Vizier
The vizier is the akashic equivalent to the incarnate of incarnum, with a hint of wizard added to the mix.
It has low BAB and low hit points (especially as Constitution isn't the main shaping stat anymore) but the most base veils and essence, good Fortitude and Will saves and all the chakra slots (along with the extra Ring slot). Also like the incarnate, it gets the ability to switch out some veils a few times per day, though faster, much more often and more veils at a time than its predecessor. At maximum level the vizier can do this at will while also binding the new veils and getting some additional temporary essence to fuel them.
From the wizard side it gets a focus on Intelligence and scholarliness, counting as an arcane caster for certain purposes and using charged magic items better by investing them with essence.
The base vizier has three paths of mystic attunement to choose from:
- The Path of the Crafter is for those who wish to be artificers. They get a hefty skill bonus to crafting and can boost the CL or DC of any spellcasting magic item activated nearby. Their biggest ability is switching enhancements between two similar items and transfering charges between staves or wands. Beyond that, they simply gain extra crafting feats and end with a 25% discount on creating rings, staves and wondrous items.
- The Path of the Ruler is for the typical manipulative vizier, either doing the deed himself or aiding the party face/enchanter at it. The path gives an aura that penalizes others' Sense Motive checks and Will saves, though thankfully the ruler can exclude a number of people from its effects and thus not get strangled by the party's irate martial. At later levels anyone so protected even gets a +2 to Will saves (though this probably doesn't apply to the ruler himself) and the ruler can force one guy in the area to reroll one such check/save.
- The Path of the Seer is for team players. It gives a very minor speed boost to allies in an aura and up to four bonus teamwork feats to the seer, using his class level as his BAB. He can share these feats and also the base effects of his bound Feet or Hands veil with allies in the aura by investing essence. With the path's capstone, the seer can retrain his bonus teamwork feats after a night's rest, switching out the crappy low-level ones if he hadn't already done so.
The Third Party Classes of Pathfinder | |
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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) |