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Quellian-dyrae
2013-05-21, 03:07 AM
I've been fiddling around with this class (http://www.giantitp.com/forums/showthread.php?t=205175) for a bit now, just went through and did a fairly significant overhaul, so figured it was worth posting again.

Design Notes and Goals:

So, mechanically, what's the Phoenix Knight supposed to do? Well, basically, it takes three niches that tend to be rather subpar in D&D - blasting, tanking, and healing - and brings them up to par. Of course, you might kinda recognize those three niches as, oh, three of the basic roles of the "classic" D&D party.

So there's no question that the class isn't for a low-tier game. It has, in fact, a fairly high optimization floor - makes good use of the action economy, has a fairly flexible resource pool, low attribute dependency, and so on. If I did my job right, it also has sufficient checks and balances to keep it from breaking the game. In particular, the new Radiance Cap system tightly restricts how much power the Phoenix Knight can bring to bear in a single round (but don't get me wrong; it can still throw around some very solid targeted and area damage quite routinely).

Tier-wise, I'm aiming for a high Tier 3, par with say a beguiler or dread necromancer power-wise, or a well-built gish. Whether that's actually that power level I've hit is what I'm not sure on, but I think I'm at least getting there.

Compared to the original, this one should be significantly tighter mechanically, that is to say, a good bit easier to gauge its power level. With Radiance Cap, some of the broader abilities divided into Gifts, and the whole "no strict maximum Radiance" thing removed, knowing where it stands in terms of capabilities at any given point should be a good bit easier. Likewise, some of the abilities are a bit stricter in what boosts them, and several of the raw numbers have been generally reduced. I won't say it's taken unmitigated nerfs; more Gifts, new Phoenix Knight specific feats, and some relaxing of more complicating limits should make this version a good bit more flexible, while still letting its raw power stay in line.


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. The choice between Dexterity and Strength is also important, with the former gaining much more flexibility with its defensive abilities, at the cost of being more reliant on its powers to deal damage. 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), Concentration (Con), 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
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial

1st
+1
+2
+0
+0Radiance, Gifts, Fire and Light.

2nd
+2
+3
+0
+0Corona.

3rd
+3
+3
+1
+1Burning Spirit.

4th
+4
+4
+1
+1Purifying Light.

5th
+5
+4
+1
+1Cleansing Flames.

6th
+6
+5
+2
+2Rejuvenation.

7th
+7
+5
+2
+2Revealing Light.

8th
+8
+6
+2
+2Invoke Solar Fire.

9th
+9
+6
+3
+3Wings of Protection.

10th
+10
+7
+3
+3Improved Purifying Light.

11th
+11
+7
+3
+3Improved Rejuvenation.

12th
+12
+8
+4
+4Improved Burning Spirit.

13th
+13
+8
+4
+4Improved Corona.

14th
+14
+9
+4
+4Improved Revealing Light.

15th
+15
+9
+5
+5Greater Purifying Light.

16th
+16
+10
+5
+5Greater Rejuvenation.

17th
+17
+10
+5
+5Immolation.

18th
+18
+11
+6
+6Rise From the Ashes.

19th
+19
+11
+6
+6Blaze of Glory.

20th
+20
+12
+6
+6Invoke the Inferno.

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: As a Phoenix Knight, you draw on the powers of the phoenix and the sun - fire and light, revelation and purity, healing and regeneration. These powers are applicable in a fairly narrow list of fields, but within those areas they can be quite diverse. You master a select number of these abilities, collectively referred to as Gifts.

Gaining Gifts: You are able to use one Gift per class level.

Additionally, you gain one bonus Gift every time you gains a class feature that provides Gifts, which you must use to select one of the Gifts provided by that class feature.

Changing Gifts: Whenever you gain a level, you may sacrifice one of your current Gifts to learn a different one in its place. Any time you gain a new class feature that provides new Gifts, you may swap out any number of your existing Gifts to learn the new ones.

Radiance: The power that resides in the Phoenix Knight's spirit shines forth as visible light. Radiance is a measure of how much energy you have available. Your power is in many ways tied to your own willpower, confidence, and emotions; in times of danger, excitement, and victory, your powers rise rapidly to your call. However, when simply working your magic clinically, you only have a limited reserve of energy.

The light you shed is not bright enough to see by, but makes it rather difficult to conceal yourself; you take a -1 penalty to Hide checks per point of Radiance you possess.

Determining Radiance: You have a maximum amount of Radiance equal to 1 + your Charisma modifier, or 1 + 1/2 your class level, whichever is higher.

Spending and Recovering Radiance: You spend Radiance to use certain abilities. However, certain events can cause the Phoenix Knight to recover, refresh, lose, or degrade its Radiance.

Recovering Radiance: Your current Radiance increases by 1, up to your normal maximum.

Refreshing Radiance: Your current Radiance immediately increases to its normal maximum. You can only refresh Radiance once per encounter, although you may delay a refresh for up to a number of rounds up to your Charisma modifier if you wish.

Losing Radiance: Your current Radiance lowers by 1, to a minimum of 0.

Degrading Radiance: Your current Radiance is halved.

Spending Maximum Radiance: Certain powerful Phoenix Knight abilities lower your Maximum Radiance. Maximum Radiance takes substantial time to recover; for each point of Maximum Radiance you are below normal, recovering one point of Maximum Radiance takes one day. For example, if you normally have a maximum of twelve Radiance and spend six, it would take six days to recover the first point, five to recover the next, four for the next, and so on. Spending more Maximum Radiance resets the timer for the next point of recovery.

Radiance Cap: Your Radiance Cap determines how much energy you can channel - inwardly or outwardly - at once. Your Radiance Cap begins at 1. For each five levels past first, your Radiance Cap increases by 1. You can spend a maximum amount of Radiance in any round no greater than your Radiance Cap.

You can also only recover or lose a maximum amount of Radiance per round equal to your Radiance Cap. However, no given method of recovery or loss can apply more than once per round, regardless of your Cap. Any Radiance you actually spend (not merely abilities that count as spending for purposes of Radiance Cap, or that lower your Radiance Cap) deducts from the amount you can recover until the start of your next turn.

Radiance Gifts: All Phoenix Knights modify 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, you receive one such Gift free by gaining this ability).

Many of these options refer to "significant" or "major" allies or enemies. Significant means an individual or group with an effective EL at least equal to your character level - 2. Major means an individual or group with an effective EL higher than your character level.

A Hero's Stand: You stand steadfast against any danger. No matter how great the odds, you defy peril to put yourself between your allies and your foes. Your enemies' attacks only push you to fight harder, responding with devastating blasts of flame or healing your injuries as quickly as they can inflict them. Your own safety is irrelevant; all that matters is keeping your allies safe and overcoming all who challenge you!

Recover Radiance: In any round that you are attacked by a significant opponent, while your hit point total is below half normal (count nonlethal damage against your hit points for this purpose).

Refresh Radiance: If you are incapacitated by hit point or nonlethal damage, and recover in the same encounter.

Lose Radiance: In any round that you take at least one offensive action while threatened, and none of your offensive actions target or include the highest CR opponent threatening you.

Degrade Radiance: If you spend an action to heal yourself while there is an ally you can see who is below half hit points (if the action also heals at least one ally who is below half hit points, Radiance does not degrade)

A Time of Need: You are the protector of your friends. You all fight hard, but at the end of the day, it is your job to keep your allies safe from harm. You challenge your foes to face you, and if they reject your challenge and go after your allies instead? You respond with fire and light until they turn their attacks upon you! Enemies are aware that attacking your allies will allow you to recover Radiance. However, as protector of your friends, the guilt of bringing them harm can be crushing.

Recover Radiance: In any round that an enemy that you threaten attacks or targets one of your allies.

Refresh Radiance: If a significant ally is incapacitated or killed by an enemy or hazard.

Lose Radiance: In any round that you cause damage or negative effects or conditions to one of your allies, accidentally or intentionally.

Degrade Radiance: If you incapacitate or kill an ally.

As With the Sun: Your powers are intrinsically tied to the sun. When it rises, you are filled with energy, invigorated by your power. When it reaches its peak, it imbues you with new strength. When it sets, its last rays give you the power to shine brightly in the night. All Phoenix Knights automatically receive this Gift.

Recover Radiance: You recover Radiance by spending time exposed to direct, natural sunlight. Initially, you recover Radiance once per hour. Divide the time required by your Radiance Cap (so with a Radiance Cap of 3, you would recover one Radiance every twenty minutes in sunlight).

Refresh Radiance: Your Radiance refreshes at sunrise, noon, and sunset, whether or not you are actually exposed to the sun at the time. You may only benefit from each once per twenty-four hours, even if, for example, you teleport far enough to experience that state of the sun again.

Lose Radiance: You do not lose Radiance due to this Gift.

Degrade Radiance: Your Radiance does not degrade due to this Gift.

For Greater Glory: You are driven by the desire to seek personal glory - to achieve great deeds and overcome great foes. When faced with a superior enemy, your powers rush to your command, giving you the edge you need to overcome such a foe. However, you cannot abide cowardice and refuse to admit defeat, however great the odds.

Recover Radiance: In any round that you deal damage to, or take damage from, a major enemy.

Refresh Radiance: If you drop a major enemy.

Lose Radiance: If you attempt a Hide check or willingly become invisible.

Degrade Radiance: If you surrender.

In Personal Triumph: You are encouraged and emboldened by your victories. Success over a worthy foe fills you with strength and fervor, banishing any fatigue of the fight. However, you must face the odds without flinching; if you retreat, self-doubt will cripple your magic. All Phoenix Knights automatically receive this Gift.

Recover Radiance: As a standard action. You may only take this action during a combat encounter against significant opponents, and it is always a highly obvious display; it might include a bright flare of power, showing off martial skills, or taunting or threatening your foes.

Refresh Radiance: Upon succeeding a combat encounter against significant opponents. This refresh does not count as part of the encounter itself, so it can apply even if you refreshed during the encounter by other means. You may still delay it normally (so as to spend remaining Radiance healing your allies, for example).

Lose Radiance: In any round in a combat encounter where you intentionally move further away from every character that you targeted or affected with an action that round (this does not trigger if you have not targeted other characters with actions that round). Attacks of opportunity do count for targeting. Five-foot steps are exempt.

Degrade Radiance: If you flee a combat encounter.

To Cleanse the Vile: You are a champion of righteousness, devoted to your cause, and a bane to your enemies. You take pride and joy in vanquishing your foes, but you are also a believer in the possibility of redemption and renewal. You are sworn to defend the innocent, and suffer from guilt if you bring harm to them. Characters who are hostile to the Phoenix Knight, its allies, people under its protection, or other innocents, are never considered innocent for this purpose, nor are evil-aligned characters; others generally should be, although the DM should make exceptions as it deems fit

Recover Radiance: In any round that you drop a significant opponent.

Refresh Radiance: By converting an enemy to your side or cause (this must be a willful choice by the former foe, not merely compelled by mind-altering magic).

Lose Radiance: In any round that you deal lethal damage or ability damage to an innocent being.

Degrade Radiance: If you kill an innocent being.

Fire and Light (Su or Sp): The meat of your abilities, you command the powers of the sun, consuming fire and healing light. You can manipulate and direct these powers in a variety of ways. As you advance, you can also gain the ability to invest additional power into these effects, to affect larger areas, strengthen the effect, or add secondary benefits. This ability provides several Gifts that you may choose from. When first gaining this ability, you gain two free Gifts rather than one; one must be a Gift that deals fire damage, the other must be one that provides healing.

Unless otherwise stated, using any of the Gifts provided by Fire and Light costs the Phoenix Knight one point of Radiance.

Burning Beam (Sp): You fire a concentrated beam of fiery energy, a potent attack with all its energy focused into a single goal - inflicting maximum damage. Firing the beam is a standard action. This is a ranged touch attack that deals 1d6 points of fire damage per class level, plus your Charisma modifier, with Medium range.

Burning Blast (Sp): You gather all of your power and unleash it in a devastating blast of consuming flames. This is a full-round action. This deals 1d6 fire damage per two class levels, rounded up, plus your Charisma 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 / 2) * 5 Feet Radius. Medium range.
Spread: Cha Mod * 5 Feet Radius. Centered on self.
Cone: Cha Mod * 10 Feet Long.
Line: Cha Mod * 20 Feet Long.
Wave: Cha Mod * 10 Feet Long, 5' Wide + 1' Wide per class level.
Storm: One square per two points of Cha Mod, each (Level / 5, round up) * 5 Feet on a side. Placed anywhere within Close range.

Burning Bolt (Sp): You gather a miniscule amount of the power within you, and unleash it as a bolt of burning energy. This is a standard action. Make a ranged touch attack against a single target within Close range. On a hit, the target sustains 1d6 points of damage per two class levels, rounded up, plus your Charisma modifier. Unlike most uses of Fire and Light, a Burning Bolt costs no Radiance, although it counts as having spent a point of Radiance for purposes of Radiance Cap.

Burning Flash (Sp): You gather a miniscule amount of the power within you, and unleash it as a sudden burst of burning energy. This is a standard action. Choose a single 5' square within Close range. Anyone within that square must make a Reflex save or suffer 1d6 points of damage per two class levels, rounded up, plus your Charisma modifier. Unlike most uses of Fire and Light, a Burning Flash costs no Radiance, although it counts as having spent a point of Radiance for purposes of Radiance Cap.

Fires of Brilliance (Su): You create flames that are especially bright, blinding your enemies. Whenever you use a Fire and Light Gift that deals fire damage, you may spend an additional point of Radiance as a free action to add this Gift. Anyone who takes damage from the effect must make a Reflex save or be Blinded for one round per two points of your Charisma modifier. If the effect already requires a Reflex save, the target makes only one save, suffering the blindness if it fails.

Fires of Immolation (Su): You create flames that are especially persistent, setting your enemies alight. Whenever you use a Fire and Light Gift that deals fire damage, you may spend an additional point of Radiance as a free action to add this Gift. Anyone who takes damage from the effect must make a Reflex save or catch fire. If the effect already requires a Reflex save, the target makes only one save, catching fire if it fails. 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 your Charisma modifier to the damage it deals each round.

Fires of Purging (Su): You create flames imbued with purging power. Whenever you use a Fire and Light Gift that deals fire damage, you may spend an additional point of Radiance as a free action to add this Gift. Anyone who takes damage from the effect is subject to a Dispel attempt (using your class level for the dispel check) against the highest level beneficial spell effect upon it. If you can Invoke Solar Fire, anyone who receives healing from this effect has the highest level detrimental spell upon it subject to the dispel attempt. Effect spells targeted by or within the area of the attack are likewise subject to dispelling.

Fires of Smoke (Su): You create flames that give off a noxious, choking smoke. Whenever you use a Fire and Light Gift that deals fire damage, you may spend an additional point of Radiance as a free action to add this Gift. 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 your 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.

Healing Aura (Sp): You radiate healing light out around you, basking your allies in soothing warmth. This is a full-round action. All allies within 5' per point of your Charisma modifier, including you, are healed 1d6 points of damage per three class levels, rounded up, plus your Charisma modifier. Undead in the area take equal damage, with a Will save for half damage.

Healing Hands (Sp): You lay hands on the target, channeling the healing light of the sun into it. This is a standard action. The target is healed 1d6 points of damage per class level, plus your Charisma modifier. This can be used to harm undead, with a Will save allowed for half damage.

Healing Surge (Sp): You channel your healing light to speed your own regenerative powers. This is a move action. You are healed 1d6 points of damage per two class levels, rounded up, plus your Charisma modifier.

Healing Word (Sp): With a word of power, you beam healing light down on a nearby ally. This is a swift action. A single ally in Close range is healed 1d6 points of damage per three class levels, rounded up, plus your Charisma modifier. This can be used to harm undead, but a Will save negates the effect entirely.

Searing Blades (Su): You combine your fiery powers with your martial skills, engulfing your weapons in flame! Igniting your weapons is a swift action. Until the start of your next turn, every successful attack you make deals additional fire damage equal to your class level or your Charisma modifier, whichever is higher.

Searing Guard (Su): You charge your weapon with fiery power, ready to lash out at those who would threaten your friends. As a swift action, your reach increases by 5' per point of your Radiance Cap until the start of your next turn. Any attack of opportunity you make during this time deals additional fire damage equal to 1d6 per two class levels, rounded up, plus your Charisma modifier. Tumble checks to move through your threatened squares, or Concentration checks to cast defensively in your threatened area, have the DC increased by your class level during this time (this does not stack with similar effects). If you do not make an attack of opportunity by the start of your next turn, you recover the Radiance spent.

Searing Smite (Su): You channel your personal power into your attacks, causing your weapons to shed bright light and radiate heat, before attacking with focused fury. Activating this ability is a swift action. Until the start of your next turn, you may substitute your Charisma modifier for your Strength or Dexterity modifier on attack rolls, and for your Strength modifier on damage rolls (if you apply a fraction or multiple of Strength, you apply the same to Charisma). Unlike most uses of Fire and Light, a Burning Smite costs no Radiance, although it counts as having spent a point of Radiance for purposes of Radiance Cap.

Searing Strike (Su): You charge your weapon with potent fiery energy and make a powerful blow. As a standard action, you make a single attack which deals an additional 1d6 points of fire damage per class level, plus your Charisma modifier. Alternately, as a Full Round action, you can make a single charge attack with deals this bonus damage. You may use Searing Strike in conjunction with a Spring Attack.

Improved Area (Su): By channeling greater energy than normal into your Fire and Light Gifts, you can greatly expand their affected area, unleashing a flood of raw power. Each such point of Radiance spent doubles either the affected area or the number of targets (multiple applications full double the area each time - a high-level Phoenix Knight can affect a huge area if it wants to burn the Radiance). You cannot affect the same target multiple times. A Phoenix Knight who gains the Widen Spell feat gains this Gift for free.

Improved Power (Su): You can pour more power than normal into your Gifts, focusing all the energy into maximum damage or healing. You can spend additional Radiance to boost the damage done or healed by your Fire and Light Gifts. Each such point of Radiance spent increases the damage and/or healing by +2 per die. If the Gift does not involve a weapon attack, each such point further increases the damage or healing by your Charisma modifier. A Phoenix Knight who gains the Empower Spell feat gains this Gift for free.

Improved Range (Su): By focusing your power, you can project your magic at a greater distance. You can spend additional Radiance to boost the range at which you can target its Fire and Light Gifts. Each such point of Radiance spent increases the range by one step (Touch -> Close -> Medium -> Long). A Phoenix Knight who gains the Enlarge Spell feat gains this Gift for free.

Improved Speed (Su): By burning energy, you can unleash your powers far more rapidly. For one extra point of Radiance, you may change a Gift that requires a full round action to require a standard action, or a Gift that requires a swift or move action to require an Immediate action. For two extra Radiance, you can change a Gift that requires a standard action to require a swift action. You may change a Gift's action cost multiple times if you can spend sufficient Radiance. A Phoenix Knight who gains the Quicken Spell feat gains this Gift for free.

Quellian-dyrae
2013-05-21, 03:08 AM
Corona (Su): Starting at second level, you can strengthen your latent glow into a corona of light as bright and warm as that of the sun. Activating your Corona is a free action, and the corona sheds bright light out to a radius of five feet per point of your Charisma modifier, 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. The light of your corona suppresses any magical darkness effects within its radius, as long as they have a spell level no higher than half your class level. Your corona cannot penetrate darkness effects of a greater level. While maintaining your corona, stealth is completely impossible; any invisibility effects on you are suppressed, you take a -40 penalty to Hide checks, and you lose any miss chance from concealment or illusions.

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. Activating these Gifts is also a free action. Each Gift so activated reduces your Radiance Cap by 1 for as long as it remains (if a Gift would reduce your Radiance Cap below 0, you may not activate it).

Corona of Awe: Your corona blazes with the divine presence of a glorious phoenix, instilling a sense of awe in those around you. You receive a bonus on Diplomacy checks while the corona is active equal to half your Charisma modifier, and your awesome presence distracts your foes from any combat efforts that do not focus on you. All opponents within the corona's area who can see you provoke an attack of opportunity from all threatening foes at the end of their turn. Any enemy who takes no offensive action on its turn, or who targets you with or includes you in an offensive action on its turn, does not provoke.

Corona of Brilliance: Your corona emanates a light that sears the eyes of your foes and pierces shadows for your allies. Every sighted opponent within the corona's area must suffers a 20% miss chance on attacks against your allies (but not against you) and a penalty on Spot checks equal to half your Charisma modifier. 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: Your corona flares with power, imbuing your allies with a measure of your magic. All allies within your corona deal bonus fire damage on every successful attack equal to half your Charisma modifier, and receives healing on every successful attack equal to half your Charisma modifier.

Corona of Safety: Your corona touches your allies with protective light. All allies within your corona gain DR/- equal to half your Charisma modifier, or improve a single type of existing DR by this amount. Additionally, any time an ally within the area sustains hit point damage, you may absorb any or all of the damage. This damage is typeless, and immunities or resistances you possess do not apply. Likewise, the damage does not exploit any vulnerabilities or weaknesses you 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, you can absorb the harm from all of them while only paying hit points once, although you suffer your own damage normally (for example, if the entire party is attacked by an Empowered Fireball that deals 37 damage, you could spend 37 hit points to protect every member of the party, although you would also be taking normal damage from the effect).

Corona of Sunlight: Your corona radiates waves of solar energy, blisteringly painful to foes, warm and soothing to friends. All enemies who end their turns in your corona sustain fire damage equal to your Charisma modifier, while allies in the area gain temporary hit points each round equal to your Charisma modifier. These temporary hit points don't stack from round to round, and last for one round.

Corona of Terror: Your corona explodes in a nimbus of fiery light, creating a terrifying display. You receive a bonus on Intimidate checks while the corona is active equal to half your Charisma modifier. Additionally, if you attempt 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 your Charisma modifier.

Burning Spirit (Ex): Your spirit is ablaze with the solar power of the phoenix, a font of unquenchable solar power. Starting at third level, this power offers you protection from various forms of attack, from warding you against your own solar powers, to speeding the healing of your wounds, to protecting your spirit from draining magic. Each of these provides a permanent benefit with no Radiance cost:

Burning Blood: Your blood burns with the fire of the sun, cleansing you of harmful effects, and also delivering solar energy to those it touches. You receive a bonus on saves against poison and disease equal to your Charisma modifier, and any time you take damage from a slashing or piercing weapon, you may choose an adjacent target (not yourself) to either take damage or receive healing equal to half your Charisma modifier. Any creature who drinks your blood receives damage or healing (your choice) equal to your Charisma modifier, modified by the amount of blood consumed (each 10 points of damage, 1 point of Constitution damage, 0.5 negative levels, or 0.25 points of Constitution drain that the blood drinking causes triggers another instance of damage or healing). Each instance of damage also functions as one round of exposure to direct sunlight for purposes of creatures harmed by such. At twelfth level, the damage or healing of your blood changes to your full Charisma modifier, and you gain full immunity to poison and disease.

Energy Absorption: The powers of the sun invigorate you despite any harm caused - if indeed you don't have the means to prevent such harm! One-third of all Fire, Light, and harmful Positive Energy damage you receive is instead converted to hit point healing. Such damage that is prevented by energy resistance, immunity, Spell Resistance, a successful saving throw, or the like is still converted. At twelfth level, if you are at full hit points, the excess healing converts to temporary hit points that last for one minute (these do stack, up to a maximum of half your normal hit points). Energy that you create cannot be changed to healing in this manner.

Energy Resistance: You have a miniature sun in your spirit - fire and light is no threat to you! You take half damage from all Fire, Light, and harmful Positive Energy effects, and may halve the rate at which you gain temporary hit points from positive energy dominant planes, if you wish. These resistances improve to full immunity at 12th level.

Glorious Drive: Emboldened by your burning spirit, you refuse to give in to corrupt powers or mundane torment. You add your Charisma modifier to saving throws against Fear, Pain, and Death Effects. This resistance improves to full immunity at 12th level.

Hardy Soul: Your spirit provides you with a constant flow of health and strength, allowing you to press on far beyond the limits your body should be able to endure. You may use the average (rounded up) of your Charisma modifier and Constitution modifier when determining hit points. At twelfth level, you may instead fully substitute your Charisma modifier for Constitution when determining hit points. Upon gaining this ability, and upon gaining its improvement, your physical health can go to fuel your spiritual strength; you may choose to lower your base Constitution score to raise your base Charisma score, as if reallocating ability points using normal Point Buy generation rules (so if you have a Constituion of 14 and a Charisma of 15, you could lower Con to 12 to raise Cha to 16). As normal for point buy, this cannot bring base Constitution below 8 or base Charisma above 18.

Healing Affinity: The glorious power in your soul reacts to any healing you receive, enhancing the effect. The benefit of any healing you receive (including from Fast Healing or Regeneration) increases by 25%. At twelfth level, this improves to 50%.

Rapid Recovery: Your regeneration is so quick, you heal injuries as they are inflicted. Every time you receive nonlethal damage, you instantly heal an amount of it equal to half your Regeneration rate. At 12th level, you instead heal your full Regeneration rate. The healing provided by this ability cannot exceed the nonlethal damage inflicted by the attack.

Resilient Spirit: Your spirit is filled with positive energy, ablating any attempts to drain your strength with necromancy. Any time you would receive an ability score penalty, ability damage, negative levels, or ability score drain due to negative energy, you ignore one point of the penalty per two points of your Charisma modifier. At twelfth level, you instead becomes immune to negative levels, and to ability damage, drain, or penalties caused by negative energy effects.

Vitalization: You pour your spirit into your healing magic, allowing it to linger even if your target is at the peak of physical health. Whenever you heal a target by any means other than fast healing or regeneration, half of any healing in excess of the target's maximum hit points are converted to temporary hit points. These last for one minute and do not stack with other temporary hit points. At twelfth level, the full excess healing converts to temporary hit points.

Purifying Light (Sp): Starting at fourth level, the purifying power of the sun infuses your healing light, allowing you to remove various debilitating effects from your allies. Whenever you use a Fire and Light Gift to provide healing, you 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.

You can also remove Ability Damage at the cost of 10 points of healing per point.

At tenth level, you can remove negative levels at the cost of 25 points of healing each, and you can remove any effect that can be removed by Break Enchantment at the cost of 50 points of healing. Additionally, at this level, you may heal characters whose hit points have fallen below -9 within one round of death. You must spend one point of Maximum Radiance to do so (if the Gift you use heals multiple allies, you may heal multiple dead allies with one expenditure of Maximum Radiance). If the healing is sufficient to bring such targets 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, you can remove points of ability drain at the cost of 50 points of healing each, and the time in which you can heal characters below -9 hit points increases to one round per two points of your Charisma modifier.

Cleansing Flames (Sp): At fifth level, you can channel the purifying powers of the sun into cleansing flames. This is a standard action and functions as a Dispel Magic spell, using your character level as your caster level, but there is no cap on your Dispel check. Using this ability costs one point of Radiance.

This ability is weaker 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 you use this ability, at any time until the start of your next turn, you may attempt to dispel a single spell within Medium range. If you know 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.

You may alternately use this power to counter a spell as it is being cast, as with Dispel Magic. If you do not attempt to dispel a spell within one round, you regain the spent use of Radiance, although your standard action is still lost.

You can attempt to dispel multiple spells during your turn or throughout the round once you activate this ability. Each attempt beyond the first requires you to spend one attack of opportunity, but does not cost additional Radiance. You 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, you gain Regeneration equal to your maximum Radiance. Your Regeneration is overcome by Cold and Negative Energy damage, and you do not convert all of your damage into nonlethal; you convert only your level + your Charisma modifier from each attack or damaging effect you sustain. At 11th level, you convert all damage to nonlethal damage as normal for Regeneration. At 16th level, you may choose either Cold or Negative Energy to no longer overcome your Regeneration.

Lethal damage converted to nonlethal damage overrides any immunity you may gain to nonlethal damage. Likewise, the damage types that overcome your Regeneration bypass any immunity or resistance to them that you may acquire. Finally, any nonlethal damage received due to this ability does not receive equal magical healing when hit points are healed. In fact, any magical healing you receive must first heal nonlethal damage from this ability, before healing any lethal damage.

Revealing Light (Su): The eyes are windows to the soul, so naturally your eyes glow with solar fire. Starting at seventh level, you may learn the following Gifts:


Avian Eyesight: Your eyes are as keen as those of any bird of prey. You may substitute your Charisma modifier for your Wisdom modifier on Spot checks, and the distance at which you takes Spot penalties is multiplied by half your Charisma modifier. At fourteenth level, you may take 10 on Spot checks even while rushed or threatened, and may take 20 on a Spot check as a full round action.

Heat Vision: You can focus the fire in your spirit through your eyes, quickly unleashing beams of searing heat. This is a swift action that you may perform at will. Make a ranged touch attack against a single target in Long range. A hit deals fire damage equal to your class level + your Charisma modifier. The number of eyes you have or use to project this attack from is irrelevant; it is always single target and deals one instance of damage. At fourteenth level, you may also activate this ability as a move action. You are not limited in the number of times per round you can use this ability, so long as you have the actions to spend.

Pierce the Shadows: Your eyes glow with light that pierces any shadow. You can see clearly in normal and magical darkness. At fourteenth level, you can also see through all forms of fog, smoke, mist, and clouds.

See the Unseen: Your gaze reveals what cannot be seen, stripping away supernatural veils. You gain a constant See Invisibility effect. At fourteenth level, this becomes a constant True Seeing effect.

Visual Acclimation: Your eyes have acclimated to the brilliance of the sun. You may add your Charisma modifier to all saving throws against effects that would blind you, dazzle you, impose a miss chance, or otherwise negatively affect your sight, and against all gaze attacks. At fourteenth level, these improve to full immunity.


Invoke Solar Fire (Sp): Starting at eighth level, you learn to invoke the iconic power of the Phoenix Knights - solar fire. These golden flames are infused with positive energy, and your control of the dual energy sources that make up the flames is absolute. Any fire damage that you deal or enable others to deal, from any source, is converted to Solar Fire if you wish it, at no additional action or resource cost.

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, are entirely unharmed, the healing powers of the positive energy completely offsetting any potential harm from the flames.

If the effect costs at least one Radiance (or if you choose to pay a surcharge of one Radiance), affected allies may instead receive positive energy healing (although generally, this only heals creatures, objects merely not being harmed) equal to one-third the damage that would have otherwise been dealt.

When using a solar fire effect to provide healing to allies, you may choose to spend up to two additional Radiance, with each one increasing the healing by another third of the attack's normal damage.

Any creatures that are hampered by exposure to bright light suffer such 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): At ninth level, you have attuned yourself to the mythical firebirds, allowing you to grow great feathered wings with the iconic fiery plumage of the phoenixes. These wings allow for flight at a speed equal to twice your land speed with good maneuverability. In addition, you can use the wings to protect yourself (or an adjacent ally) from attacks. You can attempt to block an attack or tangible spell (that is, one that requires an attack roll, touch attack, or Reflex save), with your wings as an immediate action. Make a melee attack roll using your wings, with a +1 Enhancement bonus per four class levels. If you roll higher than the attack roll, or in the case of spells that allow Reflex saves, higher than the save DC + the caster level, you block the attack with your wings. If you are taking any penalties on your AC, these penalties also apply to its attack roll. The Combat Expertise feat and fighting defensively do not penalize these attack rolls.

Once you have activated this ability, you may block additional attacks and spells until the start of your next turn. Each additional block costs you one attack of opportunity for that round.

When you take a Total Defense action, you can wrap yourself in your wings, allowing you to attempt to block every attack against you that round. The AC bonus you receive for total defending applies to your block attempts. You may also wrap a single adjacent ally in your wings, offering it the same protection (including the +4 to AC from total defending). Alternately, you can wrap each wing around a different adjacent ally, protecting both at the cost of your own protection (again, including the AC bonus). A character wrapped in your wings loses its Dexterity bonus to AC, cannot move from that spot, and reduces its threatened area to 0'. However, it receives a Deflection bonus to AC equal to your Charisma modifier, and heavy fortification. Leaving the protection of your wings is a free action.

You can also gain Gifts that improve your Wings of Protection, causing them to blaze with a certain colored flame depending on the Gift used. Activating one of these Gifts requires you to spend one point of Radiance upon first using the wings to defend in a given round (whether as an immediate action or part of a total defense), and the effects last until the start of your next turn. Additional Radiance can be spent when activating these Gifts, each of which increases the effect by 100%.

Gold: Your wings flare with golden flames, converting the power of the attack into healing energy. If you successfully block an attack with your wings, you heals 1/3 the damage the attack would have inflicted.

Orange: The orange flames around your wings provide a suppressing shield that mitigates attacks that defeat your defense. If you attempt to block an attack with your wings and fail, you reduces the damage sustained by 1d6 per two class levels, plus your Charisma modifier. The dice of suppression can only apply against any given foe once per round, regardless of the number of attacks blocked (the Charisma modifier does reduce the damage of each attack).

Red: Your wings ignite with crimson flames that backlash damage upon your attacker. If you successfully block an attack with your wings, and the attacker is in Close range, the attacker sustains 1d6 points of solar fire damage per two class levels, plus your Charisma modifier. The dice of damage can only apply to any given foe once per round, regardless of the number of attacks blocked (the Charisma modifier does backlash with each attack).

White: Your wings blaze with white flames that reflect the force of attacks against you. If you successfully block an attack with your wings, you deflect one-third of the attack's damage back upon the attacker, as long as it is within Close range.

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, you gain a similar ability. As a full-round action, you can detonate in a tremendous blast of solar fire that explodes in a five foot radius per class level. Everyone in the area takes 1d10 points of solar fire damage or healing per class level, plus (your Charisma modifier times your Radiance Cap). Subtract your nonlethal damage from your current hit points when you use this ability; for each 15 hit points remaining, you deal an additional 1d10 points of damage. Those in the area who receive positive energy healing receive the full amount, rather than one-third. A Reflex save halves the damage. Additionally, the affected area is illuminated as if by your Corona (including any Corona Gifts that were active at the time of your detonation) for one round per point of your Charisma modifier. This ability functions as a Fire and Light Gift for purposes of interactions with other abilities.

This attack destroys your body and equipment, leaving behind a pile of ash. When the sun next rises, you rise with it, the ashes reforming into your 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 you early, in which case it does not suffer any level loss, and the components for the spell, while required, are not expended. You do not, however, self-resurrect if your ashes are scattered over a large distance or cast into water.

Using this ability lowers your Maximum Radiance by 2.

Rise From the Ashes (Sp): The phoenix is, above all, a symbol of renewal, of resurrection. Its most iconic ability is the power to rise anew from its own ashes. Starting at eighteenth level, this is a power you can share with others. In a ritual lasting from sunrise to noon, you may resurrect a dead creature (as per a Resurrection spell, but with no loss of level or Constitution). This ritual requires no components, but immediately upon completion, your Maximum Radiance lowers by one per day that has passed since the target's death, your Radiance falls to 0, and you become Exhausted. You cannot perform the ritual if it would lower your Maximum Radiance to 0 or below.

Blaze of Glory (Su): At nineteenth level, you can unleash the full force of the glory within you. You can flare your corona in a Blaze of Glory as a swift action. Doing so lowers your Maximum Radiance by 1, and also costs a point of Radiance each round. However, for each round that you maintain the effect, the area of your corona is doubled, and every Corona Gift that you know is simultaneously activated. If you attempt to block an attack with your Wings of Protection while using this ability, your wings blaze with prismatic flames that have the full effect of all the Wings of Protection Gifts that you know.

Your Blaze of Glory also utterly dispels any magical darkness that your Corona would otherwise suppress.

Invoke the Inferno (Sp): 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 one-round action, and you cannot use it more than once per day (if you know multiple Invoke the Inferno Gifts, you still only have one daily use between them). Each use of this power lowers your Maximum Radiance by three. These are considered Fire and Light Gifts for purposes of interactions with other abilities.

Awaken Volcano: You summon 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 your Charisma modifier, and the lava spreads fill half that area. In subsequent rounds, you may concentrate and spend one point of Radiance to maintain the effect, causing both to spread an equal distance. You cannot recover or refresh Radiance while maintaining this ability. Once you cease 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 per round, and are reduced to half speed. Fire damage from this Gift cannot be changed to solar fire.

Call Meteor: You call 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 your (class level + Charisma modifier) * 10 feet. Anyone within the area sustains 1d6 points of fire damage 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. Fire damage from this Gift cannot be changed to solar fire.

Solar Storm: You call down a blazing storm of solar power, filling a radius equal to your (class level + Charisma modifier) * 20 feet, centered on yourself. All within the area sustain 1d8 points of solar fire damage or healing per class level, plus extra damage or healing equal to your Charisma modifier times your Radiance Cap, and anyone who takes damage is 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: You create a roiling constant series of solar explosions, filling a radius equal to your class level * 5 feet, at Medium range. The effect continues for one round per point of your 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 (characters who receive healing are not Dazed). 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.


Phoenix Knight Feats

Burning Wings
Your wings offer more than just protection.

Prerequisites: Wings of Protection, Burning Smite.

Benefit: You can use your Wings of Protection to attack. When doing so, you gain two secondary natural attacks, each of which deals fire damage equal to 1d6 + your Charisma modifier. You cannot use your wings to fly or defend in the same round you use them to attack.

Extra Gifts
You have learned a larger number of Gifts.

Prerequisites: At least one Gift.

Benefit: You learn two additional Gifts.

Special: You may take this feat multiple times, learning two additional Gifts each time.

Improved Solar Healing
You provide more healing with your solar fire powers.

Prerequisites: Invoke Solar Fire, at least three Fire and Light Gifts that provide healing.

Benefit: When you provide healing with solar fire, you heal half the damage that would have been done, rather than one-third. You increase this to healing the total damage that would have been done by spending one additional Radiance, rather than increasing it by a third per extra Radiance spent. You may only spend one additional Radiance in this way; the healing cannot exceed the damage that would otherwise be inflicted.

Invoke Sunlight
Your powers call forth true sunlight.

Prerequisites: Invoke Solar Fire, at least three Corona Gifts.

Benefit: Your Solar Fire attacks are infused with the light of the sun. Any time you use a power that harms foes and heals allies, enemies that take damage from positive energy healing are subject to both effects.

Additionally, the area of your Corona is almost fully equivalent to true sunlight. A Fortitude save is allowed upon entering your Corona (undead are explicitly subject to this save). If the save succeeds, the subject is immune to this effect for one hour. If it fails, the subject treats the area of your Corona as direct sunlight for all purposes. However, you cannot use your Corona to recover Radiance from As With the Sun (since the energy is coming from you and radiating outward).

Shape Solar Fire
You can easily shape your solar fire attacks.

Prerequisites: Burning Blast, Invoke Solar Fire.

Benefit: When using your Burning Blast Gift, you may freely choose the type of area on use, rather than learning each area as its own separate Gift.

Solar Fire Flurry
You can unleash multiple solar fire attacks at once.

Prerequisites: Invoke Solar Fire, Burning Bolt or Burning Flash.

Benefit: When using a Fire and Light Gift that affects a single target, you can affect multiple targets at once. For each five Phoenix Knight levels beyond first, you may target the Gift again. Any given target can only be affected once. If the Gift would normally be usable as a standard action, it is used as a full-round action when used with this feat. If the Gift costs Radiance, its Radiance cost is increased by 1.

Solar Flare
You can focus power through your corona, causing it to flare with brilliant light.

Prerequisites: Corona.

Benefit: As a full-round action that costs one point of Radiance, you unleash a rush of power through your corona, causing it to blaze brilliantly. Any magical darkness that your corona is currently suppressing is utterly dispelled. Additionally, choose a Corona Gift that you know. That Gift applies in the area of your Corona for one round, and comes with an immediate additional effect:

Corona of Awe: Opponents within your Corona must make a Will save or be compelled to attack you in melee combat for one round per two points of your Charisma modifier. This is a mind-affecting compulsion, but explicitly ignores immunities to such due to the Undead creature type. Allies (other than you) within your Corona gain a morale bonus on Will saves equal to half your Charisma modifier for one round.

Corona of Brilliance: Opponents within your Corona must make a Reflex save or be Blinded for one round per two points of your Charisma modifier. Allies (other than you) within your Corona gain a circumstance bonus on attack rolls equal to half your Charisma modifier for one round.

Corona of Power: Opponents within your Corona must make a Will save or be stunned for one round. Allies (other than you) within your Corona gain a morale bonus on weapon damage rolls equal to your Charisma modifier for one round.

Corona of Safety: Opponents within your Corona must make a Fortitude save or be pushed outside of your Corona (or until they are blocked by an intervening obstacle). Allies (other than you) within your Corona gain a circumstance bonus to AC equal to half your Charisma modifier for one round.

Corona of Sunlight: Opponents within your Corona receive 1d6 points of fire damage per three class levels, plus your Charisma modifier, with a Reflex save for half. Allies (other than you) within your Corona receive equal healing.

Corona of Terror: Opponents within your Corona must make a Will save or be panicked for one round per two points of your Charisma modifier. This is a mind-affecting compulsion fear effect, but explicitly ignores immunities to such due to the Undead creature type. Allies (other than you) within your Corona gain a +5' morale bonus to all movement modes per two points of your Charisma modifier for one round.

Special: If you have the Blaze of Glory class feature, and you spend a full-round action while activating it, you simultaneously activate all of your available Solar Flares.

This power counts as a Fire and Light Gift for purposes of interaction with other abilities.

Negative effects from this power are subject to Spell Resistance.

Soothing Light
Your healing light can soothe the pain of others.

Prerequisites: Fire and Light.

Benefit: When using a Fire and Light Gift that provides healing, you can conserve energy by only soothing pain and restoring vigor, rather than providing full healing. Using a Gift in this way does not cost Radiance, although it counts as having spent a point of Radiance for purposes of Radiance Cap. Rather than providing hit point healing, you provide temporary hit points. These temporary hit points last for one minute, do not stack, and cannot exceed the total damage the target has sustained (that is, they cannot bring the target's effective hit points above its normal maximum).

In lieu of providing temporary hit points, you can instead remove nonlethal damage.

Special: Gifts cast with this feat cannot be used to power Purifying Light or similar effects. This feat only applies to the healing Gifts themselves, not Gifts that cost Radiance to improve the effects of healing.

Shining Sun
Your Radiance shines especially bright.

Prerequisites: Radiance, Cha 15+.

Benefit: Your Maximum Radiance increases by two.

Special: You may take this feat multiple times, increasing Maximum Radiance by two each time.

Quellian-dyrae
2013-05-21, 03:09 AM
And reserving one just in case I decide to do some alternate class features or something.