combat or magic talent. The haemovic uses their casting ability modifier as their practitioner modifier.
This replaces the daevic’s veilweaving, essence pool, chakra binds, and improved passion capacity class features.
Power in the Blood: A haemovic uses their casting ability modifier in place of their Charisma for all of their daevic class features.
Passionate Blood: The haemovic selects a passion, as normal for a daevic, but does not gain any passion veils.
This modifies the daevic’s passion class feature.
Shaper of Blood: Each day when the haemovic rests to regain their spell points they may shape a Blood veil from the daevic veil list, using their class level as their veilweaving level. This veil does not count against their shaped veils each day but still occupies their Blood chakra. This Blood veil is always treated as if it was invested with its maximum essence capacity, but cannot otherwise have essence invested to or removed from it. At 9th level, and again at 15th level, the essence capacity of this Blood veil is increased by 1. This increase does not stack with similar abilities, such as the improved essence capacity class feature or the Capacity Increase talent, but does stack with the Enhanced Capacity feat.
Haemokinetic Arts: At 1st level, the haemovic gains the Blood sphere as a bonus magic talent and uses their class level as their caster level with the Blood sphere. This stacks normally with caster levels gained from other sources. If they already have the Blood sphere, they instead gain a bonus Blood sphere talent of their choice.
Bloody Implement: At 2nd level, the haemovic’s blood has been infused by so much of their power that it further amplifies the effects of their haemokinetic magic, granting them a +1 enhancement bonus to their caster level with the Blood sphere. This increase cannot be used to meet caster level prerequisites. At 4th level, and every 2 levels thereafter, their blood grows in power. At each of these increase the haemovic can choose to increase the enhancement bonus of this ability by +1 (to a maximum of +5) or gain an implement special ability with a +1 bonus. Whenever the haemovic reaches one of these levels they can change the decisions made using this ability, including selecting higher-cost implement special abilities by giving up multiple levels worth of increase (an 8th-level haemovic could have a +1 enhancement bonus and a +3-equivalent ability, for example).
This ability does not stack with other Blood implements. If the haemovic uses another implement of the Blood sphere, they lose the benefits of this ability until they stop using that implement.
Binding of Blood: At 12th level, the haemovic treats their Blood veil shaped by their shaper of blood class feature as bound to the Blood chakra.
This replaces the daevic’s blood bind class feature.
Recordkeeper (Vizier Archetype)
Rather than through study or practice, the recordkeeper has learned to draw their talent directly from the akashic record itself. This unique skill allows the recordkeeper to alter their skills and knowledge each day to suit their coming challenges alongside their veils.
Recordkeeper’s Training: A recordkeeper’s Hit Dice increases from a d6 to a d8. In addition, the recordkeeper’s base attack bonus is equal to three-quarters their vizier level (much like a rogue’s base attack bonus is calculated), rather than the usual vizier base attack bonus.
This modifies the vizier’s hit dice and base attack bonus.
Proficiencies: Recordkeepers are proficient with simple weapons and light armor. In addition, if this is this character’s first level in any class, they may select a martial tradition of their choice.
This modifies the vizier’s normal proficiencies.
Veilweaving: The recordkeeper’s ability to tap into the record to directly alter their abilities has diminished their veilweaving. The recordkeeper only has the ability to shape 1 veil at 1st level, and gains the ability to shape an additional veil each day at 4th, 8th, 12th, 16th, and 20th level.
The recordkeeper also has a reduced pool of essence, granting them only one point of essence at 1st, 3rd, 5th, 7th, and 9th level. Starting at 11th level, they gain 1 point of essence at each class level, for a total of 15 essence at 20th level.
This modifies the vizier’s veilweaving class feature.
Casting: A recordkeeper may combine spheres and talents to create magical effects. The recordkeeper is considered a Mid-Caster. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)
Spell Pool: A recordkeeper gains a small reservoir of energy they can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to their level + their casting ability modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.
Recorded Talents: At 1st level, and every two levels thereafter, the recordkeeper gains their choice of a combat or magic talent. Recordkeepers use their casting ability modifier as their practitioner modifier.
Pull from the Record: Each day when the recordkeeper meditates to shape their veils, they may tap into the akashic record and alter their magical and martial abilities alongside their veils. They may change any of their talents granted by their recorded talents class feature, losing the previous talents and gaining new spheres and talents in their place. They may also change their casting tradition and martial tradition as well. They cannot change any talents gained from other sources.
If the recordkeeper was using a talent changed by this ability as a prerequisite, they must select that talent again as part of using this ability (whether via their casting tradition, martial tradition, or as one of their recorded talents).
This replaces the vizier’s eldritch insight class feature. If your game is using the optional rules granting the vizier the enhanced armaments class feature, this ability also replaces that class feature as well.
Sphereshifting: Whenever the recordkeeper uses their veilshifting ability, they can choose to reduce the number of veils they reshape to instead change an equal number of their talents granted by their recorded talents class feature. The recordkeeper can gain new spheres using this ability. The recordkeeper can choose to lose a base sphere using this ability if they have no other talents in that sphere. If they lose a base sphere granting a bonus talent from a drawback, that talent is lost as well.
The recordkeeper can also use this ability to remove any or all of one of their sphere’s sphere specific drawbacks, but they lose any talents granted by lost drawbacks. This counts as swapping one talent. They cannot do so if a lost talent is being used as a prerequisite.
Talents lost using this ability are treated as if the recordkeeper had lost a temporary talent (any non-instantaneous effects created by that talent are lost, and any talent that grants a limited number of uses is not refreshed if it is regained using this ability).
This modifies the vizier’s veilshifting class feature.
Improved Essence Capacity: At 3rd level, the recordkeeper’s mastery of the knowledge and power of the akashic record has allowed them to better tap into the potential of their essence and their veils. At 3rd level, 9th level, and 15th level, the maximum essence capacity of the recordkeeper’s essence receptacles increases by 1.
This replaces the vizier’s improved essence capacity class feature.
New Feats
Extra Recorded Talent
Prerequisites: Record talents class feature.
You gain an additional recorded talent.
Special: This talent can be selected an additional time at vizier level 3, and every 2 levels thereafter.