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While [[Incarnum]] didn't carry over to Pathfinder, 3PP Publisher Dreamscarred Press and author Michael "Ssalarn" Sayre brought it back as '''Akashic Mysteries''' and gives it a near-east sort of feel. While the system itself is very similar, there are a few notable differences. The terminology is changed, in some instances significantly (chakras are now mapped to equipment slots such as Belt instead of Waist and there's even a Ring slot) and in others less so (such as using "essence" instead of essentia). Bound veils (soulmelds) no longer prevent you from equipping magic items, Constitution doesn't cap your essence investment and many of the veils include abilities that Incarnum was lacking in, including AoE and healing options. The classes are also notably different.
While [[Incarnum]] didn't carry over to Pathfinder, 3PP Publisher Dreamscarred Press and author Michael "Ssalarn" Sayre brought it back as '''Akashic Mysteries''' and gives it a near-east sort of feel. While the system itself is very similar, there are a few notable differences. The terminology is changed, in some instances significantly (chakras are now mapped to equipment slots such as Belt instead of Waist and there's even a Ring slot) and in others less so (such as using "essence" instead of essentia and not making everything blue). Bound veils (soulmelds) no longer prevent you from equipping magic items, Constitution doesn't cap your essence investment and many of the veils include abilities that Incarnum was lacking in, including AoE and healing options. The classes are also notably different.
*The '''Daevic''' is in many ways an akashic [[Paladin]]. Rather than casting holy magic though, daevics are influenced by a specific emotional passion (like a Daeva, geddit?), gaining certain benefits depending on what they focus on. Wrath daevics are damage dealers, while Desire daevics fight at range and have some enchantment spell-like abilities. Daevics also inherit the Totemist's not-body-slot through the Blood Chakra, which can manifest into a variety of special effects.
*The '''Daevic''' is in many ways an akashic [[Paladin]]. Rather than casting holy magic though, daevics are influenced by a specific emotional passion (like a Daeva, geddit?), gaining certain benefits depending on what they focus on. Wrath daevics are damage dealers, while Desire daevics fight at range and have some enchantment spell-like abilities. Daevics also inherit the Totemist's not-body-slot through the Blood Chakra, which can manifest into a variety of special effects.
*The '''Guru''' is a mid-casting debuff class similar to a monk. While not focused on unarmed combat, they have the ability to inflict all sorts of penalties with essence-infused strikes. They also gain unique abilities based on their '''philosophy''', essentially a class path akin to an oracle mystery.
*The '''Guru''' is a mid-casting debuff class similar to a monk. While not focused on unarmed combat, they have the ability to inflict all sorts of penalties with essence-infused strikes. They also gain unique abilities based on their '''philosophy''', essentially a class path akin to an oracle mystery.

Latest revision as of 12:30, 17 June 2023

While Incarnum didn't carry over to Pathfinder, 3PP Publisher Dreamscarred Press and author Michael "Ssalarn" Sayre brought it back as Akashic Mysteries and gives it a near-east sort of feel. While the system itself is very similar, there are a few notable differences. The terminology is changed, in some instances significantly (chakras are now mapped to equipment slots such as Belt instead of Waist and there's even a Ring slot) and in others less so (such as using "essence" instead of essentia and not making everything blue). Bound veils (soulmelds) no longer prevent you from equipping magic items, Constitution doesn't cap your essence investment and many of the veils include abilities that Incarnum was lacking in, including AoE and healing options. The classes are also notably different.

  • The Daevic is in many ways an akashic Paladin. Rather than casting holy magic though, daevics are influenced by a specific emotional passion (like a Daeva, geddit?), gaining certain benefits depending on what they focus on. Wrath daevics are damage dealers, while Desire daevics fight at range and have some enchantment spell-like abilities. Daevics also inherit the Totemist's not-body-slot through the Blood Chakra, which can manifest into a variety of special effects.
  • The Guru is a mid-casting debuff class similar to a monk. While not focused on unarmed combat, they have the ability to inflict all sorts of penalties with essence-infused strikes. They also gain unique abilities based on their philosophy, essentially a class path akin to an oracle mystery.
  • The Vizier is the Akashic equivalent to a wizard, focusing on using magic items as if he were arcane himself. His school focus, however, boils down to three ideals: Crafting, Coercing, and Coordinating.

There's also three new akashic races that each have packets of abilities turning them into a different subspecies. The core three are gamla (camel), sobek (crocodile), and suqur (hawk), but the packages also allow for rhino, elephant, vulture, tiger, and other bestial humanoid types.

Dreamscarred also released a follow up class by author Anthony Cappel.

  • The Rajah is a class that blends together Akashic and Path of War by being a party buffing combatant. They introduce a special discipline (which uses Essence to power it in the way Sleeping Goddess does with Psionic PP and lets you fire lasers with Strength) and a new slot called the Title, which you can bestow upon allies and buff them up. Extremely powerful in combat and pushes even the higher power levels of Path of War.

Lost Spheres Publishing also has several classes and options using the akashic subsystem and written by the original Akashic Mysteries author, taking the flavor in a planar direction and significantly refining and expanding the options available.

  • The Eclipse is essentially an akashic shadow dancer. It has the lowest number of binds of any of the akashic classes but very powerful class features. It can create a shadow clone called an occultation and channel its attacks and veil powers through the occultation. It also gains the ability to wear its occultation as magic armor, turn its occultation into traps, or make and control multiple occultations. Starts with a darkvision feature that can be invested with essence to improve its functionality.
  • The Nexus gains a warlock-like blast called a planar detonation and a set of class features called convergences that give it various abilities tied to a particular plane. The first two convergences are always a defensive ability, typically energy resistance, and a modification to the shape and damage type of their planar detonation. They get a full 10 veil binds but no unique bind, and their veil sets (thematic groupings of veils/soulmelds with built in synergies) are tied to planes like Heaven, the Hells, or the Underworld.
  • The Radiant is an akashic healer that can invest essence into allies to give them buffs and then withdraw the essence to remove negative status effects. Very effective buffing and condition removal but reliant on its veils for its healing.
  • The Zodiac is basically a summoner/binder/fighter hybrid that summons celestial beings called "constellations". Constellations come in armor, champion, equipment, and weapon forms. The armor and weapon forms of constellations are typically a suit of armor or specific weapon that gets automatic upgrades and can be enhanced by investing essence. Equipment forms are a unique magic item that can also be improved by investing essence, and champions are companion creatures (NPCs and animal companions) that can unsurprisingly be improved by investing essence. Zodiac also picks two orbits or paths that determine some of its class features. Solar zodiacs gain bonus feats and act as akashic fighters, while lunar zodiacs gain veilweaving and a unique list of support and control veils.

Lost Sphere's campaign setting, City of 7 Seraphs, also includes new veils and options for the original three classes (daevic, guru, and vizier).

  • Daevics get the Knowledge passion, which gives them an "eidetic cache" they can store information or even spells in. Splits into Education and Secrecy.
  • Gurus get the Shanti philosophy which maps their nonlethal motif up to 11. Capstone is an ability that turns weapons which strike the guru into non-magical tools.
  • Viziers get the path of the scholar which gives them the ability to scribe and use scrolls, basic knowledge, and a capstone called Akashic Records that gives them a personal library demiplane containing every scroll or book they've ever read.
The Third Party Classes of Pathfinder
Psionics: Psion - Psychic Warrior - Soulknife - Wilder
Aegis - Cryptic - Dread - Marksman - Tactician - Vitalist
Path of War: Stalker - Warder - Warlord - Harbinger - Mystic - Zealot
Akashic Mysteries: Daevic - Eclipse - Guru - Nexus - Radiant - Rajah - Stormbound - Vizier - Zodiac
Spheres of Power: Armorist - Elementalist - Eliciter - Fey Adept - Hedgewitch - Incanter
Mageknight - Shifter - Soul Weaver - Symbiat - Thaumaturge - Wraith
Spheres of Might: Armiger - Blacksmith - Commander - Conscript
Savant - Scholar - Sentinel - Striker - Technician
Spheres of Guile: Agent - Courser - Envoy - Mastermind - Professional
Champions of the Spheres: Prodigy - Sage - Troubadour - Dragoon - Mountebank - Necros - Reaper
Warden - Crimson Dancer
Pact Magic: Pactmaker (formerly known as Medium)