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Akashic
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“The memory of all our forebears flows through me.”

The akashic memory is a collective mental storehouse of all thoughts, feelings, and experiences ever held by a living being. Akashics can tap into this collective memory to gain knowledge, skills, or information. They are not spellcasters, nor are they warriors. Nevertheless, they prove themselves very capable, with unique gifts and abilities. Their powers are mystical—more mental than magical—and come from intense training and discipline. Despite their regimen, however, akashics can seem quite free spirited and even roguish.

Adventurers: Akashics explore and adventure to practice their abilities and to discover new aspects to the akashic memory. They seek akashic nodes (see below) and bits of lost knowledge or lore to enhance their abilities and skills. Akashics also gain insight into both collective and personal memories by spending time with people in stressful and dangerous situations (adventurers). As important as the akashic memory is, akashics know that their own personal memories are just as important. They don’t want to sit back and learn about things passively — they want to be there when important things happen.

Background: While some people claim to be natural akashics, even they require special training. Akashics usually learn their special skills as apprentices to more accomplished akashics or in institutions developed for the unique training they require.
Akashics often belong to guilds, usually tied to the organizations that trained them. These guilds hire out their members as experts in any needed area. Need a master smith? An expert on ancient geography? A thief able to infiltrate an enemy stronghold and memorize battle plans? A messenger who can carry the words of a 10-page missive memorized in his brain? An expert impersonator to work as a spy or as a stand-in for an endangered noble? The guild can provide you what you need.
Those who do not belong to guilds often wander about, seeking new experiences and earning their fortunes by practicing their skills. They often have interestingly contradictory personalities, being both focused on their mental disciplines and yet freewheeling and highly adaptive. Because of their powers and ability to master so many skills, an akashic can work as a shipwright in one city, move on and get work as a physician in the next, and an animal trainer in the next.

Races: Akashics are so flexible that they fill many roles. In human societies they work as rogues, agents, and spies or as advisors and sages. Verrik akashics consider themselves artists who work in the medium of memory. Giant akashics are often called singers of songs, for they access their abilities through softly singing simple ancient giantish tunes. Faen believe akashics have the ability to speak with the gods on some level and thus usually give them great respect. Mojh akashics strive to learn more about dragons and the ancient mysteries of the world. Litorian akashics are rare, and those who do exist consider their abilities and knowledge gifts from their ancestors. Sibeccai akashics, also rare, usually use their abilities to work as artisans.
Other Classes: Akashics work well with anyone. Their powers make them extremely adaptable and always useful. Likewise, they usually respect the skills of others, and feel as at home telling war stories and discussing swordfighting techniques with a warmain as they do debating esoterica with a magister.
NPCs: The jewel thief skilled at impersonation and infiltration might be an akashic. The duchess’ mysterious advisor, who looks at you knowingly, could be an akashic. The prodigy with the wisdom and knowledge of a wizened sage is an akashic.

Hit Die: d6

Akashic Archetypes

  • Jack of All Trades: You know a bit about everything, and your mystic connection to the akashic memory allows you to fill in the gaps when necessity arises. In any situation, you’ve got something to contribute. You may not excel at any one thing, but you’re also not terrible at anything, either.
  • Loremaster: You’ve lived long with the local akashic guild, not only honing your akashic abilities, but also studying all the lore you could—history, magic, science, cosmology, geography, and more. Loremasters and sages can earn a respectable wage as sources of information and teachers for the young. However, you might want to actually use what you’ve learned and go out into the world to make your own fortune, so that someday, loremasters will be reading about you.
  • Spy: You use your memory-based abilities to tap into the knowledge of others. This allows you to not only gather information on them, but also impersonate them. You are slick and savvy—you think quickly on your feet and excel at getting yourself out of tight situations.


Skills
Skill Points at 1st Level: (8 + Intelligence bonus) × 4.
Skill Points at Higher Levels: 8 + Intelligence bonus.
Class Skills: All skills are class skills for the akashic.

Class Features
Weapon and Armor Proficiency: The akashic is proficient in the use of all simple and martial weapons and heavy, medium, and light armors and shields.
Skill Memory (Su): Akashics can reach into the collective memory and gain insight into a needed skill—even one in which the character has no ranks and cannot use untrained (but not a language). After a full round of concentration, the akashic gains a +2 bonus to a single skill check attempt made the next round. The akashic can use skill memory once per day per two akashic levels (once per day at 1st through 3rd level, twice per day at 4th and 5th levels, three times per day at 6th and 7th levels, and so on). At 9th level, this bonus becomes +4. At 17th level, it is +6. At 25th level it is +8.
Perfect Recall (Ex): By 2nd level, akashics have honed their own memories. To any Knowledge skill check that they make without using skill memory (thus relying on their own memory), they add their Intelligence bonus, if any, to the skill bonus again. Thus, an akashic with 5 ranks of Knowledge (history) and a +2 Intelligence bonus has a skill bonus of +9 (5 + 2 + 2) using perfect recall. Akashics without an Intelligence bonus gain nothing from this ability. The akashic also can add double his Intelligence bonus if the DM calls for an Intelligence check to remember something. Intelligent akashics can use this ability to memorize vast amounts of information, which they can recall at a moment’s notice.
Delve Into Collective Memory (Su): An akashic may make a special check with a bonus equal to his level + his Intelligence modifier to see whether he knows some relevant information about notable people, legendary items, or noteworthy places. This takes 10 minutes and can be attempted once per day per class level. (For some reason, akashics have trouble obtaining information about runechildren. No one knows why.) This check will not reveal the powers of a magic item but may give a hint as to its general function. The akashic may not take 10 or take 20 on this check; this sort of knowledge is essentially random. The DM determines the Difficulty Class of the check by referring to the table below.

DC Type of Knowledge/Other Modifiers
10 Common information, known by a substantial minority of people.
20 Uncommon information but available, known by a few local people.
25 Obscure information, known by few and quite hard to come by.
30 Extremely obscure information, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the significance of the knowledge.
+1 Information based on knowledge possessed more than 100 years ago.
+5 Information based on knowledge possessed more than 500 years ago.
+10 Information based on knowledge possessed more than 1,000 years ago.
+10 Knowledge directly involved with a runechild or the actions of a runechild.


Minor Akashic Ability: At 4th, 5th, 6th, and 7th level, the akashic can choose one of the following abilities. No minor ability may be selected more than once.

  • Bonus Feat (Ex): The akashic gains an additional general, ceremonial, or item creation feat of his choosing. If he selects a ceremonial feat, he need not go through the ceremony (or pay for it); even Unbound characters can gain ceremonial feats this way. However, he must still meet all bonus feat prerequisites, including ability score and base attack bonus minimums and prerequisite feats (but not truenames).
  • Creature Loresight (Sp): An akashic can use the spell creature loresight a number of times per day equal to his Intelligence bonus as a spell-like ability. If he does not have an Intelligence bonus, he can use this ability once per week.
  • Kinesthetic Memory (Su): An akashic’s sensory memory is so precise that he can easily get around with no penalty when he has a single damaged or deprived sense and is in familiar surroundings. For example, a blind akashic can move about in his home, a clothing shop he frequents, or inside a castle he has viewed extensively with magic, operating with no penalties.
  • Lesser Learn Secret (Sp): An akashic can use the spell lesser learn secret once per day.
  • Minor Battle Memory (Su): Calling upon the knowledge of the greatest warriors who have ever lived, the akashic can concentrate for 1 round. Afterward, for 1 round per class level, he gains a +3 competence bonus to attack and damage rolls, as well as a +3 dodge bonus to Armor Class. An akashic can use minor battle memory once per day.
  • Object Loresight (Sp): An akashic can use the object loresight spell a number of times per day equal to his Intelligence bonus as a spell-like ability. If he has no Intelligence bonus, he can use this ability once per week.
  • Skill Focus (Ex): The akashic focuses on one particular skill and gains a permanent, inherent +4 bonus in that skill.
  • Sneak Attack (Ex): Using the akashic memory to remember the vital spots of other creatures, an akashic can make devastating attacks. Any time the akashic’s target would be denied a Dexterity bonus to Armor Class (whether the target actually has a Dexterity bonus or not), or when the akashic flanks the target, the akashic’s attack deals +1d6 extra points of damage. Should the character score a critical hit with a sneak attack, do not multiply this extra damage. The akashic can make sneak attacks with ranged weapons, but only up to a range of 30 feet.
  • Tongues (Sp): Akashics can use the tongues spell once per day.

Lesser Akashic Ability: At 8th, 10th, 11th, 13th, and 14th level, the akashic can choose one of the following abilities. No lesser ability may be selected more than once.

  • Bonus Feat (Ex): The akashic gains an additional general, ceremonial, or item creation feat of his choosing. If he selects a ceremonial feat, he need not go through the ceremony (or pay for it); even Unbound characters can gain ceremonial feats this way. However, he must still meet all bonus feat prerequisites, including ability score and base attack bonus minimums and prerequisite feats (but not truenames).
  • Defensive Focus (Ex): The akashic trains, using his knowledge of famous battles and the memories of expert fighters, to defend himself well. He gains a permanent +1 dodge bonus to Armor Class and +1 competence bonus to all saving throws.
  • Lesser Delve Into Personal Memory (Su): An akashic can mentally probe the memory of one other creature within 25 feet. The akashic mentally forms a question the creature can answer with a single word. No shared language is needed, nor does it matter whether the creature is conscious or aware. The creature can make a Will save (DC 10 + half akashic’s class level + the akashic’s Charisma modifier). If the creature fails its save, the akashic gains the answer as if the creature mentally answered the question as truthfully as possible. In any event, the creature does not know the akashic made the attempt. A character can use this ability once per day as a standard action.
  • Impersonate (Su): Using his ability to delve into the memories of others, the akashic can impersonate other living creatures’ mannerisms, speech patterns, knowledge, and overall demeanor, adding a +5 bonus to Disguise checks. The akashic can use this ability at will, although he must have been within 25 feet of the creature to be impersonated at some point before he can use the ability. The creature gains no sense that the akashic is impersonating him.
  • Greater Learn Secret (Sp): An akashic can use the greater learn secret spell once per day.
  • Lesser Battle Memory (Su): Calling upon the knowledge of the greatest warriors who have ever lived, the akashic can concentrate for 1 round. Afterward, for 1 round per class level, he gains a +4 competence bonus to attack and damage rolls, as well as a +4 dodge bonus to Armor Class. An akashic can use lesser battle memory twice per day.
  • Location Loresight (Sp): The akashic can use the location loresight spell a number of times per day equal to his Intelligence bonus as a spell-like ability. If he has no Intelligence bonus, he can use this ability once per week.
  • Modify Memory (Sp): An akashic can use the modify memory spell once per day.
  • Skill Focus (Ex): The akashic focuses on one particular skill and gains a permanent, inherent +4 bonus in that skill.
  • Sneak Attack (Ex): Using the akashic memory to remember the vital spots of other creatures, an akashic can make devastating attacks. Any time the akashic’s target would be denied a Dexterity bonus to Armor Class (whether the target actually has a Dexterity bonus or not), or when the akashic flanks the target, the akashic’s attack deals +1d6 extra points of damage. Should the character score a critical hit with a sneak attack, do not multiply this extra damage. The akashic can make sneak attacks with ranged weapons, but only up to a range of 30 feet. If the akashic took sneak attack as a minor akashic ability or gained the ability to make sneak attacks elsewhere (such as through unfettered class levels), the extra damage stacks.

Feat Memory (Su): At 12th level and beyond, an akashic can reach into the collective memory and produce an ability normally gained as a general feat. The akashic must meet the prerequisites of the feat. After a full round of concentration, the akashic can use the feat ability as though he possessed it for 1 round per class level. The akashic can use this ability once per day. Greater Akashic Ability: At 15th, 16th, 18th, and 19th level, the akashic can choose one of the following abilities. No greater ability may be chosen more than once.

  • Bonus Feat (Ex): The akashic gains an additional general, ceremonial, or item creation feat of his choosing. If he selects a ceremonial feat, he need not go through the ceremony (or pay for it); even Unbound characters can gain ceremonial feats in this way. However, he must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums and prerequisite feats (but not truenames).
  • Greater Battle Memory (Su): Calling upon the knowledge of the greatest warriors who have ever lived, the akashic can concentrate for 1 round. Afterward, for 1 round per class level, he gains a +5 competence bonus to attack and damage rolls, as well as a +5 dodge bonus to Armor Class. An akashic can use greater battle memory three times per day.
  • Greater Delve Into Personal Memory (Su): An akashic can mentally probe the memory of one other creature within 25 feet. The akashic mentally forms a question the creature can answer with up to one word per akashic level in length. No shared language is needed, nor does it matter whether the creature is conscious or aware. The creature can make a Will save (DC 10 + half akashic’s class level + the akashic’s Charisma modifier). If the creature fails its save, the akashic gains the answer as if the creature mentally answered the question as truthfully as possible. In any event, the creature does not know the akashic made the attempt. A character can use this ability once per day as a standard action.
  • Memory Possession (Su): The akashic can absorb the memories of any intelligent creature who is alive or who has ever lived for 1 round per level. During this time, the creature’s personality takes control of the akashic’s body. Akashics use this ability to allow their allies to speak with and ask questions of the possessing memory (often that of an ancestor, absent friend, or other wellknown figure). If the possessing memory seeks to say or do something against the akashic’s will, the akashic may attempt a Will saving throw (DC 20) to prevent it. This ability can be used once per day.
  • Skill Focus (Ex): The akashic focuses on one particular skill and gains a permanent, inherent +4 bonus in it.
  • Sneak Attack (Ex): Using the akashic memory to remember the vital spots of other creatures, an akashic can make devastating attacks. Any time the akashic’s target would be denied a Dexterity bonus to Armor Class (whether the target actually has a Dexterity bonus or not), or when the akashic flanks the target, the akashic’s attack deals +1d6 extra points of damage. Should the character score a critical hit with a sneak attack, do not multiply this extra damage. The akashic can make sneak attacks with ranged weapons, but only up to a range of 30 feet. If the akashic took sneak attack as a minor and/or lesser akashic ability, or gained the ability to make sneak attacks elsewhere (such as through unfettered class levels), the extra damage stacks.
  • Steal Identity (Su): The akashic can impersonate any intelligent creature who is alive or has ever lived without ever having been near that creature. Steal identity functions like the impersonate ability, except with a +10 bonus to Disguise checks. This ability functions for one hour for every four class levels the akashic has. He can use it once per day.

Spell Memory (Su): Starting at 20th level, an akashic can delve into the collective memory once per day to learn how to cast one simple spell of 7th level or lower once. He must have an Intelligence score equal to 10 + the spell’s level in order to cast it. The akashic uses his class level as the caster level and Intelligence as the key ability. This ability can be used once per day at any time during the day. At 21st level, the akashic can use this ability twice per day.
Momentary Memory Ability: At 21st, 22nd, 23rd, and 24th level, the akashic can choose one of the following abilities. These abilities all stem from the high-level akashic character’s ability to look into very recent memories on a moment’s notice. An akashic may not select any momentary memory ability more than once.

  • Memory of One’s Own Thoughts (Su): The akashic can look into the moments-old memories of a creature’s thoughts, effectively reading the creature’s thoughts only a fraction of a second after the creature has them. The akashic can use the spell read mind at will on any creature within 25 feet as a free action. The ability can be used once per round and only on one creature’s mind at once.
  • Memory of One’s Own Intentions (Su): The akashic can know the moments-old memories of a creature’s intentions in combat, whether he swings low or high or stabs with a quick thrust. The akashic gains a +5 insight bonus to Armor Class against all attacks he is aware of made by one foe within 100 feet. Using this ability is a free action.
  • Memory of One’s Own Spells (Su): The akashic can know the moments-old memories of a creature’s spellcasting. This grants him a +5 insight bonus to saving throws against all spells cast upon him by one foe he is aware of within 100 feet. Further, a number of times each day equal to his Intelligence bonus, he can ready an action to automatically counter any spell cast within 100 feet. Akashics with no bonus to Intelligence can use this ability once per week. Using this ability is a free action.
  • Memory of One’s Own Presence (Su): By reading the momentsold memories of all near him, the akashic has perfect knowledge of the exact location of any thinking being within 30 feet. Within that range, invisible and hidden foes are revealed to the akashic. The akashic cannot be flanked and never loses his Dexterity bonus to attacks from foes within 30 feet. Using this ability is a free action.
  • Memory of One’s Own Weakness (Su): The akashic can know the moments-old memories of a creature’s thoughts in combat, granting him a +2 insight bonus to all attack and damage rolls if the foe is within 30 feet. Further, the akashic always treats foes within 30 feet as if they have no Dexterity bonus. Akashics with the sneak attack ability and this ability in conjunction prove deadly indeed. Using this ability is a free action.

Greater Spell Memory (Su): At 22nd level, the akashic can delve into the collective memory once per day to learn how to cast one simple spell of 9th level or lower once (in addition to uses of his spell memory ability). He must have an Intelligence score equal to 10 + the spell’s level in order to cast it. The akashic uses his class level as the caster level and Intelligence as the key ability. This ability can be used once per day. At 23rd level, the akashic can use this ability twice per day.
Class Ability (Su): At 25th level, the akashic can delve into the collective memory once per day to gain any ability of any other class, gained at 20th level or lower. This ability cannot be used to gain spells, a different base attack bonus, or different saving throws—only level-based class abilities like a magister’s mind over matter or the greenbond’s infuse with life. No ability gained lingers longer than 24 hours.

Akashic Memory Stones
By tapping into the memories of others and using special materials and training, akashics of 6th level and higher can create magic items called akashic memory stones. These devices—usually crystals or gems, but sometimes plain stones—store specific memories that anyone can access simply by concentrating on them. These stones do not convey any bonuses, spells, or abilities, but they can store valuable, interesting, or emotional information. Commonly, these stones sell for 500 gp. They are magical and typically have a caster level of 10th.

Akashic Nodes
Imbued with the psychic resonance of days long past, some sites become focal points of the akashic memory. Akashics call these places “nodes.” A node is where a large number of intelligent beings lived over a long period of time—and usually where no one currently lives (the hustle and bustle of a living city often counteracts the power of the node). These former residents, both individually and as a group, left a sort of “psychic imprint” on the area that an akashic can tap into. Thus, nodes usually occur where a city, a citadel, or some other type of community or large structure once stood, or in the ruins of the community or structure. Akashics within a node gain an additional +1 bonus when they use their skill memory and battle memory abilities and a +2 bonus on checks to use their delve into collective memory ability. Sometimes, a group of akashics builds a monastic guildhall at the site of a node.



Class
Level
BAB Fort
Save
Ref
Save
Will
Save
Special
1 +0 +0 +0 +2 Skill memory (+2)
2 +1 +0 +0 +3 Perfect recall
3 +2 +1 +1 +3 Delve into collective memory
4 +3 +1 +1 +4 Minor akashic ability
5 +3 +1 +1 +4 Minor akashic ability
6 +4 +2 +2 +5 Minor akashic ability
7 +5 +2 +2 +5 Minor akashic ability
8 +6/+1 +2 +2 +6 Lesser akashic ability
9 +6/+1 +3 +3 +6 Skill memory (+4)
10 +7/+2 +3 +3 +7 Lesser akashic ability
11 +8/+3 +3 +3 +7 Lesser akashic ability
12 +9/+4 +4 +4 +8 Feat memory
13 +9/+4 +4 +4 +8 Lesser akashic ability
14 +10/+5 +4 +4 +9 Lesser akashic ability
15 +11/+6/+1 +5 +5 +9 Greater akashic ability
16 +12/+7/+2 +5 +5 +10 Greater akashic ability
17 +12/+7/+2 +5 +5 +10 Skill memory (+6)
18 +13/+8/+3 +6 +6 +11 Greater akashic ability
19 +14/+9/+4 +6 +6 +11 Greater akashic ability
20 +15/+10/+5 +6 +6 +12 Spell memory
21 +15/+10/+5 +7 +7 +12 Spell memory 2/day, momentary memory ability
22 +16/+11/+6/+1 +7 +7 +13 Greater spell memory, momentary memory ability
23 +17/+12/+7/+2 +7 +7 +13 Greater spell memory 2/day, momentary memory ability
24 +18/+13/+8/+3 +8 +8 +14 Momentary memory ability
25 +18/+13/+8/+3 +8 +8 +14 Class ability, skill memory (+8)

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