WaylanderX
2013-12-08, 10:50 AM
Yo peeps of the Playground.
I've revamped an old class of mine, the Spellguide. This was supposed to be a supportive class which revolved around stacking up small buffs and them going support-nova with powerfull healing and buff spells. However, the class was hindered by bad english, uninteresting spells and the wording on its core mechanic being unclear. I've tried to fix it and so much changed that I decided to just make another thread for it. So please, if you read through the class, leave a comment below on how you think I could improve it even more or propose some balance changes.
Cheers,
Way
P.S. I'll trade PEACHes if you send me a PM ;P.
Spellguide
http://i222.photobucket.com/albums/dd188/anythingroleplay2/anime%20girls/healer.gif
Created by Anythingroleplay2
All of the splendor and power of nature is at my fingertips, you still dare to try and hurt my allies?
Miliana Stormweave - High Guide of the Covenant
Adventures: Most Spellguides begin adventuring to carry out requests bestowed on them by pilgrims who undertake long journeys to ask for their guidance and help. Some of the more adventurous Spellguides, while wholly loyal to the Ecrane Covenant (Organisation native to my own campaign setting), take detours to prolong their journey outside.
Characteristics: The recalling of Flows is Wisdom based, while the power of your supporting spells is determined by Intelligence. So it is up to the individual to determine if he wants more spells or more power behind her spells.
Alignment: Spellguide can be of any alignment, although they tend to be neutral due to their passiveness. They try not to actively takes sides with anyone, except when one party is clearly evil or out for destruction.
Religion:
Background: All Spellguides are raised from a very young age as the isolated cloisters of the Covenant, raised in guiding the raw forces of nature to help and heal others. The more powerful among them also develop seer powers and the most blessed among them can even raise the dead. They all below to an organisation called the Ecrane Covenent, which tries to preserve the world in its most natural state. This does not mean that they dislike change though. If change is the natural way of things, like seasonal change, they would make sure the cycle would continue. Due to this, they are often seen as good-willed and kind. However, should an unnatural change be needed for the better of the world, a fair amount of Spellguides would oppose the change and be on the other side without too much thought.
Races: Any. The sole prerequisite for a Spellguide is the drive to preserve and guide others.
Other Classes: They are friendly towards all other classes, except Gaolers, which they view as arrogant and unfriendly, because they bend magic to their will more brutally and are more aligned with destruction. However, they do see the need for destruction in the cycle of renewal. This doesn’t mean they like it though.
Role: Support
Adaptation: You can adept the magic system to a divine magic system if needed, and replace the Cantrips with turn undead for example (Disclaimer: I´m not responsible for any Turn undead cheese with this class when that is allowed).
GAME RULE INFORMATION
Spellguide have the following game statistics.
Alignment: Any, mostly neutral on at least one axis
Hit Die: d8
Starting Age: Earliest Adult Age of Race
Starting Gold: 7d4x5.
Class Skills
The Spellguide class skills are Concentration, Craft, Diplomacy, Gather Information, Knowledge (Any), Profession, Search, Sense Motive, Spellcraft, Spot, Survival, Use Magic Device
Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
Weapon and Armor Proficiency: As a Spellguide, you are proficient with all simple weapons, light armor and all non-exotic shields.
CLASS NAME
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+0
+2
+0
+2
Guiding Magic, Rivulet Flows
2nd
+1
+3
+0
+3
Master Aider, Natural Specialist
3rd
+1
+3
+1
+3
Lesser Cantrips
4th
+2
+4
+1
+4
Arcane Sightings
5th
+2
+4
+1
+4
Supreme Aider
6th
+3
+5
+2
+5
River Flows, Retributive Beacons
7th
+3
+5
+2
+5
Cantrips, Healing Sage
8th
+4
+6
+2
+6
Imbued Aider
9th
+4
+6
+3
+6
Beacon Web
10th
+5
+7
+3
+7
Seeing the Beyond, Returning the Soul
11th
+5
+7
+3
+7
Rapid Flows
12th
+6
+8
+4
+8
Legendary Aider
13th
+6
+8
+4
+8
Great Cantrips
14th
+7
+9
+4
+9
Nature's Gift
15th
+7
+9
+5
+9
Seer of All
16th
+8
+10
+5
+10
Storm Flows
17th
+8
+10
+5
+10
Calling the Essence
18th
+9
+11
+6
+11
Weather Control
19th
+9
+11
+6
+11
Returning The Creature
20th
+10
+12
+6
+12
Nature's Embrace
Guiding Magic (Ex): A Spellguide casts using a principle known as Guiding. Using so called Guidance Beacons (hereafter just called Beacons), they give minor benefits to allies, while setting up for a powerful spell called a Flow in the process. The strength of Flow used varies with the amount of Beacon Stacks present on the target. Beacons count as Supernatural abilities, while Flows count as spell-like abilities.
At level one, you only have access to Rivulet Flows, at level six you gain acces to River Flows, at level eleven to Rapid Flows and at level sixteen to Storm Flows.
In a short list, here are all the mechanics involving Beacons:
- You can place 1 Beacon on a maximum of 3 targets per round. These Guidance Beacons can be targeted at an ally with no miss-chance or spell-resistance interference (If the ally is willing, or else spell-resistance still applies) and have a range of 10 feet per level. The Beacons can be distributed among any ally in range as long as they are within 15 feet of each other. Beacons are usable at will and are considered supernatural abilities.
- A Beacon takes a move action to place (If you effect multiple allies at once, it is still one 1 move action) and they persist for 5 rounds unless otherwise noted.
- Each ally can only receive 1 Beacon each round and only 1 type of Beacon can be active on a target at a time. If you target multiple allies, all allies recieve the same Beacon.
- The maximum amount of Beacons an ally can have is 4.
- Casting a Flow removes all Beacons on the target(s) after it takes effect.
- Casting a Beacon on a target refreshes the duration and they stack till the maximum amount (Four).
- Beacons get stronger when you go up in level, as depicted below in the Beacon section.
- When casting a different kind of Beacon then the ones already present on the target, half of the original Beacons are converted to the new one (Rounded Down). This means if you cast a Nature's Wrath on a person with 4 Nature's Caress stacks, 2 of the Nature's Caress stacks will become Nature's Wrath stacks instead, making for a total of 3 Nature's Wrath stacks on the target.
See the Spoiler below for the amount of Flows known and amount of Flows per day.
Flows Known
Level
Rivulet
River
Rapid
Storm
1st
1
-
-
-
2nd
1
-
-
-
3rd
1
-
-
-
4th
2
-
-
-
5th
2
-
-
-
6th
2
1
-
-
7th
2
1
-
-
8th
2
1
-
-
9th
3
2
-
-
10th
3
2
-
-
11th
3
2
1
-
12th
3
2
1
-
13th
3
2
1
-
14th
3
3
2
-
15th
4
3
2
-
16th
4
3
2
1
17th
4
3
2
1
18th
4
3
2
1
19th
4
4
3
2
20th
4
4
3
2
Flows per Day
Level
Rivulet
River
Rapid
Storm
1st
3
-
-
-
2nd
4
-
-
-
3rd
4
-
-
-
4th
5
-
-
-
5th
5
-
-
-
6th
6
3
-
-
7th
6
4
-
-
8th
6
4
-
-
9th
6
5
-
-
10th
6
5
-
-
11th
6
6
3
-
12th
6
6
4
-
13th
6
6
4
-
14th
6
6
5
-
15th
6
6
5
-
16th
6
6
6
3
17th
6
6
6
4
18th
6
6
6
4
19th
6
6
6
5
20th
6
6
6
5
You can recall used Flow Slots by making a Wis Check DC 15 for Rivulet Flows, DC 17 for River Flows, DC 19 for Rapid Flows and DC 21 for Storm Flows. Each time you try to recall any slot, the DC for regaining another one becomes 2 higher. You can recall Flows a total of times of class level divided by 2 plus your Wisdom Modifier per day regardless of succeeding or failing the check.
Master Aider (Ex): A Spellguide is adept in helping others, not only in magical ways. At second level, when using the Aid another option, you only use a move action instead of a standard action.
Natural Specialist (Ex): At second level, because of the intense studies of nature every Spellguide must go through, she gains a bonus on all Handle Animal, Heal, Knowledge Nature, Knowledge Geography and Survival checks equal to half her class level.
Cantrips (Sp): At level 3, 7 and 13 you gain limited tricks you can use at will to help you on your journeys. These work as the spells they imitate and are considered spell-like abilities.
Lesser Cantrips: Light, Prestidigitation, Create Water, Ghost Sound, Resistance.
Cantrips: Dark Way, Ebon Eyes, Snowshoes, Deep Breath, Updraft
Great Cantrips: Avoid Planar Effects, Easy Trail, Scent, Swim, Shadow Radiance
Arcane Sightings (Sp): Through the connection a Spellguide has with natural energies, she can see things otherwise not seeable without magic. She gains a few spelllike abilities connected to scrying and exploration. These count as Spelllike abilities and are usable once per day each: Chain of Eyes (DC = 12+Wisdom Modifier), See Invisibility
Supreme Aider (Ex): At level five, you have become so adept in supporting your comrades, that you can now do it in the blink of an eye. When using the Aid Another option, it is only a swift action instead of a move action. In addition, You can now use aid another when standing 10 feet away from a ally or foe.
Retributive Beacon (Su): At sixth level, once per round, whenever the Spellguide places a beacon on an ally, she gains a beacon of the same type on herself automaticly.
Healing Sage (Ex):At level 7, by spending half an hour attending to a willing subject, with a successfull DC 20 healcheck, she can remove 1 of the following conditions: Blindness, Deafness and Mute. In addition, with an hour work you can effect the target as through a Remove Curse spell. At level 11, with a DC 20+HD of the target healcheck, you can remove 2d4 ability damage from a single stat. In addition, with an hour work you can affect the target as through a Break Enchantment spell. At level 15, you can also heal 1d4 ability drain with this ability instead. At level 17, you can, with an hour work, break any mental control (Till casterlevel 20) the target is affected by.
Imbued Aider (Su): At level eigth, by imbuing your actions with some of your magic, you can make your support more potent. The bonus Aid Another grants is increased by 2 and is now considered an enhancement bonus when used with this class-feature. You can opt to use or not to use this class feature with every aid another check. This bonus increases to +4 on level 14 and +6 on level 18.
Beacon Web (Su): At level 9, once per encounter you can go into a swift burst of concentration, giving all allies within a 20 feet burst one Beacon stack of your choice. This ability has a range of 50 feet. Using this ability is a standard action.
Seeing The Beyond (Sp): At level 10, The Spellguide gains more clairvoyancing powers, resulting in additional options. She gains Clairvoyance/Clairaudience, Know Vulnerabilities, Arcane Eye as spelllike abilities each once per day.
Returning the Soul (Su):At level 10, the Spellguide gains some amount of control over life and death, so much even he can call a creature back from the grave, as long as its body is more or less intact. She gains the ability to cast Raise Dead as a supernatural ability once per week. This takes 20 minutes in an elaborate ritual to ask the god of the soul to return the soul to them so it may help them once more.
Legendary Aider (Ex): At twelfth level, your skill in helping your friends is unparalelled in all of creation. Once per turn, you can use the Aid Another Action as a free action. You can only use Aid Another once per turn this way (Other Aid Another actions using swift, move or standard actions are still possible.) In addition, You can now use aid another when standing 15 feet away from a ally or foe.
Nature's Gift (Su): At level 14, you can greatly increase the duration of your flows when you meditate and cast them in a peaceful state out of combat. When meditating for 5 min, you can cast one of your flows without the Beacon stack prerequisite and the duration, if applicable, is increased to 1 min/level. The Flow is still expended as normal. The strength of the flow is equal to the strength of the Flow with maximum Beacon stacks on the target. You can only use this class-feature with flows 1 step lower than the maximum you can cast.
Seer of All (Sp): At level 15, you are at your pinnacle of power with scrying spells. You gain Greater Scying, Greater Prying Eyes each once per day.
Calling the Essence (Su): When pressed, you can push your soul to its limits to quickly strengthen one ally that sorely need the help. At level 17, as a full-round action, you can bestow 4 stacks of a Beacon of your choice onto 1 ally within range. This ability is usable once per encounter.
Weather Control (Su): At level 18, a Spellguide's power over nature extends to the weather. At will, she can change the current weather in a 20 mile radius. At the dm's discretion, she might get concealment in heavy rain or stall opponents with heavy winds. She cannot target any weather variables on a certain opponent, so striking someone with lightning is out of the question. The maximum windstrength she can summon are windstorm force winds. For the rest, she cannot summon any unnatural weather phenomena.
Returning The Creature (Su): At level 19, the Spell-guide gains extreme amounts of control over life and death, so much even he can call a creature back from the dead in its totally intact former state. She gains the ability to cast True Resurrection as a supernatural ability once per month. This involves a vast and meditation ritual that lasts 2 days in must be completed in total isolation. The Spellguide then comes in direct contact with the god of the soul and can barter for his soul. Depending on the DM, the god could want something in return for restoring life to the ally.
Nature's Embrace (Su): At level 20, nature itself takes care that no harm is done to the Spellguide. She gains a permanent Sanctuary effect with a DC of 19+Wis Mod, a permanent orb of invulnerability effect, only takes 75% damage from any physical attack and gains SR 10+ Spellguide level. Finally, the creature type of the Spellguide becomes Fey, with all benefits and drawbacks it comes with.
I've revamped an old class of mine, the Spellguide. This was supposed to be a supportive class which revolved around stacking up small buffs and them going support-nova with powerfull healing and buff spells. However, the class was hindered by bad english, uninteresting spells and the wording on its core mechanic being unclear. I've tried to fix it and so much changed that I decided to just make another thread for it. So please, if you read through the class, leave a comment below on how you think I could improve it even more or propose some balance changes.
Cheers,
Way
P.S. I'll trade PEACHes if you send me a PM ;P.
Spellguide
http://i222.photobucket.com/albums/dd188/anythingroleplay2/anime%20girls/healer.gif
Created by Anythingroleplay2
All of the splendor and power of nature is at my fingertips, you still dare to try and hurt my allies?
Miliana Stormweave - High Guide of the Covenant
Adventures: Most Spellguides begin adventuring to carry out requests bestowed on them by pilgrims who undertake long journeys to ask for their guidance and help. Some of the more adventurous Spellguides, while wholly loyal to the Ecrane Covenant (Organisation native to my own campaign setting), take detours to prolong their journey outside.
Characteristics: The recalling of Flows is Wisdom based, while the power of your supporting spells is determined by Intelligence. So it is up to the individual to determine if he wants more spells or more power behind her spells.
Alignment: Spellguide can be of any alignment, although they tend to be neutral due to their passiveness. They try not to actively takes sides with anyone, except when one party is clearly evil or out for destruction.
Religion:
Background: All Spellguides are raised from a very young age as the isolated cloisters of the Covenant, raised in guiding the raw forces of nature to help and heal others. The more powerful among them also develop seer powers and the most blessed among them can even raise the dead. They all below to an organisation called the Ecrane Covenent, which tries to preserve the world in its most natural state. This does not mean that they dislike change though. If change is the natural way of things, like seasonal change, they would make sure the cycle would continue. Due to this, they are often seen as good-willed and kind. However, should an unnatural change be needed for the better of the world, a fair amount of Spellguides would oppose the change and be on the other side without too much thought.
Races: Any. The sole prerequisite for a Spellguide is the drive to preserve and guide others.
Other Classes: They are friendly towards all other classes, except Gaolers, which they view as arrogant and unfriendly, because they bend magic to their will more brutally and are more aligned with destruction. However, they do see the need for destruction in the cycle of renewal. This doesn’t mean they like it though.
Role: Support
Adaptation: You can adept the magic system to a divine magic system if needed, and replace the Cantrips with turn undead for example (Disclaimer: I´m not responsible for any Turn undead cheese with this class when that is allowed).
GAME RULE INFORMATION
Spellguide have the following game statistics.
Alignment: Any, mostly neutral on at least one axis
Hit Die: d8
Starting Age: Earliest Adult Age of Race
Starting Gold: 7d4x5.
Class Skills
The Spellguide class skills are Concentration, Craft, Diplomacy, Gather Information, Knowledge (Any), Profession, Search, Sense Motive, Spellcraft, Spot, Survival, Use Magic Device
Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
Weapon and Armor Proficiency: As a Spellguide, you are proficient with all simple weapons, light armor and all non-exotic shields.
CLASS NAME
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+0
+2
+0
+2
Guiding Magic, Rivulet Flows
2nd
+1
+3
+0
+3
Master Aider, Natural Specialist
3rd
+1
+3
+1
+3
Lesser Cantrips
4th
+2
+4
+1
+4
Arcane Sightings
5th
+2
+4
+1
+4
Supreme Aider
6th
+3
+5
+2
+5
River Flows, Retributive Beacons
7th
+3
+5
+2
+5
Cantrips, Healing Sage
8th
+4
+6
+2
+6
Imbued Aider
9th
+4
+6
+3
+6
Beacon Web
10th
+5
+7
+3
+7
Seeing the Beyond, Returning the Soul
11th
+5
+7
+3
+7
Rapid Flows
12th
+6
+8
+4
+8
Legendary Aider
13th
+6
+8
+4
+8
Great Cantrips
14th
+7
+9
+4
+9
Nature's Gift
15th
+7
+9
+5
+9
Seer of All
16th
+8
+10
+5
+10
Storm Flows
17th
+8
+10
+5
+10
Calling the Essence
18th
+9
+11
+6
+11
Weather Control
19th
+9
+11
+6
+11
Returning The Creature
20th
+10
+12
+6
+12
Nature's Embrace
Guiding Magic (Ex): A Spellguide casts using a principle known as Guiding. Using so called Guidance Beacons (hereafter just called Beacons), they give minor benefits to allies, while setting up for a powerful spell called a Flow in the process. The strength of Flow used varies with the amount of Beacon Stacks present on the target. Beacons count as Supernatural abilities, while Flows count as spell-like abilities.
At level one, you only have access to Rivulet Flows, at level six you gain acces to River Flows, at level eleven to Rapid Flows and at level sixteen to Storm Flows.
In a short list, here are all the mechanics involving Beacons:
- You can place 1 Beacon on a maximum of 3 targets per round. These Guidance Beacons can be targeted at an ally with no miss-chance or spell-resistance interference (If the ally is willing, or else spell-resistance still applies) and have a range of 10 feet per level. The Beacons can be distributed among any ally in range as long as they are within 15 feet of each other. Beacons are usable at will and are considered supernatural abilities.
- A Beacon takes a move action to place (If you effect multiple allies at once, it is still one 1 move action) and they persist for 5 rounds unless otherwise noted.
- Each ally can only receive 1 Beacon each round and only 1 type of Beacon can be active on a target at a time. If you target multiple allies, all allies recieve the same Beacon.
- The maximum amount of Beacons an ally can have is 4.
- Casting a Flow removes all Beacons on the target(s) after it takes effect.
- Casting a Beacon on a target refreshes the duration and they stack till the maximum amount (Four).
- Beacons get stronger when you go up in level, as depicted below in the Beacon section.
- When casting a different kind of Beacon then the ones already present on the target, half of the original Beacons are converted to the new one (Rounded Down). This means if you cast a Nature's Wrath on a person with 4 Nature's Caress stacks, 2 of the Nature's Caress stacks will become Nature's Wrath stacks instead, making for a total of 3 Nature's Wrath stacks on the target.
See the Spoiler below for the amount of Flows known and amount of Flows per day.
Flows Known
Level
Rivulet
River
Rapid
Storm
1st
1
-
-
-
2nd
1
-
-
-
3rd
1
-
-
-
4th
2
-
-
-
5th
2
-
-
-
6th
2
1
-
-
7th
2
1
-
-
8th
2
1
-
-
9th
3
2
-
-
10th
3
2
-
-
11th
3
2
1
-
12th
3
2
1
-
13th
3
2
1
-
14th
3
3
2
-
15th
4
3
2
-
16th
4
3
2
1
17th
4
3
2
1
18th
4
3
2
1
19th
4
4
3
2
20th
4
4
3
2
Flows per Day
Level
Rivulet
River
Rapid
Storm
1st
3
-
-
-
2nd
4
-
-
-
3rd
4
-
-
-
4th
5
-
-
-
5th
5
-
-
-
6th
6
3
-
-
7th
6
4
-
-
8th
6
4
-
-
9th
6
5
-
-
10th
6
5
-
-
11th
6
6
3
-
12th
6
6
4
-
13th
6
6
4
-
14th
6
6
5
-
15th
6
6
5
-
16th
6
6
6
3
17th
6
6
6
4
18th
6
6
6
4
19th
6
6
6
5
20th
6
6
6
5
You can recall used Flow Slots by making a Wis Check DC 15 for Rivulet Flows, DC 17 for River Flows, DC 19 for Rapid Flows and DC 21 for Storm Flows. Each time you try to recall any slot, the DC for regaining another one becomes 2 higher. You can recall Flows a total of times of class level divided by 2 plus your Wisdom Modifier per day regardless of succeeding or failing the check.
Master Aider (Ex): A Spellguide is adept in helping others, not only in magical ways. At second level, when using the Aid another option, you only use a move action instead of a standard action.
Natural Specialist (Ex): At second level, because of the intense studies of nature every Spellguide must go through, she gains a bonus on all Handle Animal, Heal, Knowledge Nature, Knowledge Geography and Survival checks equal to half her class level.
Cantrips (Sp): At level 3, 7 and 13 you gain limited tricks you can use at will to help you on your journeys. These work as the spells they imitate and are considered spell-like abilities.
Lesser Cantrips: Light, Prestidigitation, Create Water, Ghost Sound, Resistance.
Cantrips: Dark Way, Ebon Eyes, Snowshoes, Deep Breath, Updraft
Great Cantrips: Avoid Planar Effects, Easy Trail, Scent, Swim, Shadow Radiance
Arcane Sightings (Sp): Through the connection a Spellguide has with natural energies, she can see things otherwise not seeable without magic. She gains a few spelllike abilities connected to scrying and exploration. These count as Spelllike abilities and are usable once per day each: Chain of Eyes (DC = 12+Wisdom Modifier), See Invisibility
Supreme Aider (Ex): At level five, you have become so adept in supporting your comrades, that you can now do it in the blink of an eye. When using the Aid Another option, it is only a swift action instead of a move action. In addition, You can now use aid another when standing 10 feet away from a ally or foe.
Retributive Beacon (Su): At sixth level, once per round, whenever the Spellguide places a beacon on an ally, she gains a beacon of the same type on herself automaticly.
Healing Sage (Ex):At level 7, by spending half an hour attending to a willing subject, with a successfull DC 20 healcheck, she can remove 1 of the following conditions: Blindness, Deafness and Mute. In addition, with an hour work you can effect the target as through a Remove Curse spell. At level 11, with a DC 20+HD of the target healcheck, you can remove 2d4 ability damage from a single stat. In addition, with an hour work you can affect the target as through a Break Enchantment spell. At level 15, you can also heal 1d4 ability drain with this ability instead. At level 17, you can, with an hour work, break any mental control (Till casterlevel 20) the target is affected by.
Imbued Aider (Su): At level eigth, by imbuing your actions with some of your magic, you can make your support more potent. The bonus Aid Another grants is increased by 2 and is now considered an enhancement bonus when used with this class-feature. You can opt to use or not to use this class feature with every aid another check. This bonus increases to +4 on level 14 and +6 on level 18.
Beacon Web (Su): At level 9, once per encounter you can go into a swift burst of concentration, giving all allies within a 20 feet burst one Beacon stack of your choice. This ability has a range of 50 feet. Using this ability is a standard action.
Seeing The Beyond (Sp): At level 10, The Spellguide gains more clairvoyancing powers, resulting in additional options. She gains Clairvoyance/Clairaudience, Know Vulnerabilities, Arcane Eye as spelllike abilities each once per day.
Returning the Soul (Su):At level 10, the Spellguide gains some amount of control over life and death, so much even he can call a creature back from the grave, as long as its body is more or less intact. She gains the ability to cast Raise Dead as a supernatural ability once per week. This takes 20 minutes in an elaborate ritual to ask the god of the soul to return the soul to them so it may help them once more.
Legendary Aider (Ex): At twelfth level, your skill in helping your friends is unparalelled in all of creation. Once per turn, you can use the Aid Another Action as a free action. You can only use Aid Another once per turn this way (Other Aid Another actions using swift, move or standard actions are still possible.) In addition, You can now use aid another when standing 15 feet away from a ally or foe.
Nature's Gift (Su): At level 14, you can greatly increase the duration of your flows when you meditate and cast them in a peaceful state out of combat. When meditating for 5 min, you can cast one of your flows without the Beacon stack prerequisite and the duration, if applicable, is increased to 1 min/level. The Flow is still expended as normal. The strength of the flow is equal to the strength of the Flow with maximum Beacon stacks on the target. You can only use this class-feature with flows 1 step lower than the maximum you can cast.
Seer of All (Sp): At level 15, you are at your pinnacle of power with scrying spells. You gain Greater Scying, Greater Prying Eyes each once per day.
Calling the Essence (Su): When pressed, you can push your soul to its limits to quickly strengthen one ally that sorely need the help. At level 17, as a full-round action, you can bestow 4 stacks of a Beacon of your choice onto 1 ally within range. This ability is usable once per encounter.
Weather Control (Su): At level 18, a Spellguide's power over nature extends to the weather. At will, she can change the current weather in a 20 mile radius. At the dm's discretion, she might get concealment in heavy rain or stall opponents with heavy winds. She cannot target any weather variables on a certain opponent, so striking someone with lightning is out of the question. The maximum windstrength she can summon are windstorm force winds. For the rest, she cannot summon any unnatural weather phenomena.
Returning The Creature (Su): At level 19, the Spell-guide gains extreme amounts of control over life and death, so much even he can call a creature back from the dead in its totally intact former state. She gains the ability to cast True Resurrection as a supernatural ability once per month. This involves a vast and meditation ritual that lasts 2 days in must be completed in total isolation. The Spellguide then comes in direct contact with the god of the soul and can barter for his soul. Depending on the DM, the god could want something in return for restoring life to the ally.
Nature's Embrace (Su): At level 20, nature itself takes care that no harm is done to the Spellguide. She gains a permanent Sanctuary effect with a DC of 19+Wis Mod, a permanent orb of invulnerability effect, only takes 75% damage from any physical attack and gains SR 10+ Spellguide level. Finally, the creature type of the Spellguide becomes Fey, with all benefits and drawbacks it comes with.