Quellian-dyrae
2011-06-28, 06:32 PM
Phoenix Knight
Not quite fighter or wizard, paladin or priest, the Phoenix Knight is an adept warrior who wields magic drawn from the power of the sun and the legends of the great firebirds, the phoenixes.
Adventures: Most Phoenix Knights adventure to purge the world of as much pain and corruption as they can. Many Phoenix Knights travel as skilled healers, using their powers to cure the ills of those they meet, only bringing their fiery battle magic or fighting skill to bear when innocent lives are directly threatened. Others are champions of virtue who seek to destroy any creatures of darkness they find, using their curative powers to repair the harm their vanquished foes have caused. Those of a less idealistic bent might use their powers to domineer and exploit others, but even they tend to go about their business in a direct manner, disdaining the shadows and lies of more subtle villains. Whatever the case, Phoenix Knights are rarely subtle or humble about their exploits. Their souls all burn with a drive for triumph and glory.
Characteristics: Phoenix Knights bring the power of the sun to bear. They are capable warriors, but their true power comes from their potent solar magic, allowing them to blast their foes with solar flames, heal their allies, and counter hostile magic. They also rapidly recover from damage and are very difficult to kill. Different Phoenix Knights might also master effects that let them hinder their foes, augment their allies, and control the battlefield, though generally to a fairly limited degree.
Alignment: Most Phoenix Knights are Good aligned, as suiting the nature of the phoenixes they emulate and the curative and protective nature of many of their powers, although Neutral and even Evil ones are possible, the latter often reveling in their destructive fiery magic. They have no particular tendency towards Law and Chaos, with the class equally attractive to paragons of justice, champions of virtue, and heralds of freedom.
Religion: Many Phoenix Knights see the phoenixes themselves as idols to be revered and examples to follow, although others study the powers of the phoenix more clinically. Of the actual gods, deities of fire, light, sun, and dawn are by far the most common. In the traditional D&D pantheon, Pelor is the most common deity for Phoenix Knights by a large margin, as is Lathander in the Forgotten Realms setting.
Background: The Phoenix Knight's powers can potentially be acquired by either arcane or divine means, trained or innately. Some Phoenix Knights are elite paladin-like warriors dedicated to gods of the sun, the dawn, fire, or light, gifted their powers by the deity they serve. Others are more like warrior-sorcerers, their powers drawn from their blood and their souls, perhaps due to a blessing they or their families were granted by a phoenix. It is said that a child born in the same instant that a phoenix reincarnates may be touched with the power that can one day develop into a phoenix knight's magic. There are also those who see themselves not as "Phoenix Knights" at all, but rather as merely warrior wizards whose studies focus on fiery battle magic and potent curative arts.
Races: With a wide variety of both magical and martial traditions, humans and elves (and half elves) are more likely to become Phoenix Knights than members of many other races. Races that have a connection to the upper planes, the sun, or the forces the phoenixes embody, such as aasimar and fire genasi, are also more common. Naturally, races known for living underground, and those that have an intolerance for the light of the sun, rarely if ever become Phoenix Knights.
Other Classes: Phoenix Knights in general favor and are best suited for a direct approach. Barbarians and paladins who charge into glorious battle, sorcerers and evokers who lay into their enemies with primal fire magic, bards who sing of the glories of their parties as they duel their enemies, and clerics who stand alongside their warrior friends to heal and support them, all find favor with the Phoenix Knights. The more subtle and patient crafts of wizards who measure out every spell before they cast it, rogues who stalk slowly and silently through dungeons, and rangers who strike unseen and unknown before fading off into the woods bore and annoy the typical Phoenix Knight. Likewise, such characters are unlikely to enjoy the Phoenix Knight's own preference of charging ahead to glory when there are spells to recover and potential traps to disarm.
Role: The Phoenix Knight is a primarily defensive character, but one with a solid enough offensive punch to draw enemy attacks. Although not incredibly well-armored, their tremendous resilience and potent regeneration allows them to wade into melee fearlessly. As highly capable healers blessed with several abilities to protect their allies, incapacitating a Phoenix Knight can often be a necessary first step in overcoming their party. With the right choice of Fire and Light and Corona options, a Phoenix Knight can also gain some tactical versatility, but rarely to the same degree as a dedicated arcanist. Outside of combat, Phoenix Knights are highly skilled at spotting threats and can be a very effective party face. They tend in general to be absolutely horrible at stealth.
Adaptation: The Phoenix Knight tends to emulate the phoenixes more than directly connect to them. It would be easy enough to simply call them a Sun Knight. Likewise, the various background options the Phoenix Knight supports allows the class to be adapted to anything from a sun-blessed paladin or war priest to a mage knight.
Another possible adaptation is to allow the Phoenix Knight to sacrifice some or all of its normal ability options in exchange for martial maneuvers. In this case, the Phoenix Knight could draw maneuvers from the Desert Wind, Devoted Spirit, and Iron Heart disciplines, and would recover its maneuvers in the same manner as it regains Radiance, recovering one maneuver when it would gain one use and all maneuvers when it would reset to its base uses if lower.
GAME RULE INFORMATION
Phoenix Knight's have the following game statistics.
Abilities: Although Phoenix Knights are expected to be capable warriors, Charisma is so useful to so many of their abilities that it is by far their most important attribute. Most Phoenix Knights favor Dexterity over Strength to support their personal defenses and defensive abilities, although the fighting style does often require additional training. Constitution is actually less useful to a Phoenix Knight than most, due to their Burning Spirit ability and already solid Fortitude saves.
Alignment: Any.
Hit Die: d8.
Starting Age: As bard.
Starting Gold: As cleric.
Class Skills
The Phoenix Knight's class skills (and the key ability for each skill) are...
Balance (Dex), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (Arcana, History, Nobility, Religion, Planes) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Tumble (Dex).
Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
PHOENIX KNIGHT
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+0|
+0|Spirit and Radiance, Gifts, Fire and Light.
2nd|
+2|
+3|
+0|
+0|Corona.
3rd|
+3|
+3|
+1|
+1|Burning Spirit.
4th|
+4|
+4|
+1|
+1|Purifying Light.
5th|
+5|
+4|
+1|
+1|Cleansing Flames.
6th|
+6|
+5|
+2|
+2|Rejuvenation.
7th|
+7|
+5|
+2|
+2|Revealing Light.
8th|
+8|
+6|
+2|
+2|Invoke Solar Fire.
9th|
+9|
+6|
+3|
+3|Wings of Protection.
10th|
+10|
+7|
+3|
+3|Improved Purifying Light.
11th|
+11|
+7|
+3|
+3|Improved Rejuvenation.
12th|
+12|
+8|
+4|
+4|Improved Burning Spirit.
13th|
+13|
+8|
+4|
+4|Improved Corona.
14th|
+14|
+9|
+4|
+4|Improved Revealing Light.
15th|
+15|
+9|
+5|
+5|Greater Purifying Light.
16th|
+16|
+10|
+5|
+5|Greater Rejuvenation.
17th|
+17|
+10|
+5|
+5|Immolation.
18th|
+18|
+11|
+6|
+6|Rise From the Ashes.
19th|
+19|
+11|
+6|
+6|Blaze of Glory.
20th|
+20|
+12|
+6|
+6|Invoke the Inferno.[/table]
Class Features
All of the following are class features of the Phoenix Knight. The DC for the Phoenix Knight's abilities is equal to 10 + 1/2 level + Cha modifier.
Weapon and Armor Proficiencies: The Phoenix Knight is proficient with simple weapons, martial weapons, light and medium armor, and shields (except tower shields).
Gifts: Several of the Phoenix Knight's class features provide the Phoenix Knight with several options, but different Phoenix Knights master different ones. These options are collectively called Gifts.
Gaining Gifts: The Phoenix Knight is able to use one Gift per class level. The Phoenix Knight may learn an additional Gift at the cost of a feat.
Additionally, the Phoenix Knight gains one bonus Gift every time it gains a class feature that provides Gifts, which it must use to select one of the Gifts provided by that class feature.
Changing Gifts: Whenever the Phoenix Knight gains a level, it may sacrifice one of its current Gifts to learn a different one in its place. Any time the Phoenix Knight gains a new class feature that provides new Gifts, it may swap out any of its existing Gifts to learn the new ones.
Spirit: Spirit is a measure of a Phoenix Knight's spiritual strength, how much mystical energy it naturally generates. It functions as a base amount of Radiance that the Phoenix Knight possesses. Additionally, Spirit is used to power some of the Phoenix Knight's higher-level abilities.
Determining Spirit: A Phoenix Knight's Spirit is equal to 2 + half its Charisma modifier. A Phoenix Knight may substitute one-third its class level for half its Charisma modifier, if it wishes.
Losing and Recovering Spirit: Certain high-level Phoenix Knight abilities can weaken the Phoenix Knight's Spirit. The Phoenix Knight recovers one point of Spirit at dawn each day, until it has reached its normal total.
Radiance: Radiance is a measure of the total spiritual energy a Phoenix Knight has stored at any given time. Several of a Phoenix Knight's abilities have a greater effect if the Phoenix Knight currently has a higher Radiance. Other abilities require the Phoenix Knight to spend Radiance to use.
Additionally, a Phoenix Knight's Radiance is quite literal - even at rest, a Phoenix Knight softly glows with inner power. Although it doesn't shed sufficient light to see by, this glow is sufficient to impose a -1 penalty on Hide and Disguise checks per point of Radiance. Concealing magic can mute this glow, however.
Determining Radiance: A Phoenix Knight begins play with Radiance equal to its Spirit.
Spending and Gaining Radiance: Phoenix Knights spend Radiance to use certain abilities. However, certain events can cause the Phoenix Knight to gain, refresh, or reset its Radiance.
An effect that causes the Phoenix Knight to gain Radiance increases its current Radiance by 1. A Phoenix Knight does not have a limit to how much Radiance it can possess - a Phoenix Knight who manages its powers could theoretically end a mission with more Radiance than it began with. A Phoenix Knight can never gain Radiance more than once per round, and it cannot gain Radiance in the same round that its Radiance refreshes.
An effect that causes the Phoenix Knight's Radiance to refresh sets the Phoenix Knight's Radiance equal to its Spirit, if it is currently lower. If the Phoenix Knight's Radiance is currently higher than its Spirit, it instead gains one Radiance.
An effect that causes the Phoenix Knight's Radiance to reset sets the Phoenix Knight's Radiance equal to its Spirit, if it is currently higher. If the Phoenix Knight's Radiance is currently lower than its Spirit, it instead loses one Radiance. If its Radiance is at 0, there is no effect.
All Phoenix Knights refresh and reset Radiance in two of the below manners - As With the Sun and In Personal Triumph. Other options can be purchased as Gifts (and, as normal, the Phoenix Knight receives one such Gift free by gaining this ability).
A Hero's Stand: The Phoenix Knight gains Radiance in any round that it is attacked by an opponent with a CR no less than its character level - 4, and its hit point total is below half normal (count nonlethal damage against its hit points for this purpose).
A Time of Need: The Phoenix Knight gains Radiance in any round that an enemy that it threatens attacks or targets one of its allies. By purchasing this Gift a second time, it also refreshes its Radiance if an ally that it can see drops.
As With the Sun: At sunrise, the Phoenix Knight's uses refresh. At sunset, they reset.
For Greater Glory: In any round that the Phoenix Knight attacks or is attacked by at least one opponent with a CR higher than its character level, it gains Radiance. It does not gain this benefit if any of its allies attack the opponent that round.
In Personal Triumph: Any time the Phoenix Knight succeeds a challenging encounter (generally meaning, one with an EL at least equal to the party's average level, perhaps modified by numbers) its Radiance refreshes. Any time the Phoenix Knight flees a battle, its Radiance resets.
To Cleanse the Vile: In any round that the Phoenix Knight drops an opponent or group of opponents with a combined EL at least equal to the Phoenix Knight's character level - 2, it gains one Radiance.
Fire and Light (Su): The Phoenix Knight commands the powers of the sun, consuming fire and healing light. This ability provides several Gifts that the Phoenix Knight may choose from.
The Phoenix Knight may purchase Metamagic feats and use them in conjunction with Gifts gained from the Fire and Light ability (but not other Gifts), with each two additional spell levels costing one additional point of Radiance (round the additional uses up). Metamagic feats that change the duration of spells cannot be used for this purpose.
The Metamagic feat represents training in spending more power for a greater effect, but Fire and Light abilities are not spells; abilities and items that reduce or remove the costs of Metamagic feats, or that apply them directly, cannot be used in conjunction with Fire and Light Gifts.
Unless otherwise stated, using any of the Gifts provided by Fire and Light costs the Phoenix Knight one point of Radiance.
Burning Beam: The Phoenix Knight unleashes a beam of fiery energy as a standard action. This is a ranged touch attack that deals 1d8 points of fire damage per class level, plus the Phoenix Knight's Cha modifier, with Medium range.
Burning Blades: The Phoenix Knight engulfs its weapons in flame as a swift action. Until the start of the Phoenix Knight's next turn, every successful attack by the Phoenix Knight deals additional fire damage equal to the Phoenix Knight's class level + its Cha modifier.
Burning Blast: The Phoenix Knight unleashes a blast of fiery power as a full-round action. This deals 1d6 fire damage per class level + the Phoenix Knight's Cha modifier, with a Reflex save for half. The area can be any of the following shapes (each shape must be learned as a separate Gift):
Burst: (Cha Mod + 1/2 Level) * 5 Feet Radius. Medium range.
Spread: (Cha Mod + Level) * 5 Feet Radius. Centered on self.
Cone: (Cha Mod + Level * 2) * 5 Feet Long.
Line: (Cha Mod + Level * 4) * 5 Feet Long.
Storm: One square per point of Cha Mod, each (Level / 5, round up) * 5 Feet on a side. Placed anywhere within Medium range.
Burning Strike: The Phoenix Knight charges its weapon with potent fiery energy as it makes a powerful blow. As a standard action, the Phoenix Knight makes a single attack with its weapon. If the attack hits, it deals an additional 1d6 points of fire damage per Phoenix Knight level, plus the Phoenix Knight's Charisma modifier. The Phoenix Knight may use this ability in conjunction with a charge or spring attack, but forfeits any additional attacks or damage multipliers it would otherwise receive due to that action (such as from Pounce, Spirited Charge, or Leap Attack). Any additional attacks or damage multipliers the Phoenix Knight is entitled to regardless of attack method (such as Cleave, attacks of opportunity, or critical hits) still apply, but do not receive the damage bonus. The Phoenix Knight may purchase this gift an additional time to allow the damage to apply to any bonus attacks it takes until the start of its next turn as well.
Exploding Blades: The Phoenix Knight imbues its weapons with explosive potential as a swift action. Until the start of the Phoenix Knight's next turn, every successful attack it makes causes a detonation of fiery energy centered on the target's square. The first blast of each round deals fire damage equal to the Phoenix Knight's Cha modifier, and has a radius of 5'. Each additional hit in the same round causes a blast with a radius 5' larger than the last. Everyone in the area except the original target of the attacks may make a Reflex save for half damage (when the Phoenix Knight makes a full attack action, each character should simply roll a single save against the total damage of whatever blasts they are hit with).
Fires of Brilliance: Whenever the Phoenix Knight uses any of its Fire and Light Gifts that deal fire damage, it may spend an additional point of Radiance as a free action to make the flames especially brilliant. Anyone who takes damage from the effect must make a Reflex save or be Blinded for one round per point of the Phoenix Knight's Charisma modifier. If the effect already requires a Reflex save, the target makes only one save, suffering the blindness if it fails. The Phoenix Knight must be at least 5th level to learn this Gift.
Fires of Incineration: Whenever the Phoenix Knight uses any of its Fire and Light Gifts that deal fire damage, the flames burn hot enough to incinerate foes. Any opponent killed by the attack is reduced to ash, preventing it from being resurrected by any effect that requires an in-tact body. The flames also ignore Hardness and deal full damage to objects. The Phoenix Knight must be at least 5th level to learn this Gift. Once the Phoenix Knight learns this Gift, it applies automatically, with no additional cost in Radiance.
Fires of Immolation: Whenever the Phoenix Knight uses any of its Fire and Light Gifts that deal fire damage, it may spend an additional point of Radiance as a free action to make the flames especially persistent. Anyone who takes damage from the effect must make a Reflex save or catch fire. The DC to extinguish the flames is the same as the DC to resist one of the Phoenix Knight's abilities, and the fire adds the Phoenix Knight's Charisma modifier to the damage it deals each round. The Phoenix Knight gain this Gift an additional time; if it does so, any opponent who it catches on fire must make a Will save each round it is on fire or be Panicked that round. The Phoenix Knight must be at least 11th level to learn this Gift.
Fires of Smoke: Whenever the Phoenix Knight uses any of its Fire and Light Gifts that deal fire damage, it may spend an additional point of Radiance as a free action to make the flames give off great gouts of choking smoke. The smoke fills the area of the effect (or the square the target is in, for targeted effects) and lasts for one round per point of the Phoenix Knight's Charisma modifier. Anyone who begins its turn in a smoke-filled square must make a Fortitude save or be Nauseated for one round. The smoke also provides Concealment to and against anyone within. The Phoenix Knight must be at least 5th level to learn this Gift.
Healing Aura: The Phoenix Knight radiates healing light out to its allies as a full-round action. All allies within (Cha Mod + 1/2 Level) * 5 Feet, including the Phoenix Knight, are healed 1d4 points of damage per class level, plus the Phoenix Knight's Cha modifier. Undead in the area take equal damage, with a Will save for half damage.
Healing Hands: The Phoenix Knight lays hands on the target, healing it as a standard action. The target is healed 1d8 points of damage per class level, plus the Phoenix Knight's Cha modifier. This can be used to harm undead, with a Will save allowed for half damage.
Healing Word: The Phoenix Knight speaks a healing word, curing an ally in Close range as a swift action. The target is healed 1d6 points of damage per class level, plus the Phoenix Knight's Cha modifier. This can be used to harm undead, but a Will save negates the effect entirely. By purchasing this Gift a second time, the Phoenix Knight may use it as an immediate action (this can prevent death if it leaves the target with more than -10 hit points).
Sacrifice: As a free action, when the Phoenix Knight heals an ally or damages an enemy, it may spend its own hit points to provide additional healing or cause additional harm. It does so on a point-for-point basis, but every 10 hit points it spends provides additional extra healing or damage equal to the Phoenix Knight's Charisma modifier. The Phoenix Knight cannot spend more hit points in this way in one round than half its (level times Cha modifier). This does not cost additional Radiance. Damage sustained in this way cannot be mitigated or prevented, but can be converted to nonlethal damage by regeneration and similar effects.
A Sacrifice must be made before using the damaging or healing action; a failed attempt wastes the extra hit points. Bonus damage for a Sacrifice is halved if the effect applies to multiple targets. If the Phoenix Knight makes a Sacrifice for a healing effect that affects multiple targets, it does not receive any healing, even if it otherwise would. Bonus damage for a Sacrifice is not affected by any metamagic feats or other damage-multiplying effects on the power or attack, with the exception of critical hits.
Vitalization: When the Phoenix Knight uses a Fire and Light Gift that provides healing, it can spend an additional point of Radiance as a free action. If it does so, the effect also provides temporary hit points equal to the damage healed. These do not stack with other temporary hit points. The Phoenix Knight must be at least 11th level to select this Gift.
Corona (Su): At will, a Phoenix Knight of at least second level can glow with a corona of solar power, shedding bright light out to a radius of five feet per point of Radiance, and shadowy illumination an equal distance beyond that. The temperature within the illuminated area is warmed to eighty degrees, if normally cooler, although if the normal temperature is below freezing, each degree colder likewise reduces the warmth. This power opposes magical darkness as a spell with a spell level equal to half the Phoenix Knight's class level. At 13th level, all Fire and Healing effects used within the brightly illuminated area cause or heal one additional point of damage per die rolled, and that area is subject to the effects of an Invisibility Purge. Additionally, any opponent hiding or otherwise concealed in the area must roll a Hide check against a DC of 10 + the Phoenix Knight's Spot modifier. If it fails, it is outlined as by Faerie Fire for as long as it remains in the area.
The Phoenix Knight may also purchase Gifts that allow it improve its corona. As a swift action, the Phoenix Knight can spend one point of Radiance to strengthen the corona, activating one such Gift that it knows. Only one such Gift can be active at once, and the effects operate out to the corona's brightly illuminated area. Once active, the corona's power lasts for one minute. At 13th level, the Phoenix Knight can activate two of these Gifts simultaneously, by spending a single point of Radiance.
Corona of Awe: The Phoenix Knight blazes with the divine presence of a glorious phoenix, instilling a sense of awe in those around it. The Phoenix Knight receives a bonus on Diplomacy checks while the corona is active equal to its Radiance, and its awesome presence distracts its foes from any combat efforts that do not focus on the Phoenix Knight. All opponents within the corona's area who can see the Phoenix Knight provoke an attack of opportunity from all threatening foes at the end of their turn, unless they targeted the Phoenix Knight or its area with an offensive action that turn.
Corona of Brilliance: The Phoenix Knight's corona emanates a light that sears the eyes of its foes and pierces shadows for its allies. Every sighted opponent within the corona's area must suffers a 20% miss chance on attacks against the Phoenix Knight's allies (but not the Phoenix Knight itself) and a penalty on Spot checks equal to the Phoenix Knight's current Radiance. All allies in the area receive an equal bonus on their own Spot checks, as well as on any saving throws to avoid Gaze attacks.
Corona of Power: The Phoenix Knight's corona flares with power, inspiring the Phoenix Knight and its allies. All allies within the area receive a Morale bonus to weapon damage rolls equal to the Phoenix Knight's current Radiance.
Corona of Safety: The Phoenix Knight's corona touches its allies with protective light. All allies within the area gain DR/- equal to the Phoenix Knight's current Radiance. Additionally, any time an ally within the area sustains hit point damage, the Phoenix Knight may absorb any or all of the damage. This damage is typeless, and immunities or resistances the Phoenix Knight possesses do not apply. Likewise, the damage does not exploit any vulnerabilities or weaknesses the Phoenix Knight may have to it. It can still be converted to nonlethal damage by the Rejuvenation ability (even if the original damage was cold or negative energy, since the absorption is typeless). Additionally, if multiple characters suffer damage from the same effect, the Phoenix Knight can absorb the harm from all of them while only paying hit points once, although it suffers its own damage normally (for example, if the entire party is attacked by an Empowered Fireball that deals 37 damage, the Phoenix Knight could spend 37 hit points to protect every member of the party, although it would also be taking normal damage from the effect.
Corona of Sunlight: The Phoenix Knight's corona unleashes waves of solar energy, blisteringly painful to foes, warm and soothing to friends. All enemies within the brightly illuminated area of the aura sustain fire damage each round equal to the Phoenix Knight's Radiance, while allies in the area gain an equal amount of Fast Healing. This does not stack with other forms of Fast Healing or Regeneration.
Corona of Terror: The Phoenix Knight's corona explodes in a nimbus of fiery light, creating a terrifying display. The Phoenix Knight receives a bonus on Intimidate checks while the corona is active equal to its Radiance. Additionally, if the Phoenix Knight attempts to demoralize opponents while the effect is active, it affects every opponent within the area, and the effects last for a number of rounds equal to half the Phoenix Knight's Radiance.
Burning Spirit (Ex): The Phoenix Knight's spirit is ablaze with the solar power of the phoenix. Starting at third level, this power protects the Phoenix Knight from the solar powers it commands, and offers it the strength to press on in the face of grievous wounds or terrifying magic. The Phoenix Knight adds its Charisma modifier to saves against Fear and Pain effects, takes half damage from Fire and Light effects, and may use the average (rounded up) of its Charisma modifier and Constitution modifier when determining hit points, if it wishes.
Due to its resilient spirit, the Phoenix Knight can also fend off negative levels, and ability damage or drain caused by negative energy effects, at the cost of one point of Spirit per negative level or two points of ability damage or drain.
At twelfth level, all of the above resistances and protections (Fire, Light, Fear, Pain, Negative Levels, and ability damage or drain caused by negative energy) improve to full immunity, and the Phoenix Knight may fully substitute its Charisma modifier for its Constitution modifier when determining hit points, if it wishes.
Purifying Light (Su): Starting at fourth level, the Phoenix Knight's healing light can purify its allies of various negative effects. When the Phoenix Knight provides healing from a Fire and Light Gift, it can reduce the total amount healed to remove negative effects. If the effect heals multiple allies, all allies receive the same total healing and removal of the same effects. The amount of healing spent to remove effects is as follows:
5 Points: Dazzled, Shaken.
10 Points: Asleep, Charmed, Deafened, Entangled, Fascinated, Fatigued, Frightened, Sickened.
20 Points: Blinded, Confused, Dazed, Diseased, Exhausted, Flat-Footed, Immobilized, Nauseated, Panicked, Poisoned, Slowed, Staggered.
30 Points: Cowering, Stunned, Paralyzed, Unconscious.
The Phoenix Knight can also remove Ability Damage at the cost of 10 points of healing per point.
At tenth level, the Phoenix Knight can remove negative levels at the cost of 25 points of healing each, and can remove any effect that can be removed by Break Enchantment at the cost of 50 points of healing. Additionally, at this level, it may heal characters whose hit points have fallen below -9 within one round of death. If the healing is sufficient to bring them above -10, they are revived with no loss of level or Constitution. This has no effect against characters killed by means other than hit point damage.
At fifteenth level, the Phoenix Knight can remove points of ability drain at the cost of 50 points of healing each, and may heal characters below -9 hit points within one round per point of its Charisma modifier of death.
Cleansing Flames (Su): At fifth level, the Phoenix Knight can invoke cleansing flames that burn away hostile magic as a standard action. This functions as a Dispel Magic spell, using the Phoenix Knight's character level as its caster level, but there is no cap on the Phoenix Knight's Dispel check. Using this ability costs one point of Radiance.
This ability is more limited than a traditional dispel in the number of spells it can overcome, but also somewhat easier to use in defense or against multiple targets. Once the Phoenix Knight uses this ability, at any time until the start of its next turn, it may attempt to dispel a single spell within Medium range. If it knows an active spell upon a target, it may selectively dispel it. Alternately, it can specify a general type of spell (such as "the highest level protective spell upon the target"). If the specified spell or type of spell does not exist on the target, the use is wasted.
The Phoenix Knight may alternately use this power to counter a spell as it is being cast, as with Dispel Magic. If the Phoenix Knight does not attempt to dispel a spell within one round, it regains the spent use of Radiance, although its standard action is still lost.
The Phoenix Knight can attempt to dispel multiple spells during its turn or throughout the round once it activates this ability. Each attempt beyond the first requires it to spend one attack of opportunity, but does not cost additional Radiance. The Phoenix Knight may only make one attempt to dispel any particular spell.
Rejuvenation (Su): The phoenix is known for its power to rise anew from the dead, and Phoenix Knights share similar self-healing powers. Starting at sixth level, the Phoenix Knight gains Regeneration equal to its current Radiance. Its Regeneration is overcome by Cold and Negative Energy damage, and it does not convert all of its damage into nonlethal; it converts only its level + its Charisma modifier from each attack or damaging effect it sustains. At 11th level, the Phoenix Knight converts all damage to nonlethal damage as normal for Regeneration. At 16th level, it may choose either Cold or Negative Energy to no longer overcome its Regeneration.
Lethal damage converted to nonlethal damage overrides any immunity the Phoenix Knight may gain to nonlethal damage. The Phoenix Knight can benefit from immunity and resistance to effects that prevent its Regeneration to some degree, but they still hinder its recovery. While such protections do prevent new damage from accumulating, each point of damage so prevented converts one point of nonlethal damage to a point of lethal damage. If the Phoenix Knight has not sustained enough nonlethal damage to convert, the excess damage is fully prevented.
Revealing Light (Su): The eyes are windows to the soul, so naturally the Phoenix Knight's eyes glow with solar fire. Starting at seventh level, the Phoenix Knight becomes able to see clearly in normal and magical darkness, may substitute its Charisma modifier for its Wisdom modifier on Spot checks, and takes penalties on Spot checks for every (10 * Cha modifier) feet of distance, rather than every 10 feet. It is also constantly affected by a See Invisibility effect. At fourteenth level, the Phoenix Knight becomes able to see through all forms of fogs, smoke, mist, and clouds, and gains constant True Seeing.
Invoke Solar Fire (Su): An eighth level Phoenix Knight gains the ability to call upon potent solar flames. The solar fires of the Phoenix Knight are partially fire damage, partially positive energy, and the Phoenix Knight has precise control over the intensity and distribution of the energy types.
Resultantly, enemies in the area suffer fire damage or positive energy damage (not healing) as would be most effective against them. Allies, noncombatants, inconvenient structures, and pleasing terrain, instead receive positive energy healing (although generally, this only heals creatures, objects merely not being harmed). Undead allies, of course, would still take damage from positive healing as normal.
Each three points of damage the attack would normally inflict is converted to one point of healing, for those who would receive healing. The Phoenix Knight may spend additional Radiance on the Gift, up to 2, with each point adding another 1/3 the value to the healing.
Any creatures that are hampered by exposure to bright light suffer normal penalties when exposed to solar flames. Any creatures specifically harmed or weakened by sunlight sustain double damage from solar fire attacks, whether fire or positive, and solar flames can kill and deal lethal damage to such creatures despite any regeneration or rejuvenation abilities they might possess. This does not increase any healing received (unless the healing converts to damage, in which case, the damage is doubled as normal).
Wings of Protection (Su): A ninth level Phoenix Knight can grow great feathered wings with the iconic fiery plumage of the phoenixes. These wings allow for flight at a speed equal to twice the Phoenix Knight's land speed with good maneuverability. In addition, the Phoenix Knight can use the wings to protect itself (or an adjacent ally) from attacks. The Phoenix Knight can attempt to block an attack or tangible spell (that is, one that requires an attack roll, touch attack, or Reflex save), with its wings at the cost of an attack of opportunity. The Phoenix Knight makes an attack roll using its wings, with a +1 Enhancement bonus per four class levels. If it rolls higher than the attack roll, or in the case of spells that allow Reflex saves, higher than the save DC + the caster level, it blocks the attack with its wing. If the Phoenix Knight is taking any penalties on its AC, these penalties also apply to its attack roll. The Combat Expertise feat and fighting defensively do not penalize these attack rolls.
When the Phoenix Knight takes a Total Defense action, it can wrap itself in its wings, allowing it to attempt to block every attack against it that round. It may also wrap a single adjacent ally in its wings, offering it the same protection (including the +4 to AC from total defending). Alternately, it can wrap each wing around a different adjacent ally, protecting both at the cost of its own protection (again, including the AC bonus). Any character wrapped in the Phoenix Knight's wings loses its Dexterity bonus to AC, but gains a Deflection bonus equal to the Phoenix Knight's Charisma modifier and heavy fortification.
The Phoenix Knight can also gain Gifts that improve its Wings of Protection, causing them to blaze with a certain colored flame depending on the Gift used. Activating one of these Gifts is an immediate action that costs one point of Radiance, and the effects last for one round.
Gold: If the Phoenix Knight successfully blocks an attack with its wings, it heals 1/3 the damage the attack would have inflicted.
Orange: If the Phoenix Knight attempts to block an attack with its wings and fails, it reduces the damage sustained by 1d6 per two class levels, plus its Charisma modifier.
Red: If the Phoenix Knight successfully blocks an attack with its wings, the attacker sustains 1d6 points of solar fire damage per two class levels, plus its Charisma modifier
White: If the Phoenix Knight successfully blocks an attack with its wings, it deflects one-third the attack's damage back upon the attacker.
Immolation (Su): The most awesome power of the phoenix is in its death, where it detonates in a tremendous firestorm, leaving behind a newborn phoenix. Starting at seventeenth level, the Phoenix Knight gains a similar ability. As a full-round action, the Phoenix Knight can detonate in a tremendous blast of solar fire that explodes in a five foot radius per class level. All enemies in the area take 1d10 points of solar fire damage per class level, all of which is converted to positive energy healing where applicable. A Reflex save halves the damage. This attack destroys the Phoenix Knight's body and equipment, leaving behind a pile of ash. When the sun next rises, the Phoenix Knight rises with it, the ashes reforming into its body and gear, alive and purged of all damage and negative effects. Any spell that resurrects the dead without need of an in-tact body can be cast on the ashes to resurrect the Phoenix Knight early, in which case it does not suffer any level loss, and the components for the spell, while required, are not expended. The Phoenix Knight does not, however, self-resurrect if its ashes are scattered over a large distance or cast into water. Using this ability halves the Phoenix Knight's Spirit.
Rise From the Ashes (Su): An eighteenth level Phoenix Knight commands the power of resurrection. In a ritual lasting from sunrise to noon, the Phoenix Knight duplicates a True Resurrection spell. Immediately upon completing the ritual, the Phoenix Knight's Spirit drops to 1, and its Radiance falls to 0. Until its Spirit has returned to normal, the Phoenix Knight cannot use this ability again.
Blaze of Glory (Su): A nineteenth level Phoenix Knight can flare its corona in a blaze of glory as a swift action. Doing so costs one point of Spirit, and also costs the Phoenix Knight a point of Radiance each round. However, for each round that it maintains the effect, the area of its corona is doubled, and every Corona Gift that the Phoenix Knight knows is simultaneously activated. If the Phoenix Knight activates a Wings of Protection Gift while using this ability, its wings blaze with prismatic flames that have the full effect of all the Wings of Protection Gifts that the Phoenix Knight knows.
Invoke the Inferno (Su): A twentieth level Phoenix Knight is able to call down attacks of tremendous power, each one a separate Gift that it can learn. Using this ability is a full-round action, and the Phoenix Knight cannot use it more than once per day (if it knows multiple Invoke the Inferno Gifts, it still only has one daily use between them). Each use of this power lowers the Phoenix Knights Spirit by three, and immediately thereafter resets its Radiance. If its Radiance is already equal to its (reduced) Spirit, the Phoenix Knight becomes Fatigued, and if lower, it becomes Exhausted. If its current Radiance is 0, the Phoenix Knight falls unconscious immediately after using the ability, and cannot be awakened until its Spirit has returned to normal.
Awaken Volcano: The Phoenix Knight summons forth a volcano from the depths of the earth at any point within Long range, which immediately begins to spew both lava and a burning, choking cloud of ash. The ash cloud immediately fills a 5' radius per point of the Phoenix Knight's Charisma modifier, and the lava spreads fill half that area. In subsequent rounds, the Phoenix Knight may concentrate and spend one point of Radiance to maintain the effect, causing both to spread an equal distance. The Phoenix Knight cannot gain Radiance while maintaining this ability. Once the Phoenix Knight ceases concentration, the ash cloud dissipates and the lava cools over the course of ten minutes. Anyone caught in the ash cloud suffers the simultaneous effects of a Stinking Cloud, Cloudkill, and Incendiary Cloud. Those caught in the lava spreads sustain 20d6 fire damage (not solar fire) per round, and are reduced to half speed.
Call Meteor: The Phoenix Knight calls down a tremendous flaming meteor. The meteor can be targeted within Long range, and is itself a ten-foot radius. When it strikes, it explodes in a tremendous concussive blast of flame out to a radius equal to the Phoenix Knight's (class level + Charisma modifier) * 10 feet. Anyone within the area sustains 1d6 points of fire damage (not solar fire) and 1d6 points of force damage per class level, with a Reflex save for half, and is sent flying 5' per 5 points of damage taken (no additional damage accrues from being launched). The distance is halved for each size category above Medium, and doubled for each size category below. Those who failed the Reflex save end up prone. Anyone unlucky enough to be struck directly by the meteor takes maximum damage if its Reflex save fails, though in this case, the force damage is instead bludgeoning damage.
Solar Storm: The Phoenix Knight calls down a blazing storm of solar power, filling a radius equal to the Phoenix Knight's (class level + Charisma modifier) * 20 feet, centered on itself. All foes within the area sustain 1d8 points of solar fire damage per class level and are Blinded for one minute, with a Reflex save halving the damage and negating the blindness. The full damage of this effect is converted to healing where applicable.
Supernova: The Phoenix Knight creates a roiling constant series of solar explosions, filling a radius equal to the Phoenix Knight's class level * 5 feet, at Medium range. The effect continues for one round per point of the Phoenix Knight's Charisma modifier. Those who end their turns in the area sustain 1d6 points of solar fire damage per class level and are Dazed for one round, with a successful Fortitude save halving the damage and negating the Daze effect. The supernova attack also creates heavy gravity within the area, and movement through it is reduced to half speed. Creatures within 5 feet per class level of the area move towards the zone at double speed and away from it at half speed, and must make a Fortitude save each round or be pulled 5' closer to the zone per point the save fails by. Flying creatures receive a -4 penalty on this saving throw.
Not quite fighter or wizard, paladin or priest, the Phoenix Knight is an adept warrior who wields magic drawn from the power of the sun and the legends of the great firebirds, the phoenixes.
Adventures: Most Phoenix Knights adventure to purge the world of as much pain and corruption as they can. Many Phoenix Knights travel as skilled healers, using their powers to cure the ills of those they meet, only bringing their fiery battle magic or fighting skill to bear when innocent lives are directly threatened. Others are champions of virtue who seek to destroy any creatures of darkness they find, using their curative powers to repair the harm their vanquished foes have caused. Those of a less idealistic bent might use their powers to domineer and exploit others, but even they tend to go about their business in a direct manner, disdaining the shadows and lies of more subtle villains. Whatever the case, Phoenix Knights are rarely subtle or humble about their exploits. Their souls all burn with a drive for triumph and glory.
Characteristics: Phoenix Knights bring the power of the sun to bear. They are capable warriors, but their true power comes from their potent solar magic, allowing them to blast their foes with solar flames, heal their allies, and counter hostile magic. They also rapidly recover from damage and are very difficult to kill. Different Phoenix Knights might also master effects that let them hinder their foes, augment their allies, and control the battlefield, though generally to a fairly limited degree.
Alignment: Most Phoenix Knights are Good aligned, as suiting the nature of the phoenixes they emulate and the curative and protective nature of many of their powers, although Neutral and even Evil ones are possible, the latter often reveling in their destructive fiery magic. They have no particular tendency towards Law and Chaos, with the class equally attractive to paragons of justice, champions of virtue, and heralds of freedom.
Religion: Many Phoenix Knights see the phoenixes themselves as idols to be revered and examples to follow, although others study the powers of the phoenix more clinically. Of the actual gods, deities of fire, light, sun, and dawn are by far the most common. In the traditional D&D pantheon, Pelor is the most common deity for Phoenix Knights by a large margin, as is Lathander in the Forgotten Realms setting.
Background: The Phoenix Knight's powers can potentially be acquired by either arcane or divine means, trained or innately. Some Phoenix Knights are elite paladin-like warriors dedicated to gods of the sun, the dawn, fire, or light, gifted their powers by the deity they serve. Others are more like warrior-sorcerers, their powers drawn from their blood and their souls, perhaps due to a blessing they or their families were granted by a phoenix. It is said that a child born in the same instant that a phoenix reincarnates may be touched with the power that can one day develop into a phoenix knight's magic. There are also those who see themselves not as "Phoenix Knights" at all, but rather as merely warrior wizards whose studies focus on fiery battle magic and potent curative arts.
Races: With a wide variety of both magical and martial traditions, humans and elves (and half elves) are more likely to become Phoenix Knights than members of many other races. Races that have a connection to the upper planes, the sun, or the forces the phoenixes embody, such as aasimar and fire genasi, are also more common. Naturally, races known for living underground, and those that have an intolerance for the light of the sun, rarely if ever become Phoenix Knights.
Other Classes: Phoenix Knights in general favor and are best suited for a direct approach. Barbarians and paladins who charge into glorious battle, sorcerers and evokers who lay into their enemies with primal fire magic, bards who sing of the glories of their parties as they duel their enemies, and clerics who stand alongside their warrior friends to heal and support them, all find favor with the Phoenix Knights. The more subtle and patient crafts of wizards who measure out every spell before they cast it, rogues who stalk slowly and silently through dungeons, and rangers who strike unseen and unknown before fading off into the woods bore and annoy the typical Phoenix Knight. Likewise, such characters are unlikely to enjoy the Phoenix Knight's own preference of charging ahead to glory when there are spells to recover and potential traps to disarm.
Role: The Phoenix Knight is a primarily defensive character, but one with a solid enough offensive punch to draw enemy attacks. Although not incredibly well-armored, their tremendous resilience and potent regeneration allows them to wade into melee fearlessly. As highly capable healers blessed with several abilities to protect their allies, incapacitating a Phoenix Knight can often be a necessary first step in overcoming their party. With the right choice of Fire and Light and Corona options, a Phoenix Knight can also gain some tactical versatility, but rarely to the same degree as a dedicated arcanist. Outside of combat, Phoenix Knights are highly skilled at spotting threats and can be a very effective party face. They tend in general to be absolutely horrible at stealth.
Adaptation: The Phoenix Knight tends to emulate the phoenixes more than directly connect to them. It would be easy enough to simply call them a Sun Knight. Likewise, the various background options the Phoenix Knight supports allows the class to be adapted to anything from a sun-blessed paladin or war priest to a mage knight.
Another possible adaptation is to allow the Phoenix Knight to sacrifice some or all of its normal ability options in exchange for martial maneuvers. In this case, the Phoenix Knight could draw maneuvers from the Desert Wind, Devoted Spirit, and Iron Heart disciplines, and would recover its maneuvers in the same manner as it regains Radiance, recovering one maneuver when it would gain one use and all maneuvers when it would reset to its base uses if lower.
GAME RULE INFORMATION
Phoenix Knight's have the following game statistics.
Abilities: Although Phoenix Knights are expected to be capable warriors, Charisma is so useful to so many of their abilities that it is by far their most important attribute. Most Phoenix Knights favor Dexterity over Strength to support their personal defenses and defensive abilities, although the fighting style does often require additional training. Constitution is actually less useful to a Phoenix Knight than most, due to their Burning Spirit ability and already solid Fortitude saves.
Alignment: Any.
Hit Die: d8.
Starting Age: As bard.
Starting Gold: As cleric.
Class Skills
The Phoenix Knight's class skills (and the key ability for each skill) are...
Balance (Dex), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (Arcana, History, Nobility, Religion, Planes) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Tumble (Dex).
Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
PHOENIX KNIGHT
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+0|
+0|Spirit and Radiance, Gifts, Fire and Light.
2nd|
+2|
+3|
+0|
+0|Corona.
3rd|
+3|
+3|
+1|
+1|Burning Spirit.
4th|
+4|
+4|
+1|
+1|Purifying Light.
5th|
+5|
+4|
+1|
+1|Cleansing Flames.
6th|
+6|
+5|
+2|
+2|Rejuvenation.
7th|
+7|
+5|
+2|
+2|Revealing Light.
8th|
+8|
+6|
+2|
+2|Invoke Solar Fire.
9th|
+9|
+6|
+3|
+3|Wings of Protection.
10th|
+10|
+7|
+3|
+3|Improved Purifying Light.
11th|
+11|
+7|
+3|
+3|Improved Rejuvenation.
12th|
+12|
+8|
+4|
+4|Improved Burning Spirit.
13th|
+13|
+8|
+4|
+4|Improved Corona.
14th|
+14|
+9|
+4|
+4|Improved Revealing Light.
15th|
+15|
+9|
+5|
+5|Greater Purifying Light.
16th|
+16|
+10|
+5|
+5|Greater Rejuvenation.
17th|
+17|
+10|
+5|
+5|Immolation.
18th|
+18|
+11|
+6|
+6|Rise From the Ashes.
19th|
+19|
+11|
+6|
+6|Blaze of Glory.
20th|
+20|
+12|
+6|
+6|Invoke the Inferno.[/table]
Class Features
All of the following are class features of the Phoenix Knight. The DC for the Phoenix Knight's abilities is equal to 10 + 1/2 level + Cha modifier.
Weapon and Armor Proficiencies: The Phoenix Knight is proficient with simple weapons, martial weapons, light and medium armor, and shields (except tower shields).
Gifts: Several of the Phoenix Knight's class features provide the Phoenix Knight with several options, but different Phoenix Knights master different ones. These options are collectively called Gifts.
Gaining Gifts: The Phoenix Knight is able to use one Gift per class level. The Phoenix Knight may learn an additional Gift at the cost of a feat.
Additionally, the Phoenix Knight gains one bonus Gift every time it gains a class feature that provides Gifts, which it must use to select one of the Gifts provided by that class feature.
Changing Gifts: Whenever the Phoenix Knight gains a level, it may sacrifice one of its current Gifts to learn a different one in its place. Any time the Phoenix Knight gains a new class feature that provides new Gifts, it may swap out any of its existing Gifts to learn the new ones.
Spirit: Spirit is a measure of a Phoenix Knight's spiritual strength, how much mystical energy it naturally generates. It functions as a base amount of Radiance that the Phoenix Knight possesses. Additionally, Spirit is used to power some of the Phoenix Knight's higher-level abilities.
Determining Spirit: A Phoenix Knight's Spirit is equal to 2 + half its Charisma modifier. A Phoenix Knight may substitute one-third its class level for half its Charisma modifier, if it wishes.
Losing and Recovering Spirit: Certain high-level Phoenix Knight abilities can weaken the Phoenix Knight's Spirit. The Phoenix Knight recovers one point of Spirit at dawn each day, until it has reached its normal total.
Radiance: Radiance is a measure of the total spiritual energy a Phoenix Knight has stored at any given time. Several of a Phoenix Knight's abilities have a greater effect if the Phoenix Knight currently has a higher Radiance. Other abilities require the Phoenix Knight to spend Radiance to use.
Additionally, a Phoenix Knight's Radiance is quite literal - even at rest, a Phoenix Knight softly glows with inner power. Although it doesn't shed sufficient light to see by, this glow is sufficient to impose a -1 penalty on Hide and Disguise checks per point of Radiance. Concealing magic can mute this glow, however.
Determining Radiance: A Phoenix Knight begins play with Radiance equal to its Spirit.
Spending and Gaining Radiance: Phoenix Knights spend Radiance to use certain abilities. However, certain events can cause the Phoenix Knight to gain, refresh, or reset its Radiance.
An effect that causes the Phoenix Knight to gain Radiance increases its current Radiance by 1. A Phoenix Knight does not have a limit to how much Radiance it can possess - a Phoenix Knight who manages its powers could theoretically end a mission with more Radiance than it began with. A Phoenix Knight can never gain Radiance more than once per round, and it cannot gain Radiance in the same round that its Radiance refreshes.
An effect that causes the Phoenix Knight's Radiance to refresh sets the Phoenix Knight's Radiance equal to its Spirit, if it is currently lower. If the Phoenix Knight's Radiance is currently higher than its Spirit, it instead gains one Radiance.
An effect that causes the Phoenix Knight's Radiance to reset sets the Phoenix Knight's Radiance equal to its Spirit, if it is currently higher. If the Phoenix Knight's Radiance is currently lower than its Spirit, it instead loses one Radiance. If its Radiance is at 0, there is no effect.
All Phoenix Knights refresh and reset Radiance in two of the below manners - As With the Sun and In Personal Triumph. Other options can be purchased as Gifts (and, as normal, the Phoenix Knight receives one such Gift free by gaining this ability).
A Hero's Stand: The Phoenix Knight gains Radiance in any round that it is attacked by an opponent with a CR no less than its character level - 4, and its hit point total is below half normal (count nonlethal damage against its hit points for this purpose).
A Time of Need: The Phoenix Knight gains Radiance in any round that an enemy that it threatens attacks or targets one of its allies. By purchasing this Gift a second time, it also refreshes its Radiance if an ally that it can see drops.
As With the Sun: At sunrise, the Phoenix Knight's uses refresh. At sunset, they reset.
For Greater Glory: In any round that the Phoenix Knight attacks or is attacked by at least one opponent with a CR higher than its character level, it gains Radiance. It does not gain this benefit if any of its allies attack the opponent that round.
In Personal Triumph: Any time the Phoenix Knight succeeds a challenging encounter (generally meaning, one with an EL at least equal to the party's average level, perhaps modified by numbers) its Radiance refreshes. Any time the Phoenix Knight flees a battle, its Radiance resets.
To Cleanse the Vile: In any round that the Phoenix Knight drops an opponent or group of opponents with a combined EL at least equal to the Phoenix Knight's character level - 2, it gains one Radiance.
Fire and Light (Su): The Phoenix Knight commands the powers of the sun, consuming fire and healing light. This ability provides several Gifts that the Phoenix Knight may choose from.
The Phoenix Knight may purchase Metamagic feats and use them in conjunction with Gifts gained from the Fire and Light ability (but not other Gifts), with each two additional spell levels costing one additional point of Radiance (round the additional uses up). Metamagic feats that change the duration of spells cannot be used for this purpose.
The Metamagic feat represents training in spending more power for a greater effect, but Fire and Light abilities are not spells; abilities and items that reduce or remove the costs of Metamagic feats, or that apply them directly, cannot be used in conjunction with Fire and Light Gifts.
Unless otherwise stated, using any of the Gifts provided by Fire and Light costs the Phoenix Knight one point of Radiance.
Burning Beam: The Phoenix Knight unleashes a beam of fiery energy as a standard action. This is a ranged touch attack that deals 1d8 points of fire damage per class level, plus the Phoenix Knight's Cha modifier, with Medium range.
Burning Blades: The Phoenix Knight engulfs its weapons in flame as a swift action. Until the start of the Phoenix Knight's next turn, every successful attack by the Phoenix Knight deals additional fire damage equal to the Phoenix Knight's class level + its Cha modifier.
Burning Blast: The Phoenix Knight unleashes a blast of fiery power as a full-round action. This deals 1d6 fire damage per class level + the Phoenix Knight's Cha modifier, with a Reflex save for half. The area can be any of the following shapes (each shape must be learned as a separate Gift):
Burst: (Cha Mod + 1/2 Level) * 5 Feet Radius. Medium range.
Spread: (Cha Mod + Level) * 5 Feet Radius. Centered on self.
Cone: (Cha Mod + Level * 2) * 5 Feet Long.
Line: (Cha Mod + Level * 4) * 5 Feet Long.
Storm: One square per point of Cha Mod, each (Level / 5, round up) * 5 Feet on a side. Placed anywhere within Medium range.
Burning Strike: The Phoenix Knight charges its weapon with potent fiery energy as it makes a powerful blow. As a standard action, the Phoenix Knight makes a single attack with its weapon. If the attack hits, it deals an additional 1d6 points of fire damage per Phoenix Knight level, plus the Phoenix Knight's Charisma modifier. The Phoenix Knight may use this ability in conjunction with a charge or spring attack, but forfeits any additional attacks or damage multipliers it would otherwise receive due to that action (such as from Pounce, Spirited Charge, or Leap Attack). Any additional attacks or damage multipliers the Phoenix Knight is entitled to regardless of attack method (such as Cleave, attacks of opportunity, or critical hits) still apply, but do not receive the damage bonus. The Phoenix Knight may purchase this gift an additional time to allow the damage to apply to any bonus attacks it takes until the start of its next turn as well.
Exploding Blades: The Phoenix Knight imbues its weapons with explosive potential as a swift action. Until the start of the Phoenix Knight's next turn, every successful attack it makes causes a detonation of fiery energy centered on the target's square. The first blast of each round deals fire damage equal to the Phoenix Knight's Cha modifier, and has a radius of 5'. Each additional hit in the same round causes a blast with a radius 5' larger than the last. Everyone in the area except the original target of the attacks may make a Reflex save for half damage (when the Phoenix Knight makes a full attack action, each character should simply roll a single save against the total damage of whatever blasts they are hit with).
Fires of Brilliance: Whenever the Phoenix Knight uses any of its Fire and Light Gifts that deal fire damage, it may spend an additional point of Radiance as a free action to make the flames especially brilliant. Anyone who takes damage from the effect must make a Reflex save or be Blinded for one round per point of the Phoenix Knight's Charisma modifier. If the effect already requires a Reflex save, the target makes only one save, suffering the blindness if it fails. The Phoenix Knight must be at least 5th level to learn this Gift.
Fires of Incineration: Whenever the Phoenix Knight uses any of its Fire and Light Gifts that deal fire damage, the flames burn hot enough to incinerate foes. Any opponent killed by the attack is reduced to ash, preventing it from being resurrected by any effect that requires an in-tact body. The flames also ignore Hardness and deal full damage to objects. The Phoenix Knight must be at least 5th level to learn this Gift. Once the Phoenix Knight learns this Gift, it applies automatically, with no additional cost in Radiance.
Fires of Immolation: Whenever the Phoenix Knight uses any of its Fire and Light Gifts that deal fire damage, it may spend an additional point of Radiance as a free action to make the flames especially persistent. Anyone who takes damage from the effect must make a Reflex save or catch fire. The DC to extinguish the flames is the same as the DC to resist one of the Phoenix Knight's abilities, and the fire adds the Phoenix Knight's Charisma modifier to the damage it deals each round. The Phoenix Knight gain this Gift an additional time; if it does so, any opponent who it catches on fire must make a Will save each round it is on fire or be Panicked that round. The Phoenix Knight must be at least 11th level to learn this Gift.
Fires of Smoke: Whenever the Phoenix Knight uses any of its Fire and Light Gifts that deal fire damage, it may spend an additional point of Radiance as a free action to make the flames give off great gouts of choking smoke. The smoke fills the area of the effect (or the square the target is in, for targeted effects) and lasts for one round per point of the Phoenix Knight's Charisma modifier. Anyone who begins its turn in a smoke-filled square must make a Fortitude save or be Nauseated for one round. The smoke also provides Concealment to and against anyone within. The Phoenix Knight must be at least 5th level to learn this Gift.
Healing Aura: The Phoenix Knight radiates healing light out to its allies as a full-round action. All allies within (Cha Mod + 1/2 Level) * 5 Feet, including the Phoenix Knight, are healed 1d4 points of damage per class level, plus the Phoenix Knight's Cha modifier. Undead in the area take equal damage, with a Will save for half damage.
Healing Hands: The Phoenix Knight lays hands on the target, healing it as a standard action. The target is healed 1d8 points of damage per class level, plus the Phoenix Knight's Cha modifier. This can be used to harm undead, with a Will save allowed for half damage.
Healing Word: The Phoenix Knight speaks a healing word, curing an ally in Close range as a swift action. The target is healed 1d6 points of damage per class level, plus the Phoenix Knight's Cha modifier. This can be used to harm undead, but a Will save negates the effect entirely. By purchasing this Gift a second time, the Phoenix Knight may use it as an immediate action (this can prevent death if it leaves the target with more than -10 hit points).
Sacrifice: As a free action, when the Phoenix Knight heals an ally or damages an enemy, it may spend its own hit points to provide additional healing or cause additional harm. It does so on a point-for-point basis, but every 10 hit points it spends provides additional extra healing or damage equal to the Phoenix Knight's Charisma modifier. The Phoenix Knight cannot spend more hit points in this way in one round than half its (level times Cha modifier). This does not cost additional Radiance. Damage sustained in this way cannot be mitigated or prevented, but can be converted to nonlethal damage by regeneration and similar effects.
A Sacrifice must be made before using the damaging or healing action; a failed attempt wastes the extra hit points. Bonus damage for a Sacrifice is halved if the effect applies to multiple targets. If the Phoenix Knight makes a Sacrifice for a healing effect that affects multiple targets, it does not receive any healing, even if it otherwise would. Bonus damage for a Sacrifice is not affected by any metamagic feats or other damage-multiplying effects on the power or attack, with the exception of critical hits.
Vitalization: When the Phoenix Knight uses a Fire and Light Gift that provides healing, it can spend an additional point of Radiance as a free action. If it does so, the effect also provides temporary hit points equal to the damage healed. These do not stack with other temporary hit points. The Phoenix Knight must be at least 11th level to select this Gift.
Corona (Su): At will, a Phoenix Knight of at least second level can glow with a corona of solar power, shedding bright light out to a radius of five feet per point of Radiance, and shadowy illumination an equal distance beyond that. The temperature within the illuminated area is warmed to eighty degrees, if normally cooler, although if the normal temperature is below freezing, each degree colder likewise reduces the warmth. This power opposes magical darkness as a spell with a spell level equal to half the Phoenix Knight's class level. At 13th level, all Fire and Healing effects used within the brightly illuminated area cause or heal one additional point of damage per die rolled, and that area is subject to the effects of an Invisibility Purge. Additionally, any opponent hiding or otherwise concealed in the area must roll a Hide check against a DC of 10 + the Phoenix Knight's Spot modifier. If it fails, it is outlined as by Faerie Fire for as long as it remains in the area.
The Phoenix Knight may also purchase Gifts that allow it improve its corona. As a swift action, the Phoenix Knight can spend one point of Radiance to strengthen the corona, activating one such Gift that it knows. Only one such Gift can be active at once, and the effects operate out to the corona's brightly illuminated area. Once active, the corona's power lasts for one minute. At 13th level, the Phoenix Knight can activate two of these Gifts simultaneously, by spending a single point of Radiance.
Corona of Awe: The Phoenix Knight blazes with the divine presence of a glorious phoenix, instilling a sense of awe in those around it. The Phoenix Knight receives a bonus on Diplomacy checks while the corona is active equal to its Radiance, and its awesome presence distracts its foes from any combat efforts that do not focus on the Phoenix Knight. All opponents within the corona's area who can see the Phoenix Knight provoke an attack of opportunity from all threatening foes at the end of their turn, unless they targeted the Phoenix Knight or its area with an offensive action that turn.
Corona of Brilliance: The Phoenix Knight's corona emanates a light that sears the eyes of its foes and pierces shadows for its allies. Every sighted opponent within the corona's area must suffers a 20% miss chance on attacks against the Phoenix Knight's allies (but not the Phoenix Knight itself) and a penalty on Spot checks equal to the Phoenix Knight's current Radiance. All allies in the area receive an equal bonus on their own Spot checks, as well as on any saving throws to avoid Gaze attacks.
Corona of Power: The Phoenix Knight's corona flares with power, inspiring the Phoenix Knight and its allies. All allies within the area receive a Morale bonus to weapon damage rolls equal to the Phoenix Knight's current Radiance.
Corona of Safety: The Phoenix Knight's corona touches its allies with protective light. All allies within the area gain DR/- equal to the Phoenix Knight's current Radiance. Additionally, any time an ally within the area sustains hit point damage, the Phoenix Knight may absorb any or all of the damage. This damage is typeless, and immunities or resistances the Phoenix Knight possesses do not apply. Likewise, the damage does not exploit any vulnerabilities or weaknesses the Phoenix Knight may have to it. It can still be converted to nonlethal damage by the Rejuvenation ability (even if the original damage was cold or negative energy, since the absorption is typeless). Additionally, if multiple characters suffer damage from the same effect, the Phoenix Knight can absorb the harm from all of them while only paying hit points once, although it suffers its own damage normally (for example, if the entire party is attacked by an Empowered Fireball that deals 37 damage, the Phoenix Knight could spend 37 hit points to protect every member of the party, although it would also be taking normal damage from the effect.
Corona of Sunlight: The Phoenix Knight's corona unleashes waves of solar energy, blisteringly painful to foes, warm and soothing to friends. All enemies within the brightly illuminated area of the aura sustain fire damage each round equal to the Phoenix Knight's Radiance, while allies in the area gain an equal amount of Fast Healing. This does not stack with other forms of Fast Healing or Regeneration.
Corona of Terror: The Phoenix Knight's corona explodes in a nimbus of fiery light, creating a terrifying display. The Phoenix Knight receives a bonus on Intimidate checks while the corona is active equal to its Radiance. Additionally, if the Phoenix Knight attempts to demoralize opponents while the effect is active, it affects every opponent within the area, and the effects last for a number of rounds equal to half the Phoenix Knight's Radiance.
Burning Spirit (Ex): The Phoenix Knight's spirit is ablaze with the solar power of the phoenix. Starting at third level, this power protects the Phoenix Knight from the solar powers it commands, and offers it the strength to press on in the face of grievous wounds or terrifying magic. The Phoenix Knight adds its Charisma modifier to saves against Fear and Pain effects, takes half damage from Fire and Light effects, and may use the average (rounded up) of its Charisma modifier and Constitution modifier when determining hit points, if it wishes.
Due to its resilient spirit, the Phoenix Knight can also fend off negative levels, and ability damage or drain caused by negative energy effects, at the cost of one point of Spirit per negative level or two points of ability damage or drain.
At twelfth level, all of the above resistances and protections (Fire, Light, Fear, Pain, Negative Levels, and ability damage or drain caused by negative energy) improve to full immunity, and the Phoenix Knight may fully substitute its Charisma modifier for its Constitution modifier when determining hit points, if it wishes.
Purifying Light (Su): Starting at fourth level, the Phoenix Knight's healing light can purify its allies of various negative effects. When the Phoenix Knight provides healing from a Fire and Light Gift, it can reduce the total amount healed to remove negative effects. If the effect heals multiple allies, all allies receive the same total healing and removal of the same effects. The amount of healing spent to remove effects is as follows:
5 Points: Dazzled, Shaken.
10 Points: Asleep, Charmed, Deafened, Entangled, Fascinated, Fatigued, Frightened, Sickened.
20 Points: Blinded, Confused, Dazed, Diseased, Exhausted, Flat-Footed, Immobilized, Nauseated, Panicked, Poisoned, Slowed, Staggered.
30 Points: Cowering, Stunned, Paralyzed, Unconscious.
The Phoenix Knight can also remove Ability Damage at the cost of 10 points of healing per point.
At tenth level, the Phoenix Knight can remove negative levels at the cost of 25 points of healing each, and can remove any effect that can be removed by Break Enchantment at the cost of 50 points of healing. Additionally, at this level, it may heal characters whose hit points have fallen below -9 within one round of death. If the healing is sufficient to bring them above -10, they are revived with no loss of level or Constitution. This has no effect against characters killed by means other than hit point damage.
At fifteenth level, the Phoenix Knight can remove points of ability drain at the cost of 50 points of healing each, and may heal characters below -9 hit points within one round per point of its Charisma modifier of death.
Cleansing Flames (Su): At fifth level, the Phoenix Knight can invoke cleansing flames that burn away hostile magic as a standard action. This functions as a Dispel Magic spell, using the Phoenix Knight's character level as its caster level, but there is no cap on the Phoenix Knight's Dispel check. Using this ability costs one point of Radiance.
This ability is more limited than a traditional dispel in the number of spells it can overcome, but also somewhat easier to use in defense or against multiple targets. Once the Phoenix Knight uses this ability, at any time until the start of its next turn, it may attempt to dispel a single spell within Medium range. If it knows an active spell upon a target, it may selectively dispel it. Alternately, it can specify a general type of spell (such as "the highest level protective spell upon the target"). If the specified spell or type of spell does not exist on the target, the use is wasted.
The Phoenix Knight may alternately use this power to counter a spell as it is being cast, as with Dispel Magic. If the Phoenix Knight does not attempt to dispel a spell within one round, it regains the spent use of Radiance, although its standard action is still lost.
The Phoenix Knight can attempt to dispel multiple spells during its turn or throughout the round once it activates this ability. Each attempt beyond the first requires it to spend one attack of opportunity, but does not cost additional Radiance. The Phoenix Knight may only make one attempt to dispel any particular spell.
Rejuvenation (Su): The phoenix is known for its power to rise anew from the dead, and Phoenix Knights share similar self-healing powers. Starting at sixth level, the Phoenix Knight gains Regeneration equal to its current Radiance. Its Regeneration is overcome by Cold and Negative Energy damage, and it does not convert all of its damage into nonlethal; it converts only its level + its Charisma modifier from each attack or damaging effect it sustains. At 11th level, the Phoenix Knight converts all damage to nonlethal damage as normal for Regeneration. At 16th level, it may choose either Cold or Negative Energy to no longer overcome its Regeneration.
Lethal damage converted to nonlethal damage overrides any immunity the Phoenix Knight may gain to nonlethal damage. The Phoenix Knight can benefit from immunity and resistance to effects that prevent its Regeneration to some degree, but they still hinder its recovery. While such protections do prevent new damage from accumulating, each point of damage so prevented converts one point of nonlethal damage to a point of lethal damage. If the Phoenix Knight has not sustained enough nonlethal damage to convert, the excess damage is fully prevented.
Revealing Light (Su): The eyes are windows to the soul, so naturally the Phoenix Knight's eyes glow with solar fire. Starting at seventh level, the Phoenix Knight becomes able to see clearly in normal and magical darkness, may substitute its Charisma modifier for its Wisdom modifier on Spot checks, and takes penalties on Spot checks for every (10 * Cha modifier) feet of distance, rather than every 10 feet. It is also constantly affected by a See Invisibility effect. At fourteenth level, the Phoenix Knight becomes able to see through all forms of fogs, smoke, mist, and clouds, and gains constant True Seeing.
Invoke Solar Fire (Su): An eighth level Phoenix Knight gains the ability to call upon potent solar flames. The solar fires of the Phoenix Knight are partially fire damage, partially positive energy, and the Phoenix Knight has precise control over the intensity and distribution of the energy types.
Resultantly, enemies in the area suffer fire damage or positive energy damage (not healing) as would be most effective against them. Allies, noncombatants, inconvenient structures, and pleasing terrain, instead receive positive energy healing (although generally, this only heals creatures, objects merely not being harmed). Undead allies, of course, would still take damage from positive healing as normal.
Each three points of damage the attack would normally inflict is converted to one point of healing, for those who would receive healing. The Phoenix Knight may spend additional Radiance on the Gift, up to 2, with each point adding another 1/3 the value to the healing.
Any creatures that are hampered by exposure to bright light suffer normal penalties when exposed to solar flames. Any creatures specifically harmed or weakened by sunlight sustain double damage from solar fire attacks, whether fire or positive, and solar flames can kill and deal lethal damage to such creatures despite any regeneration or rejuvenation abilities they might possess. This does not increase any healing received (unless the healing converts to damage, in which case, the damage is doubled as normal).
Wings of Protection (Su): A ninth level Phoenix Knight can grow great feathered wings with the iconic fiery plumage of the phoenixes. These wings allow for flight at a speed equal to twice the Phoenix Knight's land speed with good maneuverability. In addition, the Phoenix Knight can use the wings to protect itself (or an adjacent ally) from attacks. The Phoenix Knight can attempt to block an attack or tangible spell (that is, one that requires an attack roll, touch attack, or Reflex save), with its wings at the cost of an attack of opportunity. The Phoenix Knight makes an attack roll using its wings, with a +1 Enhancement bonus per four class levels. If it rolls higher than the attack roll, or in the case of spells that allow Reflex saves, higher than the save DC + the caster level, it blocks the attack with its wing. If the Phoenix Knight is taking any penalties on its AC, these penalties also apply to its attack roll. The Combat Expertise feat and fighting defensively do not penalize these attack rolls.
When the Phoenix Knight takes a Total Defense action, it can wrap itself in its wings, allowing it to attempt to block every attack against it that round. It may also wrap a single adjacent ally in its wings, offering it the same protection (including the +4 to AC from total defending). Alternately, it can wrap each wing around a different adjacent ally, protecting both at the cost of its own protection (again, including the AC bonus). Any character wrapped in the Phoenix Knight's wings loses its Dexterity bonus to AC, but gains a Deflection bonus equal to the Phoenix Knight's Charisma modifier and heavy fortification.
The Phoenix Knight can also gain Gifts that improve its Wings of Protection, causing them to blaze with a certain colored flame depending on the Gift used. Activating one of these Gifts is an immediate action that costs one point of Radiance, and the effects last for one round.
Gold: If the Phoenix Knight successfully blocks an attack with its wings, it heals 1/3 the damage the attack would have inflicted.
Orange: If the Phoenix Knight attempts to block an attack with its wings and fails, it reduces the damage sustained by 1d6 per two class levels, plus its Charisma modifier.
Red: If the Phoenix Knight successfully blocks an attack with its wings, the attacker sustains 1d6 points of solar fire damage per two class levels, plus its Charisma modifier
White: If the Phoenix Knight successfully blocks an attack with its wings, it deflects one-third the attack's damage back upon the attacker.
Immolation (Su): The most awesome power of the phoenix is in its death, where it detonates in a tremendous firestorm, leaving behind a newborn phoenix. Starting at seventeenth level, the Phoenix Knight gains a similar ability. As a full-round action, the Phoenix Knight can detonate in a tremendous blast of solar fire that explodes in a five foot radius per class level. All enemies in the area take 1d10 points of solar fire damage per class level, all of which is converted to positive energy healing where applicable. A Reflex save halves the damage. This attack destroys the Phoenix Knight's body and equipment, leaving behind a pile of ash. When the sun next rises, the Phoenix Knight rises with it, the ashes reforming into its body and gear, alive and purged of all damage and negative effects. Any spell that resurrects the dead without need of an in-tact body can be cast on the ashes to resurrect the Phoenix Knight early, in which case it does not suffer any level loss, and the components for the spell, while required, are not expended. The Phoenix Knight does not, however, self-resurrect if its ashes are scattered over a large distance or cast into water. Using this ability halves the Phoenix Knight's Spirit.
Rise From the Ashes (Su): An eighteenth level Phoenix Knight commands the power of resurrection. In a ritual lasting from sunrise to noon, the Phoenix Knight duplicates a True Resurrection spell. Immediately upon completing the ritual, the Phoenix Knight's Spirit drops to 1, and its Radiance falls to 0. Until its Spirit has returned to normal, the Phoenix Knight cannot use this ability again.
Blaze of Glory (Su): A nineteenth level Phoenix Knight can flare its corona in a blaze of glory as a swift action. Doing so costs one point of Spirit, and also costs the Phoenix Knight a point of Radiance each round. However, for each round that it maintains the effect, the area of its corona is doubled, and every Corona Gift that the Phoenix Knight knows is simultaneously activated. If the Phoenix Knight activates a Wings of Protection Gift while using this ability, its wings blaze with prismatic flames that have the full effect of all the Wings of Protection Gifts that the Phoenix Knight knows.
Invoke the Inferno (Su): A twentieth level Phoenix Knight is able to call down attacks of tremendous power, each one a separate Gift that it can learn. Using this ability is a full-round action, and the Phoenix Knight cannot use it more than once per day (if it knows multiple Invoke the Inferno Gifts, it still only has one daily use between them). Each use of this power lowers the Phoenix Knights Spirit by three, and immediately thereafter resets its Radiance. If its Radiance is already equal to its (reduced) Spirit, the Phoenix Knight becomes Fatigued, and if lower, it becomes Exhausted. If its current Radiance is 0, the Phoenix Knight falls unconscious immediately after using the ability, and cannot be awakened until its Spirit has returned to normal.
Awaken Volcano: The Phoenix Knight summons forth a volcano from the depths of the earth at any point within Long range, which immediately begins to spew both lava and a burning, choking cloud of ash. The ash cloud immediately fills a 5' radius per point of the Phoenix Knight's Charisma modifier, and the lava spreads fill half that area. In subsequent rounds, the Phoenix Knight may concentrate and spend one point of Radiance to maintain the effect, causing both to spread an equal distance. The Phoenix Knight cannot gain Radiance while maintaining this ability. Once the Phoenix Knight ceases concentration, the ash cloud dissipates and the lava cools over the course of ten minutes. Anyone caught in the ash cloud suffers the simultaneous effects of a Stinking Cloud, Cloudkill, and Incendiary Cloud. Those caught in the lava spreads sustain 20d6 fire damage (not solar fire) per round, and are reduced to half speed.
Call Meteor: The Phoenix Knight calls down a tremendous flaming meteor. The meteor can be targeted within Long range, and is itself a ten-foot radius. When it strikes, it explodes in a tremendous concussive blast of flame out to a radius equal to the Phoenix Knight's (class level + Charisma modifier) * 10 feet. Anyone within the area sustains 1d6 points of fire damage (not solar fire) and 1d6 points of force damage per class level, with a Reflex save for half, and is sent flying 5' per 5 points of damage taken (no additional damage accrues from being launched). The distance is halved for each size category above Medium, and doubled for each size category below. Those who failed the Reflex save end up prone. Anyone unlucky enough to be struck directly by the meteor takes maximum damage if its Reflex save fails, though in this case, the force damage is instead bludgeoning damage.
Solar Storm: The Phoenix Knight calls down a blazing storm of solar power, filling a radius equal to the Phoenix Knight's (class level + Charisma modifier) * 20 feet, centered on itself. All foes within the area sustain 1d8 points of solar fire damage per class level and are Blinded for one minute, with a Reflex save halving the damage and negating the blindness. The full damage of this effect is converted to healing where applicable.
Supernova: The Phoenix Knight creates a roiling constant series of solar explosions, filling a radius equal to the Phoenix Knight's class level * 5 feet, at Medium range. The effect continues for one round per point of the Phoenix Knight's Charisma modifier. Those who end their turns in the area sustain 1d6 points of solar fire damage per class level and are Dazed for one round, with a successful Fortitude save halving the damage and negating the Daze effect. The supernova attack also creates heavy gravity within the area, and movement through it is reduced to half speed. Creatures within 5 feet per class level of the area move towards the zone at double speed and away from it at half speed, and must make a Fortitude save each round or be pulled 5' closer to the zone per point the save fails by. Flying creatures receive a -4 penalty on this saving throw.