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New Vizier Mystic Attunement: Path of the Soulshaper

A vizier who chooses the path of the soulshaper understands the souls of all things, allowing them to utilize their magic to change objects from one shape to another by altering their souls.

Reshape Soul (Su)

At 1st level, the vizier can touch a single unattended non-magical object and take 1 point of essence burn to change the material it is made from for 1 minute per class level. The size of the object the vizier can affect and the materials they can change it to are based on their class level, as determined on Table: Object Size and Table: Object Materials. The object the vizier wishes to change must be formed of a material available to them using this ability at their current level. The vizier can end this effect early by touching the object as a standard action.

At 5th level, the vizier can alter the soul of the air itself, allowing them to change its form and to create objects using it. A 5-foot cube of air counts as a Medium object, eight 5-foot cubes a Large object, and so on. When using the air to create objects, the objects that create are limited to the maximum size of objects they can alter. When creating complex objects, the vizier must make a Craft check as part of using this ability. If they fail this check, the air is still changed into that object but the object is non-functional (a door’s hinges wouldn’t work, a crossbow wouldn’t be able to fire, etc).

At 9th level, the vizier can alter the soul of objects into more esoteric materials, such as gases or fire, based on their class level, as determined on Table: Esoteric Materials. If one of these materials has a saving throw, it has a DC equal to 10 + 1/2 class level + the vizier’s Intelligence modifier. The object maintains its shape for the duration of the effect.

They also gain the ability to affect only portions of an object’s soul, allowing them to change only portions of an object or allowing them to change part of an object that would normally be outside of their size or weight limit (such as a portion of a wall).

At 13th level, the vizier can permanently alter the form of an object by sacrificing their essence and wealth, causing the change to the object's soul to become an instantaneous effect. Doing so takes 1 minute instead of a standard action and the point of essence burned as part of using the ability cannot be restored until the vizier rests to reshape their veils. The vizier must also sacrifice an amount of wealth equal to the difference in raw material cost between the object’s base material and its new material (minimum 100gp). When creating objects from the air, the vizier must instead pay the raw material cost of crafting that item from the chosen material. If creating a permanent esoteric material, it no longer holds the shape of the object it was created from. Created gases disperse normally, and created fires shrink by one size category each round if not supplied fuel.

At 17th level, the vizier has mastered the art of soulshaping, allowing them to reshape the souls of living beings. They can now alter flesh and living creatures in addition to objects. Using reshape soul on an unwilling creature requires a melee touch attack, and that creature receives a Fortitude saving throw to negate the effect (DC 10 + 1/2 vizier level + Intelligence modifier). You cannot change only a portion of a creature.

Changing a creature’s material does not kill the creature, but they do not appear alive for the duration of the effect or detect as alive for effects that detect living creatures. They are injured as an object formed of the material they are made of while under the effects of this ability. When returned to normal the creature is still alive (provided they were not destroyed in this alternate form), but any injuries or deformities gained in their altered state carry over to their original forms.

The vizier may only permanently change the material of a helpless or willing creature (requiring no touch attack), and they do not lose their wealth if the creature succeeds its saving throw. Anyone with the reshape soul ability can use that ability to temporarily restore the creature to its normal form, or permanently restore the creature to its normal form if they have the ability to permanently affect objects using reshape soul.

New Guru Philosophy: Psychometabolist

Gurus of this philosophy have focused their studies inwards, learning to manipulate their own bodies purely through their own psychic power augmented by their ability to manipulate the essence of their body and soul.

Proficiencies: The psychometabolist does not gain any additional proficiencies. Instead, they gain Improved Unarmed Strike as a bonus feat and treat their unarmed strikes and any natural attacks granted by a psychometabolism power as philosophy weapons for all abilities.

Psychometabolic Power (Su): At 1st level, the psychometabolist gains the ability to maintain psionic focus, they also learn a number of psychometabolism powers, gain a number of power points per day, and have a maximum power level known based on Table: Psychometabolist Manifesting. They may select psychometabolism discipline powers from any class list. If a power is on multiple class lists and has multiple power levels, they use the lowest.

A psychometabolist simply knows their powers; they are ingrained in their mind. They do not need to prepare them (in the way that some spellcasters prepare their spells), though they must get a good night’s sleep each day to regain all their spent power points.

Whenever the psychometabolist gains a guru class level, they can swap one of their existing psychometabolism powers for another of the same level.

The Difficulty Class for saving throws against the psychometabolist’s powers is 10 + the power’s level + the psychometabolist’s Wisdom modifier.

Metabolic Healing (Su): At 4th level, whenever the psychometabolist manifests a psychometabolism power while they maintain psionic focus, they gain fast healing 1. This fast healing lasts for a number of rounds equal to the level of the manifested power. This fast healing increases by an additional 1 at 8th level, and every 4 levels thereafter.

Psychic-based guru philosophy that grants a version metabolic healing ability, to combine with Metabolists Scarf veil.

Continual Metamorphosis (Su): At 7th level, the psychometabolist gains a single choice of an Enhancement or Ability from the minor metamorphosis power as a continuous effect. This ability does not grant the psychometabolist a bonus to Disguise checks. They can invest essence in this ability, granting them an additional choice or an Enhancement or Ability for each point of essence invested. Whenever the psychometabolist invests essence in this ability, they can change their selected Enhancements and Abilities.

Essence Augmentation (Su): At 10th level, the psychometabolist has learned to augment their powers using their essence. The psychometabolist can invest essence in this ability. Whenever the psychometabolist manifests a power of the psychometabolism discipline, they can expend their psionic focus to reduce the power point cost of the manifested power by a number of power points equal to the essence invested in this ability, to a minimum total power point cost of 1.

Improved Metamorphosis (Su): At 13th level, the psychometabolist’s continual metamorphosis improves, granting them a single choice of an Enhancement or Ability from metamorphosis instead. Their ability to invest essence in the ability also improves: When investing essence in this ability, they can divide their invested essence between the following options:

  • 1 essence: Gain a choice of an option from Enhancement Menu A or Ability Menu A.
  • 2 essence: Gain a choice of an option from Enhancement Menu B or Ability Menu B.

Metamorphic Appearance (Su): At 16th level, the psychometabolist gains true control over their physical form. By meditating for one minute, the psychometabolist can change their physical appearance. This includes their apparent age, sex, hair, skin, or apparent species or race. They can change their height as well, but they cannot change their weight or size. Thus, if the psychometabolist made themselves shorter they would become bulkier, and if they made themselves taller they would become slighter. The psychometabolist cannot use this ability to change their number of limbs, and they must still resemble a creature of their type. This ability does not change the psychometabolist’s abilities, but grants them a +20 disguise bonus to appear as another creature. Using this ability is a supernatural effect, but its effects are instantaneous and cannot be dispelled or suppressed.

Greater Metamorphosis (Su): At 19th level, the psychometabolist gains mastery over their continual metamorphosis, instead granting them a single choice of an Enhancement or Ability from major metamorphosis instead. They also gain the following option when investing essence in this ability:

  • 3 essence: Gain a choice of an option from Enhancement Menu C or Ability Menu C.

New Daevic Passion: Progress

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 BeltACK, Bifrost BootsAR1, Craftsman’s BeltACK, Daevic Aspect, Hands of the CrafterTS, Horselord’s Greaves, Lenses of the SeerTS, Royal TreasuryTF, Runecloth of DoorwaysTS,

Skills: Appraise, Knowledge (arcana), Perception

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

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

The daevic’s class levels count as arcane caster levels for the purposes of item creation feats, and they can create spell trigger spell completion items (such as potions, scrolls, and wands) without having the ability to cast the necessary spells. They still need the necessary item creation feats, but the daevic can complete the item creation process with only a working knowledge of each spell needed. At 1st level, they are considered to have a working knowledge of all 0-level and 1st-level spells for the purpose of item creation, allowing them to create magic items and spell trigger and spell completion items with those spells as a requirement without an increase to the item crafting DC. At 3rd level, and every 2 levels thereafter, the maximum level of spells in which they have working knowledge increases by 1, to a maximum of 9th-level spells at 17th level.

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

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

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

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

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

Invention

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

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

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

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

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

  • The magical effects of the item must be redesigned to fit the same item type and item slot, and cannot change the form of the base item. A weapon retains its weapon type and must have its new enhancements be weapon enhancements, a belt-slot wondrous item can only be redesigned into a belt-slot wondrous item, and a potion can only be redesigned into a potion.
  • The daevic must possess the appropriate crafting feats, i.e. Craft Wondrous Items for wondrous items.
  • The item being redesigned must be of equal or lesser value to the new design’s gold piece value. If the redesigned item was of greater value, excess gold is regained in the form of magical reagents. For example: redesigning a +4 headband of mental prowess (crafting cost 20,000gp) into a +6 headband of vast intellect (18,000gp) would return 2,000gp worth of magical reagents.

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

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

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

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

The daevic can redesign this minor artifact, allowing them to change it to another magic item with a crafting cost of 100,000gp or less by spending one week or work. They are not required to make any checks as part of this redesign, and they may redesign it into any non-consumable item they are able to craft, with the above restrictions.

Production

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

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

When crafting mundane items, they can complete a week’s worth of work in one day.

At 12th level, the daevic has learned to further optimize their crafting, allowing them to complete 5,000gp worth of work in 8 hours. The daevic can create potions and scrolls with a base price less than 1,250gp in 2 hours of work. This ability stacks with similar abilities, such as the bind effect of the Hands of the Crafter veil. (In that case, it would allow them to complete 5,000gp worth of work in 4 hours)

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

Daevic Aspect: Progress Passion

When you shape the daevic aspect veil, you can choose the Progress passion.

  • 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.

Binding the daevic aspect veil grants you the following ability if you choose the Progress passion:

  • 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.

Comments

Laguna Crale

Can the Bind effect of the Daevic Aspect for the Progress Passion be used with a Ring of Three Wishes by burning 9 points of essence? Or slightly less broken, a rod of Ressurection by burning 7?

Studio M—

I would say no for the ring because it doesn't *technically* have charges, but it would be up to your GM. For rod of resurrection I cant actually find the PF version of the item anywhere so I can't say for sure. I might errata this so that if emulating a spell using this ability has expensive material components you must supply them in addition to essence burn. Edit: Errata'd, "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." Going to push an update to the compilation as well.