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.
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.