Akashic Classes: Kheshig (PFRPG) PDF

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Wear Your Power!

Akashic Classes: Kheshig is the latest volume in our series of class-focused player supplements for the Pathfinder Roleplaying Game, expanding the options for using the mystical powers of akasha. The kheshig is a powerful warrior who blends akashic prowess and physical might to become the perfect bodyguard – or a deadly hunter. Alongside the kheshig in this book are 14 new melee weapon veils, 5 new ranged weapon veils, 8 new armor veils, and 30 additional veils to mix and match to create your perfect frontline fighter. This book also features a new weapon, the armored fist, allowing you to dive into melee with your fists, while still offering some protection. Finally, there’s 8 additional feats for martial characters and veilweavers alike, from fighting with a single weapon or being able to swap out powerful weapon veils at will. Whether you want to create a perfect bodyguard or a powerful hunter, the kheshig, clad in akasha, can help you achieve your goals. Grab this amazing 44-page hybrid magical-martial class book for the Pathfinder Roleplaying Game (1st Edition) today and Make Your Game Legendary!

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So what in Abaddon is a Kheshig?


The Keshig is the second in a new series of Akashic Classes by Legendary Games, which is an amazing company that maintains a high production value and quality. The Volus was a really good first entry for the series. But can they maintain the quality in this realm of Akashic Magic? Read on!

What’s inside?
36 pages of content (not counting covers, ads etc.) for 10 bucks, which include:

-The Kheshig Akashic class: Before I get into the class, I again got intrigued by the name and found that the Kheshig, favored/blessed in Mongolian, were the imperial guard and bodyguards of the Mongolian royalty, like Ghengis Khan himself! A great name for a protector/tank class!

Anyway, Kheshig is a veilweaving class, with a warrior chassis (full BAB/d10 HD, good Fortitude AND Will save, simple and martial weapons and all armor and shield proficiencies, including tower shields), but more skilled (4 skill points for 15 skills, including physical, social and some scholarly options) that has many core abilities.

Fighting Style: at 1st and 4th levels, the Kheshig learns a fighting style, from a list of 7 (basically 2 weapons, weapon and shield, one handed weapon and a free hand, two-handed weapon, unarmed, ranged volley and ranged snipe). At 7th and 10th, the Kheshig gets to improve one of their two chosen fighting style. While most of this fighting styles are just a specific bonus feat (or two in the case of the ranged ones), there are some nice unique abilities. I am not sure about how the Titan Weapon style works, since it can damage even dodge-based defenses. I would have worded it that if it doesn’t connect to normal AC but would connect against touch AC, it deals the damage. Cool array of options that will sadly typecast characters (not an uncommon thing among martials).

Veilweaving: Kheshig have wisdom-based veilweaving abilities (nice, not enough wisdom-based veilshapers), going from 1 to 6 veils shaped during their progression and have the possibility to get up to 6 binds from among all 10; interestingly, they get to CHOOSE some of these binds from among a small lists (two low, to middle, one high, and one “whole”). All in all, VERY powerful options, AND a Kheshig can beat even Viziers in the level race to get access to binds. This is problematic since each chakra has a level requirement, with very few exceptions.

Their maximum essence capacity also increases thrice, another common aspect of Akashic classes but I’m not sure this is ok for a class with this chassis. It can be argued that of the two other Akashic melee-ers, Daevics and Solars, the later DO get the 3 increases too, so ok. The Kheshig also gets the ability to shape up to two veils with their Akashic Armory ability, as long as these veils have the so-called Enhanced descriptor; a nice aspect of this ability is that these veil don’t take a Chakra slot, so you could have a hands veil plus an enhanced hands veil. There is another “small” problem here, since at least the “weapon” veils can be bound to ANY Chakra at level 2! Body bind? The ones that are like veilweavers’ capstones and mostly gotten at level 20? Yeah, at level 2! Even if the veils contained here don’t have binds to the body slot (and at least one do), this is not the only veil source out there, so in my opinion this ability need to be polished. The “armor” veil doesn’t suffer from this ability since the extra Chakra-bind doesn’t happen until 18th level.

To empower these 6+2 veils, plus their “bodyguard” ability, the Kheshig kind of follows the medium-BAB progression for essence but 1 level faster, starting with 1 and finishing with 15. They get extra essence that can’t be used for veils, though. At every 3 levels, they get the “reinforced” ability, which gives them 5 extra hit points AND an extra point of essence that can empower veils. Nice, but it would have been better if put in the class table, under the essence column, after a +.

The class-defining ability would be Essence-Bound Duty, which links you to a “charge”, and is a great ability concept-wise. The execution? Not so much. When D^D transitioned from 2nd to 3rd edition, one of the things they got the F away from was miss chances. Magic Resistance was a percentile-based defense mainly found in monsters and some OP non-core PC races. It was great when you resisted a meteor swarm, but it was a B when your opponents did the same. It-s main problem is that it didn’t take into account the power of the caster, and there were incredibly few ways to lower it. In 3rd edition they changed it to work in a way similar to AC, a much more elegant solution. So, why do I mention it? Because with a one-hour ritual, your Charge gets a 10% miss chance against PHYSICAL attacks AND spells that don’t also target the Kheshig. This is way too strong, because it negates smites, criticals, and any special attack the opponent uses, PLUS spells and powers, BUT does nothing about attacks that are not spells… like veils. Your charge has to be in your line of sight, but if you are within 15 feet, the percentage doubles. With essence, you increase the miss chance by 5% each! If we take into account that essence capacity normally gets up to 4, but Kheshigs get 3 improvements, and with a feat you get one more… you can invest 8 essence for a whopping +40%, for a total of 50% that DOUBLES WITHIN 15 FEET! We are talking about the highest levels of play here, but come on! There are a lot of ridiculous situations this can lead to. The Keshig protecting a warrior at distance in a contest to cheat, or my favorite… 2 high level Kheshig protecting each other! Immune to physical combat!

As you can see, the basic ability is broken as all hell. I would give the charge a deflection bonus to AC, or DR, and resistance to saves, both improved if the Kheshig is near but not doubling the bonus. Maybe give the charge a higher bonus if they were really weak, maybe even evasion, and lowering its power if the charge was higher level than the Kheshig. THEN I could stomach the ability. But as it is? Well. Apart from this, the ability advances in a couple of ways. When someone attacks your charge, it becomes marked until you damage them OR a minute has passed. You get free movement (15 feet plus 5 per essence invested) as long as you get closer to the marked, and you get you veilweaving modifier (Wisdom) as a bonus to attack the marked, plus 1d6 damage that increases by 1 die every 3 levels (7d6), that is Akashic damage that can be reduced/resisted. I think this bonus to attack should be limited to your level to prevent dipping, and the damage is too much for my taste but not OP. At 5th you get immediate movement (too much if you count the free movement you get as a base, plus your normal movement) if your charge is attacked, but only if you end adjacent to your charge, AND you can automatically redirect the original attack to yourself with no roll needed, and your charge becomes immune to fear. At 9th your charge gets the hardness of a veil (cool), and they get temporary hp similar to a veil’s. At 13th, marks now last for 1 minute or at the end of any turn where you damage the marked foe, and out of the blue you become immune to mind-affecting effects. Such a powerful ability would at least deserve its own entry in the class table and class feature section, and flat-out immunity is too much. At 17th level, your charge becomes immune to death effects (cool, and ok at the level gained), and if your charge would be reduced below 1 hp, you can receive that excess damage.

Finally, the Kheshig becomes immune to aging, removes all existing aging effects and cannot be magically aged at 19th, and at 20th they get a Karmic Justice capstone ability that makes all damage inflicted by marked foes that doesn’t include you is also inflicted halved on the marked.

If you don’t want to be a protector, you can choose to be a hunter, you can change Essence-bound Duty and Karmic Justice, and let’s just say that, while powerful, it is way less busted than the original. Finally, the Kheshig includes 2 general Favored Class Bonuses for any character, and that’s it.

-8 feats: 1 makes you a good bodyguard and 3 of them are Combat feats (one for shields and two for one-handed combat, although these ones are kind of busted, getting up to +7 dodge bonus to AC). The other 4 deal with the weaponry veils, one lets you enchant your own veils, increasing the creation DC if you don’t have a prerequisite. However, this can be completely ignored by another feat that lets you change the configuration of abilities each time you shape your veil, and one even gives you the ability to auto-enhance all veils you shape, by having a kind of “track” of enhancements that apply to each veil. Some of these might have been class features of the Kheshig, since as they stand they are too good to pass on by most veilshapers. The only one I’m going to use without modification is one that lets you store a weapon veil in the feat, and you can change it with the one you shaped for the day. Cool!

-1 new weapon: Armored Fist, a new weapon that has the new “unarmed” special ability, which lets you use any unarmed special ability, and if enhanced passes the enhancements to all your unarmed attacks AND even some natural attacks. RIP Amulet of Mighty Fists (sigh). A really nice idea, but the execution? Not so much.

-Veilweaving section: As in the Volur book, here we have a pimped-up section that AGAIN doesn’t include the ability to suppress your own veils. Apart from this, the book includes 4 new veil descriptors. Enhanced is the most important, since it affects all combat equipment veils and many class features and feats in this book. As I mentioned in my review of the Stormbound, I think this ability is interesting but care must be taken since, at it is, it eliminates the need for magical weapon and armor. Why? Because one of the beauties of Akashic Magic is that everyone can access any non-special veil by taking a feat, and any warrior would want an immortal, enhanced weapon, shield and/or armor. This lets any character steps in the toes of classes like the Aegis, Soulknife or Zodiac. Of course it costs money, but the cost is not increased like when using an Amulet of Mighty Fists, and even there the Amulet itself can be sundered. This ability BEGS to be costlier and more developed, including the possibility of damaging the enhancement of the veil. And wait, it also makes you proficient in the weapon/armor shaped, so forget about taking any Armor or Weapon Proficiency feats AND just take Shape Veil. Armor even appears on you when shaped!

The Steady descriptors change the way DC to save from veils work, using the normal formula for special attacks. Paired is a descriptor that can accompany Enhanced veils, and basically shares the enhancement from the veil to the “paired” weapon, shield or unarmed. The final descriptor is Undetectable, which makes veils REALLY difficult to detect. Like in the Volur book, here you can find the Kheshig’s veil list. It is very small, but Kheshig also include ALL veils in this book (57!).

-14 weapon veils: These… are really cool! After a kind of sour taste from the previous sections, we find really cool options, and some of these have mini-engines that make them more dynamic in combat. There are some that need polish or a hit with the Nerf bat, but all in all are a cool addition to the weapon veils already there. Some of my faves include: Blade of Stone and Air is a cool bastard sword that has two modes, depending if you use it one or two handed, and generate a charge for the opposite element that can be spent in unique maneuvers. Dancing Glaive (and the also the Staff of Ten-Thousand Truths) is the kind of thing I have been waiting for since I started playing D&D 3rd, converting you into a martial artist that can fight with a 2-handed weapon AND still attack unarmed. Hardlight Axe can give you twin axes AND let you attack at range as if you were in melee, with strong Castlevania vibes. Speaking of cool vibes, Juggernaut Blade gives you a sword so massive that you can use it AND even enchant it as a shield, Dragon Slayer from Berserk much? Eff yeah! AND you get the option to perform some cool maneuvers. Mark of the Gate Guardian gives you twin shields… however, as written, it doesn’t specify that these shield bonus stack, so I guess it needs to include that this is a special exception. Still Waters, Clear Skies is the “weapon” I mentioned had more than simple hand Chakra-bind, including hand, feet, shoulder AND body! Why? Because this veil emulates an ancient martial artist’s style! So, Kheshig can at 2nd level get the benefits of the body bind… which to my surprise is not really THAT OP, but still… An awesome veil notwithstanding!

-5 ranged weapon veils: These ones are also cool, even if they ALSO need some polish and Nerf-batting. Black Iron Cannon is a massive ship’s cannon that can be used as a great club! It deals WAY too much damage, attacks touch AC, and binding it reduces its “balance” caveat. Cerulean Bow mentions its ties to its “past” (the Incarnum system), and while it has an interesting engine, it is WAY TOO BROKEN! Dance of Daggers is another cool idea, bad execution, since in the feet of a monk, it can destroy whole units! Der Freischütz creates a rifle that never misfires… a no-brainer feat for Gunslingers, without counting its abilities. Wolfhound’s Crossbow is the last one, and is my favorite one and the least broken. The major problem of this section is the firearms, since it eliminates their balancing caveat… their rarity of not only the weapon itself, but also its blackpowder AND munitions.

-8 armor veils: These veils include 2 full-plates, 2 breastplates, 2 leathers (both with no max Dex bonus) and two unarmored armors. These last two add any enhancement they have as armor bonuses that don’t stack with normal armor. Weird, since they normally are counted as enhancement bonuses to your AC that stack with base armor, so if you had a +5 leather armor and +8 bracers of armor, you would have a total of +13 armor bonus (the higher of your armor bonuses plus the enhancement bonus). My guess is that this was used as a balancing factor, but that is not the way it should work. Anyway, I will cover one of each. Armor of Steel and Silk is a breastplate that has two modes, one that enhances your protection against melee and another against ranged. Juggernaut Plating is a full-plate that transform you into The Juggernaut from Marvel, giving you great demolishing abilities. Superior Reflexes is an unarmored armor that gives you your veilweaving-modifier to AC, with no mention of not stacking with the monk’s AC bonus. And Tattered Clothes give you a miss chance that increases each time your opponents miss… sigh. Another cool batch of veils that again need to be polished.

-30 general veils: The final section of the book. I liked most of the veils. Just to mention a few: Charred Angel Wings give you a ranged attack that impedes flying! However, as written, the attack can only be used against flying targets, and completely destroys flying encounters; this is a steady veil, so its DC will always be high, and it can be increased by essence! OP even if it is situational, but the imagery is awesome! The humble Delver’s Gloves, when boun to the headband, let’s you see in magical darkness! Grace of the Goddess is an amazing healer’s veil that, while it doesn’t heal hp, it helps you both in magical and non-magical healing. The really cool Honeycomb Necklace gives you the great thematic ability of becoming “honey-tongued” that, if you fail at persuading, let’s you VOMIT A BEE SWARM! Lion’s Heart makes you immune to fear and resistant to mind-affecting effects. Mask of the Hunter is a Ranger’s wetdream, Visage of Hunger is an awesome veil that gives you a bite attack while frightening people around you, and Wildfang Necklace let you roar to buff allies around you, and can even dispel fear effects on your allies when bound!

(Continued in the comments section)

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

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Now available!

(Continued from the review section)

There are many winners here that can be used just as they are, some need polishing/nerfing, and then there’s Dark Heart. I wouldn’t allow this veil since it lets you nova very easily and can frustrate players when they botch their nova, since it leaves them in a really bad shape.

Of Note: The imagery conjured by the options found in this book are really cool!

Anything wrong?: As noted during my review, this book need another round or two of balancing AND polishing. ALL of it.

What I want: Sigh… The last book in this line excited me way less at the beginning, but I ended liking it. This one? The exact opposite. I was very excited and was left blue, because of the unrealized potential. I BEG Legendary Games to give this book the polish is deserved.

What cool things did this inspire?: A lot! Some of the veils are really character-defining, and if I have the time I will make some archetypes for non-Akashic classes, I at least have a Ranger and a Paladin one already lurking in my mind!

Do I recommend it?: As it is, sadly no. I would recommend this book only to those people that have the time, patience and system knowledge to “fix” it. I would rate the crunch as 2, the fluff as 5, for an average of 3.5, rounded down because I don’t think this book deserves the same score as the Volus. So, 3 stars it is. HOWEVER, I’m willing to change my rating if this book gets the improvement it deserves.

the xiao wrote:
(Continued from the review section)

Thanks for the detailed review, but I think you've made a mistake in your interpretation of how bracers of armour and enhancement bonuses to armour work. An enhancement bonus on a suit of armour increases the armour bonus to AC given by that suit of armour. It doesn't increase your AC directly. So if you wear a +5 leather armour and bracers of armour, you will be getting a +6 armour bonus to AC from the armour and a +8 armour bonus from the bracers. These don't stack, so your total bonus is +8. Not +13, as you suggest in the review.

pi4t wrote:
the xiao wrote:
(Continued from the review section)
Thanks for the detailed review, but I think you've made a mistake in your interpretation of how bracers of armour and enhancement bonuses to armour work. An enhancement bonus on a suit of armour increases the armour bonus to AC given by that suit of armour. It doesn't increase your AC directly. So if you wear a +5 leather armour and bracers of armour, you will be getting a +6 armour bonus to AC from the armour and a +8 armour bonus from the bracers. These don't stack, so your total bonus is +8. Not +13, as you suggest in the review.

Weird. I remember from my 3.5 days it worked as I mentioned, since even The Sage Skip Williams was asked a similar question about wearing armor plus "armor add-ons" that could be enchanted, and he mentioned that you used the highest of the armor bonuses plus the highest of the enhancement bonuses to armor.

Reading the Bracers of Armor, enhancement bonuses etc., It doesn't specifically mention it, but the way enhancement bonuses are described, I get what you mean. Since enhancement bonuses increase the effectiveness of the armor they are enchanting, they argueably wouldn't work like I mentioned (enhancing a different armor bonus). But if that was the case, non-armor characters like monks would have less ways to improve their AC. At the end of the day, you should consult with your group what interpretation of the rules you want to follow, since if it works for the party, it would work for the opponents, and if it doesn't for one, it wouldn't for the others. My two coppers.

Edit: There is also the balancing point, since if you bought a +5 leather armor for the enhancement and the +8 bracers of armor for the armor bonus, the price you would be paying would, in my own personal opinion and experience, balance the bonus you would be getting AND take one of your item slots, so there is that.

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