Circle of Life
2011-12-31, 11:12 AM
Legendary Ascendant
http://img820.imageshack.us/img820/9246/kitsunebyhideyoshi.jpg
Image is "Kitsune" by Hideyoshi of deviantArt.
Hit Dice: d6
Starting Age: Moderate
Starting Gold: 4d4x10
Class Skills
The Legendary Ascendant's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (religion) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), and Spot (Wis)
Skills Points at Each Level: 4 + int
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+0|
+2|Avatars, Legendary Assault I, Legendary Bulwark I
2nd|
+1|
+0|
+0|
+3| Legendary Assault II
3rd|
+2|
+1|
+1|
+3| Legendary Bulwark II, Rapid Shifting
4th|
+3|
+1|
+1|
+4| Legendary Assault III
5th|
+3|
+1|
+1|
+4| Legendary Bulwark III
6th|
+4|
+2|
+2|
+5|Avatar Movement, Legendary Assault IV
7th|
+5|
+2|
+2|
+5| Legendary Bulwark IV
8th|
+6/+1|
+2|
+2|
+6| Legendary Assault V
9th|
+6/+1|
+3|
+3|
+6| Legendary Bulwark V
10th|
+7/+2|
+3|
+3|
+7|Legendary Assault VI, Swift Shifting
11th|
+8/+3|
+3|
+3|
+7| Legendary Bulwark VI
12th|
+9/+4|
+4|
+4|
+8| Legendary Assault VII
13th|
+9/+4|
+4|
+4|
+8| Legendary Bulwark VII
14th|
+10/+5|
+4|
+4|
+9| Legendary Assault VIII
15th|
+11/+6/+1|
+5|
+5|
+9| Legendary Bulwark VIII, Instant Shifting
16th|
+12/+7/+2|
+5|
+5|
+10| Legendary Assault IX
17th|
+12/+7/+2|
+5|
+5|
+10| Legendary Bulwark IX
18th|
+13/+8/+3|
+6|
+6|
+11|Legendary Assault X
19th|
+14/+9/+4|
+6|
+6|
+11| Legendary Bulwark X
20th|
+15/+10/+5|
+6|
+6|
+12|Legendary Ascension
[/table]
Class Features The following are all class features of the Legendary Ascendant (hereafter referred to as the Ascendant).
Weapon and Armor Proficiencies: Ascendants are proficient with all simple melee weapons and with light armor, but not with shields. While in the Dragonkin form, Ascendants gain proficiency with all martial weapons and with medium armor and all shields, except tower shields.
Avatars (Su): Whether by dint of ancient bloodlines or specialized training, all Ascendants possess the ability to assume three distinct forms. Assuming one of these forms requires five minutes of uninterrupted concentration, though the Ascendant may return to her normal form as a full-round action. The first time each day that the Ascendant assumes a new avatar form, she is healed for an amount equal to her class level times her Wisdom modifier.
Each form imparts changes to the Ascendant's basic class progression. These changes never qualify the Ascendant for feats, prestige classes, etc., and neither do they disqualify her for any of the same which she already possesses. In effect, only the Ascendant's basic class progression is accounted for when determining whether or not she qualifies for things, regardless of her current form.
Form of the Dragonkin: While in the form of the dragonkin, the Ascendant grows tiny, translucent scales across her flesh, with the barest hints of color. The color of these scales can change with each transformation, though Good Ascendants favor metallic scales, while Evil Ascendants favor chromatic ones.
So long as she remains in this form, the Ascendant gains the Dragonblooded subtype. In addition, her Ascendant levels impart a good base attack bonus (as a fighter) instead of average, and she gains a good Fortitude save progression while her Will save progression becomes poor.
Form of the Kitsune: While in the form of the kitsune, the Ascendant takes on a slightly foxlike appearance, with cunning eyes and a slight distortion to her face, like the beginnings of a fox's snout. The ascendant's hair divides into nine distinct, tail-like sections, paling to a silvery white at the tips.
So long as she remains in this form, the Ascendant gains the Animal type with the augmented subtype of whatever her type was prior to the change. In addition, her Ascendant levels grant her a good Reflex save progression, while her Will save progression becomes poor.
Form of the Phoenix: While in the form of the phoenix, the Ascendant's skin glows with a faint orange, like dying embers, and her eyes shift between a dull ocher and a blazing orange. Her skin is warm to the touch despite the weather, though this imparts no mechanical benefit.
So long as she remains in this form, the Ascendant gains the Magical Beast type with the augmented subtype of whatever her type was prior to the change. In addition, her Ascendant levels impart a poor base attack bonus (as a wizard) instead of average, and she gains a +2 class bonus to Will saves.
Legendary Assault (Ex, Su, or Sp): While in the appropriate form, the Ascendant gains the following offensive abilities. Consult the Ascendant class table to determine the level at which each ability is unlocked.
I:Form of the Dragonkin: Dragonfire (Su): The Ascendant gains the ability to breathe a cone-shaped breath weapon as a standard action every 1d4 rounds. At first, this cone extends only ten feet, but for every two levels beyond 1st, the Ascendant may increase the area of the cone by up to five feet. This breath weapon deals 1d8 damage of either acid, cold, electric, or fire damage, chosen at the time of breathing. For every two levels beyond 1st, the damage of this breath weapon increases by 1d8. A successful Reflex save (DC 10 + ½ Ascendant level + Con mod) halves this damage.
Form of the Kitsune: Orb of Deception (Su): As a standard action, the Ascendant may hurl a sphere of foxfire at a point up to 60 feet away. All foes in the path of the orb take 1d6 foxfire damage, which is half electric damage and half unresistible untyped damage. At the beginning of the Ascendant's next turn, the orb unerringly streaks back toward her current position, again dealing 1d6 foxfire damage to all foes in its path. A successful Reflex save (DC 10 + ½ Ascendant level + Wis mod) halves each instance of this damage. For every two levels above 1st, the damage of Orb of Deception increases by 1d6.
Form of the Phoenix: Downdraft (Su): As a standard action, the Ascendant may conjure a searing wind in a 10-ft radius burst at a point up to 60 ft away. All creatures within the area of effect take 1d6 searing damage and are knocked prone. Searing damage is half fire and half unresistible damage. A successful Fortitude save (DC 10 +1/2 Ascendant level + Wis modifier) halves the damage and avoids being knocked prone. For every two levels beyond 1st, the damage increases by an additional 1d6 points. For every three levels beyond 1st, the Ascendant may increase the area of effect by 5 ft.
II:Form of the Dragonkin: Claws (Ex): The Ascendant gains the ability to extend her fingertips into long, savage claws as a free action. She gains two primary claw attacks, dealing 1d6 damage plus her full strength modifier, or 1 1/2 her strength modifier if they are her sole natural attack. The Ascendant can also use a single claw attack as a secondary natural weapon when attacking with a manufactured weapon, in which case she adds half her strength modifier to the damage roll.
If the Ascendant already possessed one or more claw attacks, she instead increases the damage of those claw attacks by one step.
Form of the Kitsune: Foxfire Aura (Su): As a swift action, the Ascendant may wreathe herself in a growing nimbus of foxfire. At the beginning of her next turn, the foxfire aura explodes in a rush of energy, dealing foxfire damage equal to twice her Ascendant level to all adjacent foes. A successful Reflex save halves this damage.
Form of the Phoenix: Backdraft (Su): As a swift action, the Ascendant may cause any number of creatures knocked down by her Downdraft ability to be hurled away from her, blown away (as the condition) if it fails a second Reflex save at the same DC as the Downdraft.
III:Form of the Dragonkin: Clutch (Ex): Whenever the Ascendant strikes with a claw attack, she may immediately make a grapple attempt on the struck foe without need to make a touch attack. The Ascendant does not provoke an attack of opportunity for this grapple attempt.
Form of the Kitsune: Leech Magic (Su): Once per round as a standard action, the Ascendant may make a leeching strike. Ranged attacks count as leeching strikes only if made within 30 ft. The target of a leeching strike attack loses one 0th-level or 1st-level spell from memory if she prepares spells ahead of time, or one 0th-level or 1st-level spell slot if she is a spontaneous caster. A spontaneous caster also loses the ability to cast the stolen spell for 1 minute. If the target has no prepared spells or no spell slots remaining, the leeching strike has no effect. The Ascendant can choose which spell to steal, otherwise the DM determines the stolen spell randomly. If the Ascendant tries to steal a spell that isn't available, the stolen spell or spell slot is determined randomly from among those the target has available.
For example, a 4th level Ascendant who uses this ability against a 1st level sorcerer could choose to steal magic missile. Assuming the sorcerer knew that spell, a successful leeching strike attack would eliminate one 1st level spell slot and temporarily prevent her from casting magic missile. If the same Ascendant stole magic missile from a wizard who had it prepared, the wizard would lose one prepared magic missile spell, but wouldn't lose any other magic missile spells she might have prepared.
After stealing a spell, a Ascendant can cast the spell herself on a subsequent turn. Treat the spell as if it were cast by the original owner of the spell for determining caster level, save DC, and so forth. An Ascendant can cast this spell even if she doesn't have the minimum ability score normally required to cast a spell of that level, and she may cast the spell in light armor without chance of spell failure. The Ascendant need not supply uncostly material or focal components for the stolen spell, but she must supply any costly material or focal components, and she must pay any experience costs that the spell would have. Additionally, if she does not possess the necessary material or focal components to cast the spell, the Ascendant may choose to instead pay 1xp for every 5gp that any missing components would cost.
An Ascendant must cast a stolen spell within one hour of stealing it, otherwise the energy fades away.
As an Ascendant gains levels, she can choose to steal higher level spells. At 6th level and every two levels thereafter, the maximum spell level stolen increases by one, to a maximum of 9th level spells at 20th level.
At any one time, a Ascendant can possess a maximum number of stolen spells equal to her class level (treat 0th level spells as 1/2 spell level for this purpose).
An Ascendant can't apply metamagic feats or other effects to the stolen spell unless the specific spell stolen was prepared with such an effect.
An Ascendant can also leech spell-like abilities with this attack. The stolen spell-like ability can originate from the target's class, race, template, or any other source, and can have an effective spell level equal to the normal spell level the Ascendant can steal. The Ascendant can choose a specific spell-like ability to steal, otherwise the DM chooses the ability at random. If the ability has a limited number of uses per day, the target must have at least one such use left, or the Ascendant can't steal the ability.
The Ascendant can use a stolen spell-like ability once. For all purposes, treat the spell-like ability as if it were a stolen spell, following the rules listed above, except that it must be used within 1 minute or dissipate harmlessly. Until the Ascendant uses the spell-like ability (or until it expires), the target cannot use the stolen ability.
Form of the Phoenix: Ignite (Su): As a move action, the Ascendant may cause a creature within 30 feet to catch on fire if it fails a Reflex save (DC 10 + ½ Ascendant level + Wis mod). This ability functions like environmental danger of catching on fire, except that the damage dealt is equal to 1d6 per four Ascendant levels.
IV:Form of the Dragonkin: Wing Attack (Ex): The Ascendant gains the ability to make a pair of wing attacks with her avatar wings, even while flying. These attacks deal 1d4 bludgeoning damage for a medium Ascendant, or 1d3 damage for a small Ascendant, and add half her strength modifier to the damage roll. If the Ascendant already possessed one or more wing attacks, the damage dice of those attacks instead increases by one step.
Form of the Kitsune: Drain Spirit (Su): As a standard action, the Ascendant may make a draining strike. If it hits, the target takes 1d4 points of Charisma damage and -2 penalty to saving throws against the Ascendant's kitsune form abilities until the end of the encounter. A successful Will save halves the Charisma damage and negates the penalties to saving throws. Multiple draining strikes stack, up to a maximum of a -10 penalty to saving throws.
Form of the Phoenix: Fireball (Sp): Once per encounter, the Ascendant may use fireball as a spell-like ability, with a caster level equal to her class level. Unlike the normal fireball spell, this ability deals a maximum of 20d6 damage at 20th level. The save DC for this ability is equal to 13 + Wis modifier.
V:Form of the Dragonkin: Wings of Flurry (Sp): Once per encounter, the Ascendant may use wings of flurry as a spell-like ability with a caster level equal to her class level, save DC 14 + Wis mod.
Form of the Kitsune: Spirit Dash (Su): When using her avatar movement, the Ascendant may opt to make the movement a spirit dash, halving her movement but inflicting the effects of a Drain Spirit attack on all creatures she passes through.
Form of the Phoenix: Detonate (Su): As a swift action, the Ascendant may cause a creature ignited by her Ignite ability to violently explode, dealing 1d6 fire damage per two class levels to the creature and one point of fire damage per class level to all enemies within 10 feet of the target. A successful Fortitude save negates all damage from this ability, while a successful Reflex save halves the secondary damage.
Regardless of success or failure, using Detonate immediately extinguishes the flames from the Ignite ability.
VI:Form of the Dragonkin: Tail Slap (Ex): The Ascendant grows a long, muscular tail with which she can make tail slap attacks. A tail slap deals 1d6 damage for a medium Ascendant or 1d4 for a small Ascendant, and always adds 1 ½ the Ascendant's strength modifier to the damage roll.
Form of the Kitsune: Kitsune Lights (Su): As a full-round action, the Ascendant may summon three slowly orbiting spheres of foxfire in open squares around her at a distance of 10 ft. At the beginning of each of her turns, these lights rotate completely around the Ascendant; any creature in the path of their movement takes automatic Orb of Deception damage unless it succeeds on a Reflex save, in which case it is allowed to move out of the path of the spheres, either one square away, or closer to her in the case of a creature small enough to fit in the intervening space. Each time a creature is damaged by this ability, one of the lights goes out. While three lights are active, the Ascendant sheds light as a daylight spell, otherwise she sheds light as a light spell.
Form of the Phoenix: Flame Cascade (Sp): Once per encounter, the Ascendant may replicate the effects of a wall of fire spell, except that she may freely shape the wall with curves, bends, or sharp angles, it has a duration of Concentration only, and each round that she concentrates on it beyond the first, she may move the wall up to her land speed.
VII:Form of the Dragonkin: Thrashing Dragon Strike (Ex): As a full-round action, the Ascendant may make two attacks with a manufactured weapon and two claw attacks, or four claw attacks, all at her highest attack bonus. Each of these attacks is made with a -4 penalty to the attack roll. Once used, Thrashing Dragon Strike cannot be used again for 2d3 rounds.
Form of the Kitsune: Body Control (Su): As a standard action, the Ascendant may use dominate monster as a supernatural ability with a save DC of 10 + ½ class level + Wis mod, with the following differences: the duration is limited to one hour per class level, the Ascendant may have only one creature dominated at a time, the dominated creature does not act until the Ascendant wills it to act at the start of one of her turns, which consumes all of her actions for the round (effectively, she may control either herself of the dominated creature at one time), and any time the Ascendant or the creature takes non-periodic damage it is allowed a new save at the same DC.
A creature that succumbs to this ability is immune to this effect from the Ascendant for 24 hours after the domination effect breaks.
Form of the Phoenix: Sacred Flames (Su): All fire damage the Ascendant inflicts becomes searing damage instead. All effects that would normally inflict searing damage become three-quarters unresistible damage and one-quarter fire.
VIII:Form of the Dragonkin: Crushing Vise (Ex): Whenever the Ascendant strikes with her tail slap attack, she may make a grapple check as a free action without first making a touch attack and without provoking an attack of opportunity. The Ascendant may maintain the grapple without moving into her opponent's space. Doing so prevents the opponent from damaging the Ascendant by grappling or from pinning her. However, it also allows them to use non-light weapons to attack her, though he still takes the -4 penalty and may not use more than one. The Ascendant cannot pin her foe without entering his space as normal, nor can she take items from him or prevent him from speaking. The Ascendant is not treated as grappled for the sake of taking actions, save that she cannot move without moving the grapple normally, though her tail remains occupied with the grapple for so long as it continues and cannot be used in attack routines. Each round that the grapple continues, whether or not the Ascendant takes actions to damage the grappled foe, that foe takes 2d8+Str constriction damage automatically.
Form of the Kitsune: Trickster's Guile (Ex or Su): As a move action, the Ascendant may cause any creature that was dealt damage by her from a physical attack or a Kitsune Form ability in the last round to take precision damage as if from a Rogue of her class level. Regardless of the number of times each creature was damaged by her in the last round, no creature may be subject to this precision damage more than once. This ability is only supernatural if used to damage foes damaged by Kitsune Form abilities.
Form of the Phoenix: Flame Strike (Sp): Once per encounter, the Ascendant may use flame strike as a spell-like ability with a caster level equal to her class level, except that the maximum damage dealt is 20d6 at 20th level, and the damage dealt is entirely searing damage, rather than half divine. The save DC for this ability is equal to 15 + Wis modifier.
IX:Form of the Dragonkin: Dragonfire Strike (Su): Whenever the Ascendant strikes with a melee attack, she may expend a swift action to wreathe the striking weapon with dragonfire, dealing automatic bonus damage equal to the Dragonkin Form's granted breath weapon damage. Using this ability places the Ascendant's breath weapon on recharge, just as if she had used the breath weapon normally, and may not be used while the breath weapon is unavailable.
Form of the Kitsune: Reveal the Spiritworld (Su): As a full-round action, the Ascendant may release a seeking blast of foxfire that targets unseen creatures. This ability functions as invisibility purge with a caster level equal to the Ascendant's class level, except that it has a duration of instant and automatically dispels all invisibility effects on creatures caught in the area of effect. The closest affected creature to the Ascendant also takes automatic foxfire damage as if from Orb of Deception.
Form of the Phoenix: Wildfire (Su): Whenever a creature ignited by the Ascendant's Ignite ability takes damage from that ability, all foes within 10 feet of that creature must succeed on a Reflex save at the same DC or also be ignited.
X:Form of the Dragonkin: Dragon Transformation (Su): Once per encounter as a full-round action, the Ascendant may take on the form of any dragon whose alignment does not oppose hers on the Good/Evil axis (or Law/Chaos in the case of a Neutral Ascendant) and whose HD do not exceed her class level plus her Wisdom modifier. The Ascendant gains access to the new form's breath weapons and special abilities, but not to any spellcasting the dragon form may possess. The transformation persists for a number of rounds equal to the Ascendant's Constitution modifier, at which point she returns to her Dragonkin form.
Form of the Kitsune: Bewitching Dreams (Su): This ability functions as the dream casting spell (SC 73), except that the casting time is one standard action, the save DC is equal to 10 + ½ Ascendant level + Wis modifier, and the effects persist only so long as the Ascendant maintains the Kitsune Form.
Form of the Phoenix: Cleansing Flames (Su): Once per encounter as a full-round action, the Ascendant may release a massive explosion of heat and flame, striking all foes within Medium (100 ft + 10ft/level) range for 1d6 sacred damage per class level. A successful Reflex save, DC 10 + ½ class level + Wis mod halves this damage. Any foe that takes damage from this ability is also ignited, as if from the Ascendant's Ignite ability.
http://img820.imageshack.us/img820/9246/kitsunebyhideyoshi.jpg
Image is "Kitsune" by Hideyoshi of deviantArt.
Hit Dice: d6
Starting Age: Moderate
Starting Gold: 4d4x10
Class Skills
The Legendary Ascendant's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (religion) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), and Spot (Wis)
Skills Points at Each Level: 4 + int
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+0|
+2|Avatars, Legendary Assault I, Legendary Bulwark I
2nd|
+1|
+0|
+0|
+3| Legendary Assault II
3rd|
+2|
+1|
+1|
+3| Legendary Bulwark II, Rapid Shifting
4th|
+3|
+1|
+1|
+4| Legendary Assault III
5th|
+3|
+1|
+1|
+4| Legendary Bulwark III
6th|
+4|
+2|
+2|
+5|Avatar Movement, Legendary Assault IV
7th|
+5|
+2|
+2|
+5| Legendary Bulwark IV
8th|
+6/+1|
+2|
+2|
+6| Legendary Assault V
9th|
+6/+1|
+3|
+3|
+6| Legendary Bulwark V
10th|
+7/+2|
+3|
+3|
+7|Legendary Assault VI, Swift Shifting
11th|
+8/+3|
+3|
+3|
+7| Legendary Bulwark VI
12th|
+9/+4|
+4|
+4|
+8| Legendary Assault VII
13th|
+9/+4|
+4|
+4|
+8| Legendary Bulwark VII
14th|
+10/+5|
+4|
+4|
+9| Legendary Assault VIII
15th|
+11/+6/+1|
+5|
+5|
+9| Legendary Bulwark VIII, Instant Shifting
16th|
+12/+7/+2|
+5|
+5|
+10| Legendary Assault IX
17th|
+12/+7/+2|
+5|
+5|
+10| Legendary Bulwark IX
18th|
+13/+8/+3|
+6|
+6|
+11|Legendary Assault X
19th|
+14/+9/+4|
+6|
+6|
+11| Legendary Bulwark X
20th|
+15/+10/+5|
+6|
+6|
+12|Legendary Ascension
[/table]
Class Features The following are all class features of the Legendary Ascendant (hereafter referred to as the Ascendant).
Weapon and Armor Proficiencies: Ascendants are proficient with all simple melee weapons and with light armor, but not with shields. While in the Dragonkin form, Ascendants gain proficiency with all martial weapons and with medium armor and all shields, except tower shields.
Avatars (Su): Whether by dint of ancient bloodlines or specialized training, all Ascendants possess the ability to assume three distinct forms. Assuming one of these forms requires five minutes of uninterrupted concentration, though the Ascendant may return to her normal form as a full-round action. The first time each day that the Ascendant assumes a new avatar form, she is healed for an amount equal to her class level times her Wisdom modifier.
Each form imparts changes to the Ascendant's basic class progression. These changes never qualify the Ascendant for feats, prestige classes, etc., and neither do they disqualify her for any of the same which she already possesses. In effect, only the Ascendant's basic class progression is accounted for when determining whether or not she qualifies for things, regardless of her current form.
Form of the Dragonkin: While in the form of the dragonkin, the Ascendant grows tiny, translucent scales across her flesh, with the barest hints of color. The color of these scales can change with each transformation, though Good Ascendants favor metallic scales, while Evil Ascendants favor chromatic ones.
So long as she remains in this form, the Ascendant gains the Dragonblooded subtype. In addition, her Ascendant levels impart a good base attack bonus (as a fighter) instead of average, and she gains a good Fortitude save progression while her Will save progression becomes poor.
Form of the Kitsune: While in the form of the kitsune, the Ascendant takes on a slightly foxlike appearance, with cunning eyes and a slight distortion to her face, like the beginnings of a fox's snout. The ascendant's hair divides into nine distinct, tail-like sections, paling to a silvery white at the tips.
So long as she remains in this form, the Ascendant gains the Animal type with the augmented subtype of whatever her type was prior to the change. In addition, her Ascendant levels grant her a good Reflex save progression, while her Will save progression becomes poor.
Form of the Phoenix: While in the form of the phoenix, the Ascendant's skin glows with a faint orange, like dying embers, and her eyes shift between a dull ocher and a blazing orange. Her skin is warm to the touch despite the weather, though this imparts no mechanical benefit.
So long as she remains in this form, the Ascendant gains the Magical Beast type with the augmented subtype of whatever her type was prior to the change. In addition, her Ascendant levels impart a poor base attack bonus (as a wizard) instead of average, and she gains a +2 class bonus to Will saves.
Legendary Assault (Ex, Su, or Sp): While in the appropriate form, the Ascendant gains the following offensive abilities. Consult the Ascendant class table to determine the level at which each ability is unlocked.
I:Form of the Dragonkin: Dragonfire (Su): The Ascendant gains the ability to breathe a cone-shaped breath weapon as a standard action every 1d4 rounds. At first, this cone extends only ten feet, but for every two levels beyond 1st, the Ascendant may increase the area of the cone by up to five feet. This breath weapon deals 1d8 damage of either acid, cold, electric, or fire damage, chosen at the time of breathing. For every two levels beyond 1st, the damage of this breath weapon increases by 1d8. A successful Reflex save (DC 10 + ½ Ascendant level + Con mod) halves this damage.
Form of the Kitsune: Orb of Deception (Su): As a standard action, the Ascendant may hurl a sphere of foxfire at a point up to 60 feet away. All foes in the path of the orb take 1d6 foxfire damage, which is half electric damage and half unresistible untyped damage. At the beginning of the Ascendant's next turn, the orb unerringly streaks back toward her current position, again dealing 1d6 foxfire damage to all foes in its path. A successful Reflex save (DC 10 + ½ Ascendant level + Wis mod) halves each instance of this damage. For every two levels above 1st, the damage of Orb of Deception increases by 1d6.
Form of the Phoenix: Downdraft (Su): As a standard action, the Ascendant may conjure a searing wind in a 10-ft radius burst at a point up to 60 ft away. All creatures within the area of effect take 1d6 searing damage and are knocked prone. Searing damage is half fire and half unresistible damage. A successful Fortitude save (DC 10 +1/2 Ascendant level + Wis modifier) halves the damage and avoids being knocked prone. For every two levels beyond 1st, the damage increases by an additional 1d6 points. For every three levels beyond 1st, the Ascendant may increase the area of effect by 5 ft.
II:Form of the Dragonkin: Claws (Ex): The Ascendant gains the ability to extend her fingertips into long, savage claws as a free action. She gains two primary claw attacks, dealing 1d6 damage plus her full strength modifier, or 1 1/2 her strength modifier if they are her sole natural attack. The Ascendant can also use a single claw attack as a secondary natural weapon when attacking with a manufactured weapon, in which case she adds half her strength modifier to the damage roll.
If the Ascendant already possessed one or more claw attacks, she instead increases the damage of those claw attacks by one step.
Form of the Kitsune: Foxfire Aura (Su): As a swift action, the Ascendant may wreathe herself in a growing nimbus of foxfire. At the beginning of her next turn, the foxfire aura explodes in a rush of energy, dealing foxfire damage equal to twice her Ascendant level to all adjacent foes. A successful Reflex save halves this damage.
Form of the Phoenix: Backdraft (Su): As a swift action, the Ascendant may cause any number of creatures knocked down by her Downdraft ability to be hurled away from her, blown away (as the condition) if it fails a second Reflex save at the same DC as the Downdraft.
III:Form of the Dragonkin: Clutch (Ex): Whenever the Ascendant strikes with a claw attack, she may immediately make a grapple attempt on the struck foe without need to make a touch attack. The Ascendant does not provoke an attack of opportunity for this grapple attempt.
Form of the Kitsune: Leech Magic (Su): Once per round as a standard action, the Ascendant may make a leeching strike. Ranged attacks count as leeching strikes only if made within 30 ft. The target of a leeching strike attack loses one 0th-level or 1st-level spell from memory if she prepares spells ahead of time, or one 0th-level or 1st-level spell slot if she is a spontaneous caster. A spontaneous caster also loses the ability to cast the stolen spell for 1 minute. If the target has no prepared spells or no spell slots remaining, the leeching strike has no effect. The Ascendant can choose which spell to steal, otherwise the DM determines the stolen spell randomly. If the Ascendant tries to steal a spell that isn't available, the stolen spell or spell slot is determined randomly from among those the target has available.
For example, a 4th level Ascendant who uses this ability against a 1st level sorcerer could choose to steal magic missile. Assuming the sorcerer knew that spell, a successful leeching strike attack would eliminate one 1st level spell slot and temporarily prevent her from casting magic missile. If the same Ascendant stole magic missile from a wizard who had it prepared, the wizard would lose one prepared magic missile spell, but wouldn't lose any other magic missile spells she might have prepared.
After stealing a spell, a Ascendant can cast the spell herself on a subsequent turn. Treat the spell as if it were cast by the original owner of the spell for determining caster level, save DC, and so forth. An Ascendant can cast this spell even if she doesn't have the minimum ability score normally required to cast a spell of that level, and she may cast the spell in light armor without chance of spell failure. The Ascendant need not supply uncostly material or focal components for the stolen spell, but she must supply any costly material or focal components, and she must pay any experience costs that the spell would have. Additionally, if she does not possess the necessary material or focal components to cast the spell, the Ascendant may choose to instead pay 1xp for every 5gp that any missing components would cost.
An Ascendant must cast a stolen spell within one hour of stealing it, otherwise the energy fades away.
As an Ascendant gains levels, she can choose to steal higher level spells. At 6th level and every two levels thereafter, the maximum spell level stolen increases by one, to a maximum of 9th level spells at 20th level.
At any one time, a Ascendant can possess a maximum number of stolen spells equal to her class level (treat 0th level spells as 1/2 spell level for this purpose).
An Ascendant can't apply metamagic feats or other effects to the stolen spell unless the specific spell stolen was prepared with such an effect.
An Ascendant can also leech spell-like abilities with this attack. The stolen spell-like ability can originate from the target's class, race, template, or any other source, and can have an effective spell level equal to the normal spell level the Ascendant can steal. The Ascendant can choose a specific spell-like ability to steal, otherwise the DM chooses the ability at random. If the ability has a limited number of uses per day, the target must have at least one such use left, or the Ascendant can't steal the ability.
The Ascendant can use a stolen spell-like ability once. For all purposes, treat the spell-like ability as if it were a stolen spell, following the rules listed above, except that it must be used within 1 minute or dissipate harmlessly. Until the Ascendant uses the spell-like ability (or until it expires), the target cannot use the stolen ability.
Form of the Phoenix: Ignite (Su): As a move action, the Ascendant may cause a creature within 30 feet to catch on fire if it fails a Reflex save (DC 10 + ½ Ascendant level + Wis mod). This ability functions like environmental danger of catching on fire, except that the damage dealt is equal to 1d6 per four Ascendant levels.
IV:Form of the Dragonkin: Wing Attack (Ex): The Ascendant gains the ability to make a pair of wing attacks with her avatar wings, even while flying. These attacks deal 1d4 bludgeoning damage for a medium Ascendant, or 1d3 damage for a small Ascendant, and add half her strength modifier to the damage roll. If the Ascendant already possessed one or more wing attacks, the damage dice of those attacks instead increases by one step.
Form of the Kitsune: Drain Spirit (Su): As a standard action, the Ascendant may make a draining strike. If it hits, the target takes 1d4 points of Charisma damage and -2 penalty to saving throws against the Ascendant's kitsune form abilities until the end of the encounter. A successful Will save halves the Charisma damage and negates the penalties to saving throws. Multiple draining strikes stack, up to a maximum of a -10 penalty to saving throws.
Form of the Phoenix: Fireball (Sp): Once per encounter, the Ascendant may use fireball as a spell-like ability, with a caster level equal to her class level. Unlike the normal fireball spell, this ability deals a maximum of 20d6 damage at 20th level. The save DC for this ability is equal to 13 + Wis modifier.
V:Form of the Dragonkin: Wings of Flurry (Sp): Once per encounter, the Ascendant may use wings of flurry as a spell-like ability with a caster level equal to her class level, save DC 14 + Wis mod.
Form of the Kitsune: Spirit Dash (Su): When using her avatar movement, the Ascendant may opt to make the movement a spirit dash, halving her movement but inflicting the effects of a Drain Spirit attack on all creatures she passes through.
Form of the Phoenix: Detonate (Su): As a swift action, the Ascendant may cause a creature ignited by her Ignite ability to violently explode, dealing 1d6 fire damage per two class levels to the creature and one point of fire damage per class level to all enemies within 10 feet of the target. A successful Fortitude save negates all damage from this ability, while a successful Reflex save halves the secondary damage.
Regardless of success or failure, using Detonate immediately extinguishes the flames from the Ignite ability.
VI:Form of the Dragonkin: Tail Slap (Ex): The Ascendant grows a long, muscular tail with which she can make tail slap attacks. A tail slap deals 1d6 damage for a medium Ascendant or 1d4 for a small Ascendant, and always adds 1 ½ the Ascendant's strength modifier to the damage roll.
Form of the Kitsune: Kitsune Lights (Su): As a full-round action, the Ascendant may summon three slowly orbiting spheres of foxfire in open squares around her at a distance of 10 ft. At the beginning of each of her turns, these lights rotate completely around the Ascendant; any creature in the path of their movement takes automatic Orb of Deception damage unless it succeeds on a Reflex save, in which case it is allowed to move out of the path of the spheres, either one square away, or closer to her in the case of a creature small enough to fit in the intervening space. Each time a creature is damaged by this ability, one of the lights goes out. While three lights are active, the Ascendant sheds light as a daylight spell, otherwise she sheds light as a light spell.
Form of the Phoenix: Flame Cascade (Sp): Once per encounter, the Ascendant may replicate the effects of a wall of fire spell, except that she may freely shape the wall with curves, bends, or sharp angles, it has a duration of Concentration only, and each round that she concentrates on it beyond the first, she may move the wall up to her land speed.
VII:Form of the Dragonkin: Thrashing Dragon Strike (Ex): As a full-round action, the Ascendant may make two attacks with a manufactured weapon and two claw attacks, or four claw attacks, all at her highest attack bonus. Each of these attacks is made with a -4 penalty to the attack roll. Once used, Thrashing Dragon Strike cannot be used again for 2d3 rounds.
Form of the Kitsune: Body Control (Su): As a standard action, the Ascendant may use dominate monster as a supernatural ability with a save DC of 10 + ½ class level + Wis mod, with the following differences: the duration is limited to one hour per class level, the Ascendant may have only one creature dominated at a time, the dominated creature does not act until the Ascendant wills it to act at the start of one of her turns, which consumes all of her actions for the round (effectively, she may control either herself of the dominated creature at one time), and any time the Ascendant or the creature takes non-periodic damage it is allowed a new save at the same DC.
A creature that succumbs to this ability is immune to this effect from the Ascendant for 24 hours after the domination effect breaks.
Form of the Phoenix: Sacred Flames (Su): All fire damage the Ascendant inflicts becomes searing damage instead. All effects that would normally inflict searing damage become three-quarters unresistible damage and one-quarter fire.
VIII:Form of the Dragonkin: Crushing Vise (Ex): Whenever the Ascendant strikes with her tail slap attack, she may make a grapple check as a free action without first making a touch attack and without provoking an attack of opportunity. The Ascendant may maintain the grapple without moving into her opponent's space. Doing so prevents the opponent from damaging the Ascendant by grappling or from pinning her. However, it also allows them to use non-light weapons to attack her, though he still takes the -4 penalty and may not use more than one. The Ascendant cannot pin her foe without entering his space as normal, nor can she take items from him or prevent him from speaking. The Ascendant is not treated as grappled for the sake of taking actions, save that she cannot move without moving the grapple normally, though her tail remains occupied with the grapple for so long as it continues and cannot be used in attack routines. Each round that the grapple continues, whether or not the Ascendant takes actions to damage the grappled foe, that foe takes 2d8+Str constriction damage automatically.
Form of the Kitsune: Trickster's Guile (Ex or Su): As a move action, the Ascendant may cause any creature that was dealt damage by her from a physical attack or a Kitsune Form ability in the last round to take precision damage as if from a Rogue of her class level. Regardless of the number of times each creature was damaged by her in the last round, no creature may be subject to this precision damage more than once. This ability is only supernatural if used to damage foes damaged by Kitsune Form abilities.
Form of the Phoenix: Flame Strike (Sp): Once per encounter, the Ascendant may use flame strike as a spell-like ability with a caster level equal to her class level, except that the maximum damage dealt is 20d6 at 20th level, and the damage dealt is entirely searing damage, rather than half divine. The save DC for this ability is equal to 15 + Wis modifier.
IX:Form of the Dragonkin: Dragonfire Strike (Su): Whenever the Ascendant strikes with a melee attack, she may expend a swift action to wreathe the striking weapon with dragonfire, dealing automatic bonus damage equal to the Dragonkin Form's granted breath weapon damage. Using this ability places the Ascendant's breath weapon on recharge, just as if she had used the breath weapon normally, and may not be used while the breath weapon is unavailable.
Form of the Kitsune: Reveal the Spiritworld (Su): As a full-round action, the Ascendant may release a seeking blast of foxfire that targets unseen creatures. This ability functions as invisibility purge with a caster level equal to the Ascendant's class level, except that it has a duration of instant and automatically dispels all invisibility effects on creatures caught in the area of effect. The closest affected creature to the Ascendant also takes automatic foxfire damage as if from Orb of Deception.
Form of the Phoenix: Wildfire (Su): Whenever a creature ignited by the Ascendant's Ignite ability takes damage from that ability, all foes within 10 feet of that creature must succeed on a Reflex save at the same DC or also be ignited.
X:Form of the Dragonkin: Dragon Transformation (Su): Once per encounter as a full-round action, the Ascendant may take on the form of any dragon whose alignment does not oppose hers on the Good/Evil axis (or Law/Chaos in the case of a Neutral Ascendant) and whose HD do not exceed her class level plus her Wisdom modifier. The Ascendant gains access to the new form's breath weapons and special abilities, but not to any spellcasting the dragon form may possess. The transformation persists for a number of rounds equal to the Ascendant's Constitution modifier, at which point she returns to her Dragonkin form.
Form of the Kitsune: Bewitching Dreams (Su): This ability functions as the dream casting spell (SC 73), except that the casting time is one standard action, the save DC is equal to 10 + ½ Ascendant level + Wis modifier, and the effects persist only so long as the Ascendant maintains the Kitsune Form.
Form of the Phoenix: Cleansing Flames (Su): Once per encounter as a full-round action, the Ascendant may release a massive explosion of heat and flame, striking all foes within Medium (100 ft + 10ft/level) range for 1d6 sacred damage per class level. A successful Reflex save, DC 10 + ½ class level + Wis mod halves this damage. Any foe that takes damage from this ability is also ignited, as if from the Ascendant's Ignite ability.