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View Full Version : God-Kings of the Unconquered Sun [Epic Destinies][3.5]



The Demented One
2009-02-21, 07:13 PM
Solar Exalted

http://tn3-1.deviantart.com/fs9/300W/i/2006/059/0/7/Exalted_signature_characters_by_kunkka.jpg

After years of adventuring, heroes find themselves faced with one last quest. As they pursue their final journey, they realize and achieve their epic destinies (http://www.wizards.com/default.asp?x=dnd/drfe/20080428), and eventually attain immortality if they can succeed. Some are destined to be great mages or immortal warriors...and then there are those chosen to be exalted. Chosen by the God of Victory himself, Sol Invictus, they become as living god-kings. Righteous and unconquered, the Solar Exalted are Sol Invictusís lawgivers, sent to enforce order upon the world. As such, they are endowed with power and might to surpass those of any other hero. The Solar Exalted are arrayed in five castes, each one with its own special talent. The mighty warriors of the Dawn Caste slay the most powerful of archdevils and demon princes; the radiant hierophants of the Zenith Caste work miracles and lead the faithful; the cunning savants of the Twilight Caste cast epic magic and forge artifacts; the inescapable assassins of the Night Caste slip past all wards and cut the throats of tyrants; and the righteous words of the Eclipse Casteís diplomats bind nations together. The Solar Exalted have the power to save the world...or destroy it.

The Demented One
2009-02-21, 07:15 PM
Dawn Caste Exalted

http://wizards.com/leaving.asp?url=/dnd/images/boed_gallery/75043.jpg&origin=dnd_4art_20031031a

Just as the break of dawn drives away the dark of night, the warriors of the Dawn Caste fight against the forces of darkness and evil. Generals and champions endowed with superhuman strength and invincibility by the Unconquered Sun, these warriors, called Lightbringers or Bronze Tigers, are the mightiest bulwarks of virtue and glory the mortal world knows.

Requirements: 21st level

{table=head]Level|Benefit
21st|Essence Triumphant, Solar Hero Supremacy
24th|Iron Whirlwind
27th|Heavenly Guardian Defense
30th|Invincible Fury of the Dawn
[/table]

Essence Triumphant (Ex)
The Unconquered Sun wishes to see his chosen act as champions and exemplars, standing above their mortal brethren, and thus he gifts them with the sunís own prowess. At the beginning of each encounter, you gain a single temporary action point that lasts for the duration of that encounter. At 24th, 27th, and 30th levels, you gain one additional action point each encounter.

Solar Hero Supremacy (Ex)
Your solar essence flows through every crushing blow you deliver, driving back the forces of darkness. Any weapon you wield (including unarmed strikes and natural weapons) gains the holy special quality, and ignores the damage reduction of evil creatures, except for epic damage reduction and damage reduction that no form of damage overcomes. Evil creatures that have regeneration are damaged normally by your attacks.

Iron Whirlwind (Ex)
The generals and warriors of the Dawn Caste master the battlefield, their blades striking faster than mortal eyes can see. At 24th level, whenever you make a full attack, you make all attacks at your highest base attack bonus. In addition, as long as you have the Two-Weapon Fighting feat, you take no penalties on attack rolls for attacking with two weapons.

Heavenly Guardian Defense (Ex)
The Unconquered Sunís champions can ward off any blow. Whenever you are attacked with a melee or ranged attack, you may make an attack roll at your highest base attack bonus as an immediate action. You may use the higher of your AC or the result of your attack roll when determining if that attack hits. You use the same result against all other attacks made against you until the beginning of your next round. You cannot use this ability if you are flatfooted or helpless. In addition, there is no limit to the number of attacks of opportunity you may make each round.

Invincible Fury of the Dawn (Ex)
Not even the most powerful lords of Hell itself can withstand the onslaught of an enraged Dawn Caste. Any attack you make automatically hits unless you roll a natural one on the attack roll (you still make attack rolls as normal). Only deities and enemies who have an AC greater than twice your character level are unaffected by this ability.

Immortality: Battle Everlasting
As you complete your destiny quest, you have no thoughts of a peaceful retirement. The gods themselves seek you out to lead their armies against rival deities and forces beyond any mortal comprehension. Gifted with immortality by a divine patron (perhaps the Unconquered Sun himself), you wage war against deities, archfiends, and forces from the Far Realm for all eternity. All that is left for you to choose which side you will lead.

The Demented One
2009-02-21, 07:17 PM
Zenith Caste Exalted

http://wizards.com/dnd/images/RulesComp_Gallery/75044.jpg

Just as the noonday sun bathes all the world in brilliance, the priests of the Zenith Caste bring comfort and solace to a world beset on all sides by darkness. Kings and hierophants inspired by the sacred majesty of the Unconquered Sun, these noble lords, called Solar Thunders or Golden Bulls, are pillars of unshakable faith and uncorruptible virtue.

Requirements: 21st level

{table=head]Level|Benefit
21st|Essence Triumphant, Sunís Glance
24th|Solar Judgement
27th|Transcendent Hero
30th|God-King Benevolence
[/table]

Essence Triumphant (Ex)
The Unconquered Sun wishes to see his chosen act as champions and exemplars, standing above their mortal brethren, and thus he gifts them with the sunís own prowess. At the beginning of each encounter, you gain a single temporary action point that lasts for the duration of that encounter. At 24th, 27th, and 30th levels, you gain one additional action point each encounter.

Sunís Glance (Su)
The sun harkens to your call, even in darkest night. If you are a good-aligned Cleric, then your attempts to turn undead become more powerful. You may turn evil outsiders as well as the undead, and may make turning attempts as a swift action (however, you cannot make more than one turning attempt per round). In addition, any creature you turn successfully takes 1d8 damage/2 levels. If you cannot turn undead, you gain the ability to turn undead (and evil outsiders as well) as a good-aligned Cleric of half your character level.

Solar Judgement (Su)
You radiate an aura of holy majesty that is anathema to the undead. At 24th level, you radiate a permanent hallow effect, with caster level equal to your character level. You may tie spells to this hallowed aura, as normal, but their duration becomes 24 hours instead of one year. In addition, any evil outsider in this aura takes a -10 penalty to any spell resistance they may have, and automatically fails all saves against spells or abilities that would drive them back to their home plane, such as the dismissal or banishment spells, unless they have HD greater than twice the spellís caster level.

Transcendent Hero (Ex)
At 27th level, your soul and body are both warded by the solar essence flowing through you. You gain immunity to death effects and mind-affecting abilities, and cannot be affected by any transmutation spell or ability cast on you while you are unwilling. Finally, you gain immunity to all poisons and diseases, as well as to fatigue, exhaustion, dazing, and stunning.

God-King Benevolence (Su)
At 30th level, your divine majesty elevates your allies to paragons of virtue. All allies within 60 ft. of you gain the benefits of your immunities from the transcendent hero destiny feature. In addition, whenever you cast a spell that targets yourself, you may expend any number of turning uses. For each use you expend, you may apply that spellís effects to an ally within 60 ft. of you, even if that ally is outside the spellís normal range (or even if the spellís range is personal).

Immortality: Tomb of Eternal Rest
As your natural life draws to its close, you begin planning your tomb, a monumental structure. Not merely an opulent mausoleum, the tomb radiates a hallowed aura and similar beneficent spells over miles, an eternal monument to the glorious works you performed in life. You may choose to pass on to your reward in the afterlife, or to abandon your memories and be reincarnated as a mortal being, born within the aura of your past lifeís tomb. Your new incarnation has no memory of your past life, but is sure to have an auspicious, world-shaping fate.

The Demented One
2009-02-21, 07:18 PM
Twilight Caste Exalted

http://wizards.com/dnd/images/ca_gallery/85443.jpg

Just as the evening sun holds back the tide of night, the savants of the Twilight Caste spread light through a dim world with sorcery, artifice, and education. Mages and thaumaturges gifted with the epic magics of Sol Invictus himself, these sorcerers, called Arrows of Heaven or Copper Spiders, wield the mightiest magic ever to be seen on the face of the world.

Note: Many of this epic destinyís features apply only to spells. If a character capable of using psionic powers, artificer infusions, or similar abilities takes this destiny, they should modify such features to apply to whatever form of supernatural ability they use.

Requirements: 21st level

{table=head]Level|Benefit
21st|Essence Triumphant, Legendary Scholar
24th|Solar Metamagic
27th|Infinite Mastery of Artifice
30th|Supreme Perfection of Magic
[/table]

Essence Triumphant (Ex)
The Unconquered Sun wishes to see his chosen act as champions and exemplars, standing above their mortal brethren, and thus he gifts them with the sunís own prowess. At the beginning of each encounter, you gain a single temporary action point that lasts for the duration of that encounter. At 24th, 27th, and 30th levels, you gain one additional action point each encounter.

Legendary Scholar (Su)
Endowed with the wisdom and lore of the Unconquered Sun, your knowledge of the world is unmatched. You are treated as being trained in all Knowledge skills, and do not roll when you make Knowledge checksĖinstead, you are treated as having received a roll of 20 on all Knowledge checks. In addition, your knowledge of magic enables you to perceive the flow of sorcerous essence, granting you the benefit of a permanent greater arcane sight spell, with caster level equal to your character level. Finally, you do not need to ready an action to counter spellsĖinstead, you may counter as an immediate action.

Solar Metamagic (Su)
At 24th level, you master the arts of magic, bending spells to your will. You may choose any metamagic feat you have that increases a spellís level by +1 or less. That metamagic feat is applied to any spell you cast, without changing the spellís level or casting time. At 27th level, you choose an additional metamagic feat you have that increases a spellís level by +2 or less, and at 30th level you choose a third metamagic feat that increases a spellís level by +3 or less. All metamagic feats you have chosen are applied to spells you cast.

Infinite Mastery of Artifice (Su)
At 27th level, you master the art of crafting magical items. You the gp and xp costs of any non-epic magic item you craft are reduced by 50%, and it only takes you a single minute to craft them. The gp and xp costs of epic items you craft are reduced by 25%, and you need only eight hours to craft them. These price and duration reductions do not stack with any other similar abilities. Finally, at 30th level, you gain the ability to craft lesser artifacts. You do so as if they were normal magical items, although no effect or ability can reduce the gp or xp price to create it, or the crafting time. Lesser artifacts are treated as having a market price of 50,000 gp times the artifactís caster level for purposes of crafting it, although they are almost never sold.

Supreme Perfection of Magic (Su)
At 30th level, your magic is as the will of the gods itself, a primal force that cannot be repressed or resisted. Spells you cast cannot be dispelled except for by epic spells, artifacts, spells cast by other Twilight Caste Exalted with this ability, and deities. In addition, antimagic fields and similar effects do not suppress your spells unless created by similar sources. Spells that you cast ignore spell resistance, except for spell resistance greater than twice your caster level and that possessed by deities.

Immortality: Orichalcum Dweomer
As you complete your destiny, your soul becomes a primal arcane force. With all your lifeís labors past but one, you set out to your final work, the creation of an orichalcum dweomer. You sacrifice your life to create a grand and potent spell that will last for eras, with your very soul tied to its magics.

The Demented One
2009-02-21, 07:22 PM
Night Caste Exalted

http://wizards.com/dnd/images/cx_gallery/86364.jpg

As the night plunges the world into darkness, knaves and murderers emerge to commit their craven acts of depravityĖbut those of the Night Caste are always there to battle them. Assassins and spies shrouded by the grace of the Unconquered Sun, these exemplars, called Hidden Shadows or Iron Wolves, lurk in every shadow, ready to combat evil.

Requirements: 21st level

{table=head]Level|Benefit
21st|Essence Triumphant, Shroud of Nightís Law
24th|Going Elsewhere
27th|Seven Shadows Evasion
30th|Unconquered Might
[/table]

Essence Triumphant (Ex)
The Unconquered Sun wishes to see his chosen act as champions and exemplars, standing above their mortal brethren, and thus he gifts them with the sunís own prowess. At the beginning of each encounter, you gain a single temporary action point that lasts for the duration of that encounter. At 24th, 27th, and 30th levels, you gain one additional action point each encounter.

Shroud of Nightís Law (Su)
At 21st level, you gain the benefits of a constant greater invisibility spell, which you may suppress or resume at will as a free action. In addition, as you gain levels, this ability becomes more potent. Upon reaching 24th level, any spell with a caster level lower than your character level that would normally dispel or suppress your ability, or allow you to be seen, fails to do so. At 27th level, only epic spells, artifacts, and deityís can dispel or suppress this invisibility, or allow you to be seen.

Going Elsewhere (Su)
At 24th level, not even the world itself can restrain you. As a swift action, you may become ethereal for one round. While ethereal, you are capable of passing through walls of force, forcecages, and similar force effects as if they were not there. In addition, this talent allows you easy access to small demiplanes, allowing you to make Sleight of Hand checks to pickpocket items from bags of holding, portable holes, and similar extraplanar storage, even if that item is not activated.

Seven Shadows Evasion (Ex)
No blade or spell can harm those hidden by Sol Invictus himself. At 27th level, you become able to dodge any attack, or even spells. Whenever you would be dealt damage by a melee or ranged attack, you may make a Reflex save as an immediate action. If you do, you subtract an amount equal to the saveís result from the damage dealt to you, to a minimum of 0. In addition, whenever you are targeted by a spell, you may, as an immediate action, make a Reflex save, opposed by a caster level check made by the spellís caster. If you succeed, the spell automatically fails. You do not benefit from this ability if you are flatfooted or helpless.

Unconquered Might (Ex)
At 30th level, your supreme agility and unrivaled quick thinking allow you to catch anyone off guard, even as you are in plain sight. Any enemy you attack loses their Dexterity bonus to AC, even if they have abilities that would normally prevent thisĖonly deities are unaffected by this. In addition, every attack you make against an enemy who is denied their Dexterity bonus to AC threatens a critical hit.

Immortality: Nightís Own Law
While you may perish, few may noticeĖfor in your wake, heroes take up your mantle, fighting crime and evil under your guise. Every city has its own guardian styled after you, and a veritable league of justice may unite in the wake of your passing, born from your allies or guildmates.

The Demented One
2009-02-21, 07:23 PM
Eclipse Caste Exalted

http://wizards.com/dnd/images/cd_gallery/81347.jpg

As the sun and moon come together in an eclipse, gasps of awe can be heard throughout the world, as all look up at the harmony of the heavens. Such is is the awe inspired by the golden-tongued Exalted of the Eclipse Caste. Diplomats and orators whose words resound with Sol Invictusís unimpeachable authority, these courtiers, called Quills of Heaven or Quicksilver Falcons, are among the few who might be able to bring peace to a war-torn world.

Requirements: 21st level

{table=head]Level|Benefit
21st|Essence Triumphant, Words Within Words
24th|Excellent Emissaryís Tongue
27th|Golden Courtier Misdirection
30th|Unbreakable Fascination
[/table]

Essence Triumphant (Ex)
The Unconquered Sun wishes to see his chosen act as champions and exemplars, standing above their mortal brethren, and thus he gifts them with the sunís own prowess. At the beginning of each encounter, you gain a single temporary action point that lasts for the duration of that encounter. At 24th, 27th, and 30th levels, you gain one additional action point each encounter.

Words Within Words (Su)
The cunning manipulations of an Eclipse Caste can strike at any moment. Whenever you cast an enchantment spell on a creature, you may choose to not have it take immediate effect. Instead, the spell remains dormant in their mind until some condition you specify is met. The condition could be something as simple as a certain amount of time passing, or more complexĖtriggering when you snap your fingers, or when the target next kisses their spouse. Once the trigger is met, the spell discharges, affecting the target as if it had just been cast. A spell cast this way can only have one triggering condition, and a poorly-worded trigger condition could have disastrous results for the caster. If the spell is not triggered within a number of days equal to your Charisma modifier, then the spell dissipates, fading away without being triggered.

Excellent Emissaryís Tongue (Su)
At 24th level, you can compel even those whose minds are as adamant. Any mind-affecting ability you use can affect creatures that are normally immune to such abilities, whether it is because of their type, or whether they benefit from a mind blank spell or a similar effect. The only exceptions to this ability are mindless creatures and deities. However, such creatures gain a +6 bonus on any saves allowed by the effect. At 27th level, the bonus is reduced to +4, and at 30th level, it is reduced to +2.

Golden Courtier Misdirection (Su)
At 27th level, you deftly evade mental control, turning compulsions and charms back on their casters. Whenever you are targeted by a mind-affecting ability, you may use golden courtier misdirection as an immediate action. If you do, you gain a +10 bonus on any Will saves the effect allows. In addition, if you successfully save, then you may redirect the effect such that it targets its original user, with you being treated as the new user (although all DCís, caster levels, and so forth are calculated as if it were cast normally).

Unbreakable Fascination (Ex)
At 30th level, you weave a compelling suggestion into your words that turns foes into loyal allies. By taking one minute to talk with any character, you may attempt a Bluff, Diplomacy, or Intimidate check, opposed by a special level check made by them equal to 1d20 + their HD+ their Wisdom modifier. By taking a -50 penalty on the check, you may instead make it as a full round action. If you succeed, they are treated as dominated for a number of days equal to your Charisma modifier. Once the duration of this ends, you may, as an immediate action, make another check to attempt to dominate them again. Only once a creature successfully saves against your check do they become immune to all further uses of this ability. You can only control a number of creatures equal to your Charisma modifier with this ability at one time. Because this ability is an extraordinary mind-affecting effect, spell resistance does not apply against it, and the domination effect cannot be dispelled.

Immortality: History-Shaping Genius
With your work behind you, the calm repose of death is an almost welcome reprieve from the constant business of life. But while you may pass, the world will never forget you, for by your words, armies were defeated, nations were forged, and worlds were saved. No history book will ever be written without a substantial chapter praising you and your works, monuments to your fame rise up across the world, and you may even see nations named after you.

Stycotl
2009-02-21, 08:27 PM
clever. the zenith caste makes me want to play a divine characterĖsomething i rarely do.

these are actually very cool, and i am certainly swiping them for my library.

DracoDei
2009-02-21, 10:58 PM
Eclipse has an error in the paragraph for the 30th level ability... it says it starts at 24th level...

The Demented One
2009-02-21, 11:22 PM
Eclipse has an error in the paragraph for the 30th level ability... it says it starts at 24th level...
My bad, I'll fix that. The uberdominate was originally available at that level.

wadledo
2009-02-22, 03:21 AM
Stop posting awesome things.
Seriously, if I have to come here every morning and read another thread dripping in awesome, I'm going to go nuts.

The Demented One
2009-02-22, 03:26 AM
Stop posting awesome things.
Seriously, if I have to come here every morning and read another thread dripping in awesome, I'm going to go nuts.
Um...I've already done up the Sidereals, and the Abyssals, Lunars, and Dragonbloods are all on the way. It may be a while before I stop.

Krimm_Blackleaf
2009-02-22, 10:06 AM
Stop posting awesome things.
Seriously, if I have to come here every morning and read another thread dripping in awesome, I'm going to go nuts.

And you are gonna be PISSED when you see what I've got in the works.

Primal Fury
2009-02-22, 10:49 AM
Um...I've already done up the Sidereals, and the Abyssals, Lunars, and Dragonbloods are all on the way. It may be a while before I stop.

Really now? May I ask if you plan on doing Infernals and Alchemicals when they come?

The Demented One
2009-02-22, 11:34 AM
Really now? May I ask if you plan on doing Infernals and Alchemicals when they come?
Oh yeah. Alchemicals are going to be warforged-only, and I'll have to come up with something clever for the Infernals.