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The following daevic passion, Hatred, has been reprinted from Studio M—’s April 2021 Compilation with some new additions; namely adding Daevic Aspect to its passion veil list and adding a Hatred passion option to the Daevic Aspect veil.

These changes will be added to that book as an errata, but the passion will also be included as part of Studio M—’s November 2021 Compilation.

New Daevic Passion: Hatred

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

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

*These veils can be found in Akashic Classes: Volur.

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

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

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

Animus

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

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

Odium

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

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

Daevic Aspect: Hatred Passion

When you shape the Daevic Aspect veil, you can choose the Hatred passion.

  • 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.

Binding the Daevic Aspect veil grants you the following ability if you choose the Hatred passion:

  • 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.

New Daevic Passion: Harmony

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 amongst lawful or religious orders, favoring monks, mediators, and those who wish to stop chaos from entering their communities. A daevic who selects this passion is usually of any Lawful alignment, though those of True-neutral alignments are commonly found as well.

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

Veils listed with notations can be found in the following books:

ACK: Akashic Classes: Kheshig

CLSZ: Classes of the Lost Spheres: Zodiac

TS: The Stormbound

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

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

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

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

Enlightenment

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

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

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

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

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

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

Tranquility

Daevics who follow the path of tranquility channel the harmony of their body to ward themselves against the chaos of reality, becoming one with the world around them.

At 6th level, the daevic gains a +1 bonus on saves against death effects, and gains immunity to poisons and diseases. The daevic also no longer needs to sleep, they may instead meditate for 4 hours to gain the benefits of 8 hours of sleep, or for 12 hours to gain the benefits of 24 hours of rest. They may still only gain the benefits of resting like this once each day, as normal for resting. Whenever the daevic rests in such a way, they recover twice as many points of ability damage (2 per 4-hour meditation, 4 per 12-hour meditation).

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

At 12th level, the daevic no longer needs to eat or drink to survive and no longer ages. They also only need to meditate for 2 hours to gain the benefits of 8 hours of sleep, or 6 hours for a 24 hour rest. They also restore an amount of ability damage when resting this way equal to their Wisdom modifier (minimum 2) or twice their Wisdom modifier when meditating for 6 hours (minimum 4). The daevic also gains resistance to level drain; they take no penalties from negative levels, but still die if they accrue more negative levels than they have Hit Dice. After 24 hours, any negative levels they take are removed without the need of another saving throw.

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

Daevic Aspect: Harmony Passion

When you shape the Daevic Aspect veil, you can choose the Harmony passion.

  • 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.

Binding the Daevic Aspect veil grants you the following ability if you choose the Harmony passion:

  • 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.

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