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View Full Version : [3.5 Base Class] The Phoenix Knight (PEACH)



Quellian-dyrae
2011-06-28, 06:32 PM
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. Most Phoenix Knights favor Dexterity over Strength to support their personal defenses and defensive abilities, although the fighting style does often require additional training. 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), 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
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

20th|
+20|
+12|
+6|
+6|Invoke the Inferno.[/table]

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: Several of the Phoenix Knight's class features provide the Phoenix Knight with several options, but different Phoenix Knights master different ones. These options are collectively called Gifts.

Gaining Gifts: The Phoenix Knight is able to use one Gift per class level. The Phoenix Knight may learn an additional Gift at the cost of a feat.

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

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

Spirit: Spirit is a measure of a Phoenix Knight's spiritual strength, how much mystical energy it naturally generates. It functions as a base amount of Radiance that the Phoenix Knight possesses. Additionally, Spirit is used to power some of the Phoenix Knight's higher-level abilities.

Determining Spirit: A Phoenix Knight's Spirit is equal to 2 + half its Charisma modifier. A Phoenix Knight may substitute one-third its class level for half its Charisma modifier, if it wishes.

Losing and Recovering Spirit: Certain high-level Phoenix Knight abilities can weaken the Phoenix Knight's Spirit. The Phoenix Knight recovers one point of Spirit at dawn each day, until it has reached its normal total.

Radiance: Radiance is a measure of the total spiritual energy a Phoenix Knight has stored at any given time. Several of a Phoenix Knight's abilities have a greater effect if the Phoenix Knight currently has a higher Radiance. Other abilities require the Phoenix Knight to spend Radiance to use.

Additionally, a Phoenix Knight's Radiance is quite literal - even at rest, a Phoenix Knight softly glows with inner power. Although it doesn't shed sufficient light to see by, this glow is sufficient to impose a -1 penalty on Hide and Disguise checks per point of Radiance. Concealing magic can mute this glow, however.

Determining Radiance: A Phoenix Knight begins play with Radiance equal to its Spirit.

Spending and Gaining Radiance: Phoenix Knights spend Radiance to use certain abilities. However, certain events can cause the Phoenix Knight to gain, refresh, or reset its Radiance.

An effect that causes the Phoenix Knight to gain Radiance increases its current Radiance by 1. A Phoenix Knight does not have a limit to how much Radiance it can possess - a Phoenix Knight who manages its powers could theoretically end a mission with more Radiance than it began with. A Phoenix Knight can never gain Radiance more than once per round, and it cannot gain Radiance in the same round that its Radiance refreshes.

An effect that causes the Phoenix Knight's Radiance to refresh sets the Phoenix Knight's Radiance equal to its Spirit, if it is currently lower. If the Phoenix Knight's Radiance is currently higher than its Spirit, it instead gains one Radiance.

An effect that causes the Phoenix Knight's Radiance to reset sets the Phoenix Knight's Radiance equal to its Spirit, if it is currently higher. If the Phoenix Knight's Radiance is currently lower than its Spirit, it instead loses one Radiance. If its Radiance is at 0, there is no effect.

All Phoenix Knights refresh and reset 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, the Phoenix Knight receives one such Gift free by gaining this ability).

A Hero's Stand: The Phoenix Knight gains Radiance in any round that it is attacked by an opponent with a CR no less than its character level - 4, and its hit point total is below half normal (count nonlethal damage against its hit points for this purpose).

A Time of Need: The Phoenix Knight gains Radiance in any round that an enemy that it threatens attacks or targets one of its allies. By purchasing this Gift a second time, it also refreshes its Radiance if an ally that it can see drops.

As With the Sun: At sunrise, the Phoenix Knight's uses refresh. At sunset, they reset.

For Greater Glory: In any round that the Phoenix Knight attacks or is attacked by at least one opponent with a CR higher than its character level, it gains Radiance. It does not gain this benefit if any of its allies attack the opponent that round.

In Personal Triumph: Any time the Phoenix Knight succeeds a challenging encounter (generally meaning, one with an EL at least equal to the party's average level, perhaps modified by numbers) its Radiance refreshes. Any time the Phoenix Knight flees a battle, its Radiance resets.

To Cleanse the Vile: In any round that the Phoenix Knight drops an opponent or group of opponents with a combined EL at least equal to the Phoenix Knight's character level - 2, it gains one Radiance.

Fire and Light (Su): The Phoenix Knight commands the powers of the sun, consuming fire and healing light. This ability provides several Gifts that the Phoenix Knight may choose from.

The Phoenix Knight may purchase Metamagic feats and use them in conjunction with Gifts gained from the Fire and Light ability (but not other Gifts), with each two additional spell levels costing one additional point of Radiance (round the additional uses up). Metamagic feats that change the duration of spells cannot be used for this purpose.

The Metamagic feat represents training in spending more power for a greater effect, but Fire and Light abilities are not spells; abilities and items that reduce or remove the costs of Metamagic feats, or that apply them directly, cannot be used in conjunction with Fire and Light Gifts.

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

Burning Beam: The Phoenix Knight unleashes a beam of fiery energy as a standard action. This is a ranged touch attack that deals 1d8 points of fire damage per class level, plus the Phoenix Knight's Cha modifier, with Medium range.

Burning Blades: The Phoenix Knight engulfs its weapons in flame as a swift action. Until the start of the Phoenix Knight's next turn, every successful attack by the Phoenix Knight deals additional fire damage equal to the Phoenix Knight's class level + its Cha modifier.

Burning Blast: The Phoenix Knight unleashes a blast of fiery power as a full-round action. This deals 1d6 fire damage per class level + the Phoenix Knight's Cha 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 + 1/2 Level) * 5 Feet Radius. Medium range.
Spread: (Cha Mod + Level) * 5 Feet Radius. Centered on self.
Cone: (Cha Mod + Level * 2) * 5 Feet Long.
Line: (Cha Mod + Level * 4) * 5 Feet Long.
Storm: One square per point of Cha Mod, each (Level / 5, round up) * 5 Feet on a side. Placed anywhere within Medium range.

Burning Strike: The Phoenix Knight charges its weapon with potent fiery energy as it makes a powerful blow. As a standard action, the Phoenix Knight makes a single attack with its weapon. If the attack hits, it deals an additional 1d6 points of fire damage per Phoenix Knight level, plus the Phoenix Knight's Charisma modifier. The Phoenix Knight may use this ability in conjunction with a charge or spring attack, but forfeits any additional attacks or damage multipliers it would otherwise receive due to that action (such as from Pounce, Spirited Charge, or Leap Attack). Any additional attacks or damage multipliers the Phoenix Knight is entitled to regardless of attack method (such as Cleave, attacks of opportunity, or critical hits) still apply, but do not receive the damage bonus. The Phoenix Knight may purchase this gift an additional time to allow the damage to apply to any bonus attacks it takes until the start of its next turn as well.

Exploding Blades: The Phoenix Knight imbues its weapons with explosive potential as a swift action. Until the start of the Phoenix Knight's next turn, every successful attack it makes causes a detonation of fiery energy centered on the target's square. The first blast of each round deals fire damage equal to the Phoenix Knight's Cha modifier, and has a radius of 5'. Each additional hit in the same round causes a blast with a radius 5' larger than the last. Everyone in the area except the original target of the attacks may make a Reflex save for half damage (when the Phoenix Knight makes a full attack action, each character should simply roll a single save against the total damage of whatever blasts they are hit with).

Fires of Brilliance: Whenever the Phoenix Knight uses any of its Fire and Light Gifts that deal fire damage, it may spend an additional point of Radiance as a free action to make the flames especially brilliant. Anyone who takes damage from the effect must make a Reflex save or be Blinded for one round per point of the Phoenix Knight's Charisma modifier. If the effect already requires a Reflex save, the target makes only one save, suffering the blindness if it fails. The Phoenix Knight must be at least 5th level to learn this Gift.

Fires of Incineration: Whenever the Phoenix Knight uses any of its Fire and Light Gifts that deal fire damage, the flames burn hot enough to incinerate foes. Any opponent killed by the attack is reduced to ash, preventing it from being resurrected by any effect that requires an in-tact body. The flames also ignore Hardness and deal full damage to objects. The Phoenix Knight must be at least 5th level to learn this Gift. Once the Phoenix Knight learns this Gift, it applies automatically, with no additional cost in Radiance.

Fires of Immolation: Whenever the Phoenix Knight uses any of its Fire and Light Gifts that deal fire damage, it may spend an additional point of Radiance as a free action to make the flames especially persistent. Anyone who takes damage from the effect must make a Reflex save or catch fire. 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 the Phoenix Knight's Charisma modifier to the damage it deals each round. The Phoenix Knight gain this Gift an additional time; if it does so, any opponent who it catches on fire must make a Will save each round it is on fire or be Panicked that round. The Phoenix Knight must be at least 11th level to learn this Gift.

Fires of Smoke: Whenever the Phoenix Knight uses any of its Fire and Light Gifts that deal fire damage, it may spend an additional point of Radiance as a free action to make the flames give off great gouts of choking smoke. 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 the Phoenix Knight's 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. The Phoenix Knight must be at least 5th level to learn this Gift.

Healing Aura: The Phoenix Knight radiates healing light out to its allies as a full-round action. All allies within (Cha Mod + 1/2 Level) * 5 Feet, including the Phoenix Knight, are healed 1d4 points of damage per class level, plus the Phoenix Knight's Cha modifier. Undead in the area take equal damage, with a Will save for half damage.

Healing Hands: The Phoenix Knight lays hands on the target, healing it as a standard action. The target is healed 1d8 points of damage per class level, plus the Phoenix Knight's Cha modifier. This can be used to harm undead, with a Will save allowed for half damage.

Healing Word: The Phoenix Knight speaks a healing word, curing an ally in Close range as a swift action. The target is healed 1d6 points of damage per class level, plus the Phoenix Knight's Cha modifier. This can be used to harm undead, but a Will save negates the effect entirely. By purchasing this Gift a second time, the Phoenix Knight may use it as an immediate action (this can prevent death if it leaves the target with more than -10 hit points).

Sacrifice: As a free action, when the Phoenix Knight heals an ally or damages an enemy, it may spend its own hit points to provide additional healing or cause additional harm. It does so on a point-for-point basis, but every 10 hit points it spends provides additional extra healing or damage equal to the Phoenix Knight's Charisma modifier. The Phoenix Knight cannot spend more hit points in this way in one round than half its (level times Cha modifier). This does not cost additional Radiance. Damage sustained in this way cannot be mitigated or prevented, but can be converted to nonlethal damage by regeneration and similar effects.

A Sacrifice must be made before using the damaging or healing action; a failed attempt wastes the extra hit points. Bonus damage for a Sacrifice is halved if the effect applies to multiple targets. If the Phoenix Knight makes a Sacrifice for a healing effect that affects multiple targets, it does not receive any healing, even if it otherwise would. Bonus damage for a Sacrifice is not affected by any metamagic feats or other damage-multiplying effects on the power or attack, with the exception of critical hits.

Vitalization: When the Phoenix Knight uses a Fire and Light Gift that provides healing, it can spend an additional point of Radiance as a free action. If it does so, the effect also provides temporary hit points equal to the damage healed. These do not stack with other temporary hit points. The Phoenix Knight must be at least 11th level to select this Gift.

Corona (Su): At will, a Phoenix Knight of at least second level can glow with a corona of solar power, shedding bright light out to a radius of five feet per point of Radiance, and shadowy illumination an equal distance beyond that. The temperature within the illuminated area is warmed to eighty degrees, if normally cooler, although if the normal temperature is below freezing, each degree colder likewise reduces the warmth. This power opposes magical darkness as a spell with a spell level equal to half the Phoenix Knight's class level. At 13th level, all Fire and Healing effects used within the brightly illuminated area cause or heal one additional point of damage per die rolled, and that area is subject to the effects of an Invisibility Purge. Additionally, any opponent hiding or otherwise concealed in the area must roll a Hide check against a DC of 10 + the Phoenix Knight's Spot modifier. If it fails, it is outlined as by Faerie Fire for as long as it remains in the area.

The Phoenix Knight may also purchase Gifts that allow it improve its corona. As a swift action, the Phoenix Knight can spend one point of Radiance to strengthen the corona, activating one such Gift that it knows. Only one such Gift can be active at once, and the effects operate out to the corona's brightly illuminated area. Once active, the corona's power lasts for one minute. At 13th level, the Phoenix Knight can activate two of these Gifts simultaneously, by spending a single point of Radiance.

Corona of Awe: The Phoenix Knight blazes with the divine presence of a glorious phoenix, instilling a sense of awe in those around it. The Phoenix Knight receives a bonus on Diplomacy checks while the corona is active equal to its Radiance, and its awesome presence distracts its foes from any combat efforts that do not focus on the Phoenix Knight. All opponents within the corona's area who can see the Phoenix Knight provoke an attack of opportunity from all threatening foes at the end of their turn, unless they targeted the Phoenix Knight or its area with an offensive action that turn.

Corona of Brilliance: The Phoenix Knight's corona emanates a light that sears the eyes of its foes and pierces shadows for its allies. Every sighted opponent within the corona's area must suffers a 20% miss chance on attacks against the Phoenix Knight's allies (but not the Phoenix Knight itself) and a penalty on Spot checks equal to the Phoenix Knight's current Radiance. All allies in the area receive an equal bonus on their own Spot checks, as well as on any saving throws to avoid Gaze attacks.

Corona of Power: The Phoenix Knight's corona flares with power, inspiring the Phoenix Knight and its allies. All allies within the area receive a Morale bonus to weapon damage rolls equal to the Phoenix Knight's current Radiance.

Corona of Safety: The Phoenix Knight's corona touches its allies with protective light. All allies within the area gain DR/- equal to the Phoenix Knight's current Radiance. Additionally, any time an ally within the area sustains hit point damage, the Phoenix Knight may absorb any or all of the damage. This damage is typeless, and immunities or resistances the Phoenix Knight possesses do not apply. Likewise, the damage does not exploit any vulnerabilities or weaknesses the Phoenix Knight may have to it. It can still be converted to nonlethal damage by the Rejuvenation ability (even if the original damage was cold or negative energy, since the absorption is typeless). Additionally, if multiple characters suffer damage from the same effect, the Phoenix Knight can absorb the harm from all of them while only paying hit points once, although it suffers its own damage normally (for example, if the entire party is attacked by an Empowered Fireball that deals 37 damage, the Phoenix Knight could spend 37 hit points to protect every member of the party, although it would also be taking normal damage from the effect.

Corona of Sunlight: The Phoenix Knight's corona unleashes waves of solar energy, blisteringly painful to foes, warm and soothing to friends. All enemies within the brightly illuminated area of the aura sustain fire damage each round equal to the Phoenix Knight's Radiance, while allies in the area gain an equal amount of Fast Healing. This does not stack with other forms of Fast Healing or Regeneration.

Corona of Terror: The Phoenix Knight's corona explodes in a nimbus of fiery light, creating a terrifying display. The Phoenix Knight receives a bonus on Intimidate checks while the corona is active equal to its Radiance. Additionally, if the Phoenix Knight attempts to demoralize opponents while the effect is active, it affects every opponent within the area, and the effects last for a number of rounds equal to half the Phoenix Knight's Radiance.

Burning Spirit (Ex): The Phoenix Knight's spirit is ablaze with the solar power of the phoenix. Starting at third level, this power protects the Phoenix Knight from the solar powers it commands, and offers it the strength to press on in the face of grievous wounds or terrifying magic. The Phoenix Knight adds its Charisma modifier to saves against Fear and Pain effects, takes half damage from Fire and Light effects, and may use the average (rounded up) of its Charisma modifier and Constitution modifier when determining hit points, if it wishes.

Due to its resilient spirit, the Phoenix Knight can also fend off negative levels, and ability damage or drain caused by negative energy effects, at the cost of one point of Spirit per negative level or two points of ability damage or drain.

At twelfth level, all of the above resistances and protections (Fire, Light, Fear, Pain, Negative Levels, and ability damage or drain caused by negative energy) improve to full immunity, and the Phoenix Knight may fully substitute its Charisma modifier for its Constitution modifier when determining hit points, if it wishes.

Purifying Light (Su): Starting at fourth level, the Phoenix Knight's healing light can purify its allies of various negative effects. When the Phoenix Knight provides healing from a Fire and Light Gift, it can reduce the total amount healed to remove negative effects. If the effect heals multiple allies, all allies receive the same total healing and removal of the same effects. The amount of healing spent to remove effects is as follows:

5 Points: Dazzled, Shaken.

10 Points: Asleep, Charmed, Deafened, Entangled, Fascinated, Fatigued, Frightened, Sickened.

20 Points: Blinded, Confused, Dazed, Diseased, Exhausted, Flat-Footed, Immobilized, Nauseated, Panicked, Poisoned, Slowed, Staggered.

30 Points: Cowering, Stunned, Paralyzed, Unconscious.

The Phoenix Knight can also remove Ability Damage at the cost of 10 points of healing per point.

At tenth level, the Phoenix Knight can remove negative levels at the cost of 25 points of healing each, and can remove any effect that can be removed by Break Enchantment at the cost of 50 points of healing. Additionally, at this level, it may heal characters whose hit points have fallen below -9 within one round of death. If the healing is sufficient to bring them above -10, they are revived with no loss of level or Constitution. This has no effect against characters killed by means other than hit point damage.

At fifteenth level, the Phoenix Knight can remove points of ability drain at the cost of 50 points of healing each, and may heal characters below -9 hit points within one round per point of its Charisma modifier of death.

Cleansing Flames (Su): At fifth level, the Phoenix Knight can invoke cleansing flames that burn away hostile magic as a standard action. This functions as a Dispel Magic spell, using the Phoenix Knight's character level as its caster level, but there is no cap on the Phoenix Knight's Dispel check. Using this ability costs one point of Radiance.

This ability is more limited than a traditional dispel in the number of spells it can overcome, but also somewhat easier to use in defense or against multiple targets. Once the Phoenix Knight uses this ability, at any time until the start of its next turn, it may attempt to dispel a single spell within Medium range. If it knows an active spell upon a target, it may selectively dispel it. Alternately, it can specify a general type of spell (such as "the highest level protective spell upon the target"). If the specified spell or type of spell does not exist on the target, the use is wasted.

The Phoenix Knight may alternately use this power to counter a spell as it is being cast, as with Dispel Magic. If the Phoenix Knight does not attempt to dispel a spell within one round, it regains the spent use of Radiance, although its standard action is still lost.

The Phoenix Knight can attempt to dispel multiple spells during its turn or throughout the round once it activates this ability. Each attempt beyond the first requires it to spend one attack of opportunity, but does not cost additional Radiance. The Phoenix Knight may only make one attempt to dispel any particular spell.

Rejuvenation (Su): The phoenix is known for its power to rise anew from the dead, and Phoenix Knights share similar self-healing powers. Starting at sixth level, the Phoenix Knight gains Regeneration equal to its current Radiance. Its Regeneration is overcome by Cold and Negative Energy damage, and it does not convert all of its damage into nonlethal; it converts only its level + its Charisma modifier from each attack or damaging effect it sustains. At 11th level, the Phoenix Knight converts all damage to nonlethal damage as normal for Regeneration. At 16th level, it may choose either Cold or Negative Energy to no longer overcome its Regeneration.

Lethal damage converted to nonlethal damage overrides any immunity the Phoenix Knight may gain to nonlethal damage. The Phoenix Knight can benefit from immunity and resistance to effects that prevent its Regeneration to some degree, but they still hinder its recovery. While such protections do prevent new damage from accumulating, each point of damage so prevented converts one point of nonlethal damage to a point of lethal damage. If the Phoenix Knight has not sustained enough nonlethal damage to convert, the excess damage is fully prevented.

Revealing Light (Su): The eyes are windows to the soul, so naturally the Phoenix Knight's eyes glow with solar fire. Starting at seventh level, the Phoenix Knight becomes able to see clearly in normal and magical darkness, may substitute its Charisma modifier for its Wisdom modifier on Spot checks, and takes penalties on Spot checks for every (10 * Cha modifier) feet of distance, rather than every 10 feet. It is also constantly affected by a See Invisibility effect. At fourteenth level, the Phoenix Knight becomes able to see through all forms of fogs, smoke, mist, and clouds, and gains constant True Seeing.

Invoke Solar Fire (Su): An eighth level Phoenix Knight gains the ability to call upon potent solar flames. The solar fires of the Phoenix Knight are partially fire damage, partially positive energy, and the Phoenix Knight has precise control over the intensity and distribution of the energy types.

Resultantly, enemies in the area suffer fire damage or positive energy damage (not healing) as would be most effective against them. Allies, noncombatants, inconvenient structures, and pleasing terrain, instead receive positive energy healing (although generally, this only heals creatures, objects merely not being harmed). Undead allies, of course, would still take damage from positive healing as normal.

Each three points of damage the attack would normally inflict is converted to one point of healing, for those who would receive healing. The Phoenix Knight may spend additional Radiance on the Gift, up to 2, with each point adding another 1/3 the value to the healing.

Any creatures that are hampered by exposure to bright light suffer normal penalties when exposed to solar flames. Any creatures specifically harmed or weakened by sunlight sustain double damage from solar fire attacks, whether fire or positive, and solar flames can kill and deal lethal damage to such creatures despite any regeneration or rejuvenation abilities they might possess. This does not increase any healing received (unless the healing converts to damage, in which case, the damage is doubled as normal).

Wings of Protection (Su): A ninth level Phoenix Knight can grow great feathered wings with the iconic fiery plumage of the phoenixes. These wings allow for flight at a speed equal to twice the Phoenix Knight's land speed with good maneuverability. In addition, the Phoenix Knight can use the wings to protect itself (or an adjacent ally) from attacks. The Phoenix Knight can attempt to block an attack or tangible spell (that is, one that requires an attack roll, touch attack, or Reflex save), with its wings at the cost of an attack of opportunity. The Phoenix Knight makes an attack roll using its wings, with a +1 Enhancement bonus per four class levels. If it rolls higher than the attack roll, or in the case of spells that allow Reflex saves, higher than the save DC + the caster level, it blocks the attack with its wing. If the Phoenix Knight is taking any penalties on its AC, these penalties also apply to its attack roll. The Combat Expertise feat and fighting defensively do not penalize these attack rolls.

When the Phoenix Knight takes a Total Defense action, it can wrap itself in its wings, allowing it to attempt to block every attack against it that round. It may also wrap a single adjacent ally in its wings, offering it the same protection (including the +4 to AC from total defending). Alternately, it can wrap each wing around a different adjacent ally, protecting both at the cost of its own protection (again, including the AC bonus). Any character wrapped in the Phoenix Knight's wings loses its Dexterity bonus to AC, but gains a Deflection bonus equal to the Phoenix Knight's Charisma modifier and heavy fortification.

The Phoenix Knight can also gain Gifts that improve its Wings of Protection, causing them to blaze with a certain colored flame depending on the Gift used. Activating one of these Gifts is an immediate action that costs one point of Radiance, and the effects last for one round.

Gold: If the Phoenix Knight successfully blocks an attack with its wings, it heals 1/3 the damage the attack would have inflicted.

Orange: If the Phoenix Knight attempts to block an attack with its wings and fails, it reduces the damage sustained by 1d6 per two class levels, plus its Charisma modifier.

Red: If the Phoenix Knight successfully blocks an attack with its wings, the attacker sustains 1d6 points of solar fire damage per two class levels, plus its Charisma modifier

White: If the Phoenix Knight successfully blocks an attack with its wings, it deflects one-third the attack's damage back upon the attacker.

Immolation (Su): The most awesome power of the phoenix is in its death, where it detonates in a tremendous firestorm, leaving behind a newborn phoenix. Starting at seventeenth level, the Phoenix Knight gains a similar ability. As a full-round action, the Phoenix Knight can detonate in a tremendous blast of solar fire that explodes in a five foot radius per class level. All enemies in the area take 1d10 points of solar fire damage per class level, all of which is converted to positive energy healing where applicable. A Reflex save halves the damage. This attack destroys the Phoenix Knight's body and equipment, leaving behind a pile of ash. When the sun next rises, the Phoenix Knight rises with it, the ashes reforming into its body and gear, alive and purged of all damage and negative effects. Any spell that resurrects the dead without need of an in-tact body can be cast on the ashes to resurrect the Phoenix Knight early, in which case it does not suffer any level loss, and the components for the spell, while required, are not expended. The Phoenix Knight does not, however, self-resurrect if its ashes are scattered over a large distance or cast into water. Using this ability halves the Phoenix Knight's Spirit.

Rise From the Ashes (Su): An eighteenth level Phoenix Knight commands the power of resurrection. In a ritual lasting from sunrise to noon, the Phoenix Knight duplicates a True Resurrection spell. Immediately upon completing the ritual, the Phoenix Knight's Spirit drops to 1, and its Radiance falls to 0. Until its Spirit has returned to normal, the Phoenix Knight cannot use this ability again.

Blaze of Glory (Su): A nineteenth level Phoenix Knight can flare its corona in a blaze of glory as a swift action. Doing so costs one point of Spirit, and also costs the Phoenix Knight a point of Radiance each round. However, for each round that it maintains the effect, the area of its corona is doubled, and every Corona Gift that the Phoenix Knight knows is simultaneously activated. If the Phoenix Knight activates a Wings of Protection Gift while using this ability, its wings blaze with prismatic flames that have the full effect of all the Wings of Protection Gifts that the Phoenix Knight knows.

Invoke the Inferno (Su): A twentieth level Phoenix Knight is able to call down attacks of tremendous power, each one a separate Gift that it can learn. Using this ability is a full-round action, and the Phoenix Knight cannot use it more than once per day (if it knows multiple Invoke the Inferno Gifts, it still only has one daily use between them). Each use of this power lowers the Phoenix Knights Spirit by three, and immediately thereafter resets its Radiance. If its Radiance is already equal to its (reduced) Spirit, the Phoenix Knight becomes Fatigued, and if lower, it becomes Exhausted. If its current Radiance is 0, the Phoenix Knight falls unconscious immediately after using the ability, and cannot be awakened until its Spirit has returned to normal.

Awaken Volcano: The Phoenix Knight summons forth a volcano from the depths of the earth at any point within Long range, which immediately begins to spew both lava and a burning, choking cloud of ash. The ash cloud immediately fills a 5' radius per point of the Phoenix Knight's Charisma modifier, and the lava spreads fill half that area. In subsequent rounds, the Phoenix Knight may concentrate and spend one point of Radiance to maintain the effect, causing both to spread an equal distance. The Phoenix Knight cannot gain Radiance while maintaining this ability. Once the Phoenix Knight ceases concentration, the ash cloud dissipates and the lava cools over the course of ten minutes. Anyone caught in the ash cloud suffers the simultaneous effects of a Stinking Cloud, Cloudkill, and Incendiary Cloud. Those caught in the lava spreads sustain 20d6 fire damage (not solar fire) per round, and are reduced to half speed.

Call Meteor: The Phoenix Knight calls down a tremendous flaming meteor. The meteor can be targeted within Long range, and is itself a ten-foot radius. When it strikes, it explodes in a tremendous concussive blast of flame out to a radius equal to the Phoenix Knight's (class level + Charisma modifier) * 10 feet. Anyone within the area sustains 1d6 points of fire damage (not solar fire) and 1d6 points of force damage per class level, with a Reflex save for half, and is sent flying 5' per 5 points of damage taken (no additional damage accrues from being launched). The distance is halved for each size category above Medium, and doubled for each size category below. Those who failed the Reflex save end up prone. Anyone unlucky enough to be struck directly by the meteor takes maximum damage if its Reflex save fails, though in this case, the force damage is instead bludgeoning damage.

Solar Storm: The Phoenix Knight calls down a blazing storm of solar power, filling a radius equal to the Phoenix Knight's (class level + Charisma modifier) * 20 feet, centered on itself. All foes within the area sustain 1d8 points of solar fire damage per class level and are Blinded for one minute, with a Reflex save halving the damage and negating the blindness. The full damage of this effect is converted to healing where applicable.

Supernova: The Phoenix Knight creates a roiling constant series of solar explosions, filling a radius equal to the Phoenix Knight's class level * 5 feet, at Medium range. The effect continues for one round per point of the Phoenix Knight's Charisma modifier. Those who end their turns in the area sustain 1d6 points of solar fire damage per class level and are Dazed for one round, with a successful Fortitude save halving the damage and negating the Daze effect. The supernova attack also creates heavy gravity within the area, and movement through it is reduced to half speed. Creatures within 5 feet per class level of the area move towards the zone at double speed and away from it at half speed, and must make a Fortitude save each round or be pulled 5' closer to the zone per point the save fails by. Flying creatures receive a -4 penalty on this saving throw.

Cipher Stars
2011-06-29, 07:10 AM
Granted I only skimmed some, but I did like it, I just feel the motive to point you here:
http://dungeons.wikia.com/wiki/Radiation_%283.5e_Variant_Rule%29
I might have to use this class sometime...

Yitzi
2011-06-29, 11:15 AM
Immediate-action counterspells, excellent healing, single-ability-score focus (even hit points are based off CHA; the only major feature he needs a different score for is attack bonus, and with an at-will ranged touch attack for decent damage a moderate DEX score can cover that), regeneration, indefinitely many challenging fights per day (thanks to In Personal Triumph), and a "panic button" ability that can usually win the fight (since with a d12 hit die and hit points based off his primary ability score, a Phoenix Knight near death will be doing damage that's a substantial fraction of the enemy's hit points.)

I'd restrict this class to high-power campaigns only, as it's probably at least a high tier 2.

(A major question is whether it's worth level dipping for 2 levels in paladin and if so at what point; it does delay numerous powerful abilities by 2 levels, but will boost his saves into the stratosphere.)

Quellian-dyrae
2011-06-29, 02:54 PM
Granted I only skimmed some, but I did like it, I just feel the motive to point you here:
http://dungeons.wikia.com/wiki/Radiation_%283.5e_Variant_Rule%29
I might have to use this class sometime...

He he, radiation.


Immediate-action counterspells, excellent healing, single-ability-score focus (even hit points are based off CHA; the only major feature he needs a different score for is attack bonus, and with an at-will ranged touch attack for decent damage a moderate DEX score can cover that), regeneration, indefinitely many challenging fights per day (thanks to In Personal Triumph), and a "panic button" ability that can usually win the fight (since with a d12 hit die and hit points based off his primary ability score, a Phoenix Knight near death will be doing damage that's a substantial fraction of the enemy's hit points.)

I'd restrict this class to high-power campaigns only, as it's probably at least a high tier 2.

(A major question is whether it's worth level dipping for 2 levels in paladin and if so at what point; it does delay numerous powerful abilities by 2 levels, but will boost his saves into the stratosphere.)

Hmm...I was aiming more for "toeing the line" between Tiers 3 and 2. Kind of on the level of a warblade gish maybe? When you put it that way, though, I can see how I might have overshot that.

Considering that, I think toning down Immolation is an important first step. Getting rid of the at-will functions of Fire and Light is probably a good idea too, even if for no better reason than that they do remove some incentive to put any resources into the melee aspect of the class.

I despise MAD, so I don't really want to tweak the attribute dependency (I see it as Cha/Dex to really get the most out of it, since Dex improves its otherwise mediocre AC, boosts its Wings of Protection, and gives it more AoOs to use with Wings of Protection).

Your point about a paladin I might not worry about, except because of the Wings of Protection. I hadn't thought how a save boost of that magnitude could dramatically increase the class's personal defenses. I'll change those to some other type of roll. That will also let me reduce Reflex back to the Poor rating.

Hmm...it's definitely a start at least. Think it's sufficient, or does more need to be cut?

Yitzi
2011-06-29, 06:55 PM
Hmm...I was aiming more for "toeing the line" between Tiers 3 and 2.

That's pretty much impossible, as tier 2 and tier 3 are the results of two different paths from tier 4 to tier 1 (tier 4 has neither high power nor high versatility, tier 3 has just the versatility, tier 2 has just the power, and tier 1 has both.)

This is actually pretty low on versatility (he can heal, he can damage, he can dispel), but high on power.

[spoiler]Considering that, I think toning down Immolation is an important first step. Getting rid of the at-will functions of Fire and Light is probably a good idea too, even if for no better reason than that they do remove some incentive to put any resources into the melee aspect of the class.[/quote]

You also probably should consider making it harder to regenerate uses of F&L over the course of the day.


Your point about a paladin I might not worry about, except because of the Wings of Protection. I hadn't thought how a save boost of that magnitude could dramatically increase the class's personal defenses.

Of course, he is giving up 2 levels for it, so it's not like it's totally broken...it does mean that such a build is even harder to take out, though.

Quellian-dyrae
2011-06-29, 07:40 PM
That's pretty much impossible, as tier 2 and tier 3 are the results of two different paths from tier 4 to tier 1 (tier 4 has neither high power nor high versatility, tier 3 has just the versatility, tier 2 has just the power, and tier 1 has both.)

Eh, I tend to look at it more like, Tier 6 basically brings nothing to the table. Tier 5 gives you enough to achieve basic competency in at least one area or marginal competency in several. Tier 4 means you're probably really good at one thing, but little else, or basically competent in several fields. Tier 3 means you're really good at a couple things and competent enough to contribute in other areas, or quite solid but not stellar in several fields. Tier 2 would be that you're probably really good at at least a couple things and could potentially be really good at just about anything, but never everything. And Tier 1 is of course that you're really good at whatever you feel like being really good at that day. I think technically a certain level of game-breaking power is assumed in Tier 1 and 2, but I tend to ignore that clause for homebrew purposes, since I like to think that "balanced for Tier 1 or 2" is a possibility, rather than everything past a certain point but not inherently game-breaking being "overpowered for Tier 3".

So what I mean with toeing the line between Tiers 2 and 3 is...has the versatility restrictions of Tier 3 (different Phoenix Knights may choose different options and stuff, but the fact is their strong suits will always be damage, healing, and defense, with watchman, face, battlefield control, buffing, and debuffing being available but clearly secondary roles), but in its strong fields, power appropriate to Tier 2 (that is, blasting, defense, and healing that, say, a sorcerer, psion, or favored soul can respect).


You also probably should consider making it harder to regenerate uses of F&L over the course of the day.

Okay, that sounds fair. I don't want to strictly get rid of them, since I think the fluctuating ability uses is an important part of the flavor of the class, and I do want it to be more per-encounter than per-day. I did go ahead and remove several of the secondary recovery options, though, to tone it down somewhat. Also made the area blasting and healing options of Fire and Light take full round actions. And added a clause to Wings of Protection to make sure they can't be used to ignore Shock Trooper penalties. Just to be safe.


Of course, he is giving up 2 levels for it, so it's not like it's totally broken...it does mean that such a build is even harder to take out, though.

Yeah, and really, the huge saves of a paladin is a sufficient enough boon without it likewise providing what amounts to Cha to AC (only better). Really, even just in general, it's sufficiently easy for saves to outstrip DCs with a bit of optimization that using a Reflex save for Wings of Protection was probably a bad call on its face, now that I'm thinking about it.

Daverin
2011-06-29, 09:24 PM
Yeah, tier 4 has power in its single field; the barbarian, one of the quintessential examples, does do a fantastic job at hitting things, but pretty much no capacity in anything else. Tier 3 has competence in everything, and usually some extra focus: crusaders can heal, buff, debuff, crowd control, and tank, with tanking and healing being particularly focused. Tier 2's sorcerer can be both competent and versatile, but their competence is potentially gamebreaking. And, of course, wizards break the game in all areas if they want, demonstrating tier 1's shtick of doing everything amazingly.

Haven't examined this, just wanted to provide what I understand of the tier list from reading it, other people's comments, and the examples given for each tier. If you'd like, I can look at it later, although my appraisal skill is rather low for homebrew, due to inexperience. :smallfrown:

Quellian-dyrae
2011-06-30, 02:20 AM
Always glad to get more input! :smallwink:

Yitzi
2011-06-30, 07:21 AM
and I do want it to be more per-encounter than per-day.

That does change things quite a bit, though, especially in a healing class.

DiBastet
2011-06-30, 09:43 AM
I like the class and the theme and abilities. I however hate overspecialized base classes. Could you make it into a prestige class? I would even use it as a prestige class in my setting.

Quellian-dyrae
2011-06-30, 02:26 PM
That does change things quite a bit, though, especially in a healing class.

It does, although I think the healing aspect is mitigated by the nature of the ability recovery. Most per-encounter abilities mean every encounter or every five minutes outside of an encounter, so with a bit of time between fights a per-encounter healer could fully heal the party after every battle with no downside.

The Phoenix Knight actually has to succeed at a challenging encounter for its per-encounter refresh. Certainly, it has enough healing power that it can almost certainly full-heal its party after every encounter (well, unless the DM spams waves of low-EL encounters I suppose), but doing so costs it resources for its next encounter. It does have in-encounter recovery too, but after the modifications, one is in the hands of the enemy (focusing attacks on the Phoenix Knight will prevent In Time of Need from triggering), while For Greater Glory requires the Phoenix Knight be facing a superior opponent anyway. Although that being said, I think I might add an "and its allies do not" clause to For Greater Glory, so it doesn't become automatic free recovery during boss fights.

Of course, per-encounter abilities on a scale comparable to casters is, itself, a question-mark. My theory is that sticking primarily to what are commonly considered suboptimal caster abilities (direct damage, healing...I suppose immediate action counterspells are good, although myself I think counterspelling needs some speed improvements on its face) it works. Admittedly, I am not sure that I'm correct on that.

I did also have a thought regarding the counterspell ability, changing it from an immediate action to, if they ready an action to counterspell, they can do so multiple times that round at the cost of an attack of opportunity each time. That makes it so the Phoenix Knight does actually have to go defensive to do it, but lets it actually fend off multiple spellcasting foes (or, ya know, casters who treat the action economy like a chew toy), so it's not quite as much of a zero-sum game. That would also mean that the counterspelling is competing with its other primary defensive ability, Wings of Protection.


I like the class and the theme and abilities. I however hate overspecialized base classes. Could you make it into a prestige class? I would even use it as a prestige class in my setting.

I'd bet I can.

Quellian-dyrae
2011-06-30, 03:50 PM
Prestige Phoenix Knight variant has been added to OP.

Hiro Protagonest
2011-06-30, 03:57 PM
Why did you cut off your paragraphs in the middle of sentences? It's sorta hard to read.

Quellian-dyrae
2011-06-30, 04:43 PM
...Stinking Notepad. Fixed. Thanks for the Spot check.

Hiro Protagonest
2011-06-30, 05:20 PM
For the fire and light abilities (maybe others too, haven't gotten that far yet), it says "its base uses are". Uses per what? Encounter? Day?

Quellian-dyrae
2011-06-30, 05:36 PM
Ehh...kinda both, kinda neither. The Phoenix Knight starts play with that many uses, spends them to power its abilities, gains more in certain ways, and certain events can reset or refresh the total. That's why I avoided terms like "daily uses". It has its current uses, which is how many uses it has, and its base uses, which is what it resets or refreshes to in the appropriate situations.

In practice, though, it's meant to be effectively per-encounter (since it refreshes if the Phoenix Knight succeeds a challenging encounter). That said, it doesn't refresh every five minutes the way most per-encounter abilities do, and the refresh happens on success, not at the start of the encounter, so using its abilities between encounters deduct from what it has available for next encounter, so it's sort of between a per encounter and per day system, in terms of utility.

byaku rai
2011-06-30, 09:52 PM
The capstone abilities... OMG. The meteor is the one I would choose, simply because 20d6 fire damage and 20d6 force damage, with max damage on a direct hit, is beyond amazing. Plus the extra 24d6 damage from being thrown all that distance, even if those aren't maximized, and they're prone afterwards... That's just about god-killing.

Quellian-dyrae
2011-06-30, 10:02 PM
Is extra damage for being thrown a default rule somewhere? If so, I'll need to add a clause precluding it, because that's not the intention. I'm pretty sure being thrown doesn't inherently cause extra damage, though (and it certainly shouldn't here, since the being thrown is a factor of the damage anyway).

byaku rai
2011-06-30, 10:12 PM
I can't quote the source, but damage for being thrown a certain distance corresponds to falling damage, i.e. 1d6 for every 10 feet you fly. Even without the extra damage from flying all that way, 40d6 maximized is a lot.

Quellian-dyrae
2011-06-30, 10:31 PM
Oh it definitely is, which is why it's a 1/day capstone that deducts three base uses of Fire and Light and forces a reset if your current uses are higher (or fatigues you if they aren't). And remember that the maximized damage only applies if they fail their Reflex save.

Don't get me wrong. It's a darn powerful attack and meant to be. Really, though, I'd wager that the massive radius is the more powerful aspect of the ability (although since it isn't selective, you have to be careful with it). I think it's suitable for a blast-focused pseudo-gish capstone, though.

I'll add a note about no extra damage from flying distance, though, to make sure that base is covered.

DiBastet
2011-07-03, 09:34 AM
nice seeing the prc up so fast. The main kingdom of the main land of my setting always had a royal mystic guard that needed this prc. Now, so I can translate it and print it on our player's guide, there are some abilities where you mention that an improvement comes at level X up to x instead of level Y above 10, but some you don't, lik puryfing light. Was that a simple lack of attention to detail or deliberate choice, so the prc wouldn't be too strong?

Edit: My gf gave me the possible awser: The improvements are the Improved and Greater versions you spoke of, right?

She also raised another question for you: Improving corona and wings uses the same pool as fire and light in a sense of "gain at the same levwl you would gain a new ability of fire and light" or "you may improve his ability in place of gaining another fire and light ability"? i was pretty sure it was the first. Now she raised this question and I'm wondering...

Quellian-dyrae
2011-07-03, 02:02 PM
Okay I see, I left the "Corona gains its improvements at 8th level" in there. That's an error. I originally was having the abilities improve at a set level, but decided to swap them for that more generic Endowments ability instead.

So I'll delete that from Corona, and then yeah, the way it works is they get the original ability at whatever level it says, and then once they get Endowments they can purchase the Improved or Greater versions (so if they took Improved Rejuvenation as an Endowment, they'd get the full Regeneration rather than only converting level + Cha mod to nonlethal, for example).

And if I'm understanding your second question, yes, the first. So for example, these guys would start with a number of Fire and Light options equal to Cha modifier, so a Cha 16 Phoenix Knight might choose, say, Burning Beam, Burning Blast (Burst), and Healing Word. Every two levels for the prestige class, they gain a new option. Then at second level, it gets Corona, and gets one Corona type for free, say Corona of Awe. But it can also spend its Fire and Light options, such as the bonus one it gets at this level, to purchase additional Corona types rather than new Fire and Light abilities, so it might also pick up, say, Corona of Power. It couldn't, however, get the Improved Corona effects (improving fire/healing effects in the area, Invisibility Purge, using two Corona options at once, shared Fast Healing). It gains those by spending an Endowment to get Improved Corona of Power.

Typing it out like that, it sounds more complicated than I had hoped. I might go back in when I can a chance and make some better names for "base uses", "current uses", and "options" of Fire and Light to make it clearer, and update the PrC with full details rather than references.

DiBastet
2011-07-03, 05:43 PM
I see, at every two levels (three to the base class) you get a new option of Fire and Light, Corona (if you already have it) OR Wings (if you already have that). You must choose wich you'll gain, instead of gaining both new options. Thanks for the clarification.

Quellian-dyrae
2011-07-04, 02:17 AM
I went back through and gave some clearer names to the Fire and Light stuff. Tweaked a couple abilities a bit too. I also updated the Prestige Class version to use the full text with appropriate changes written in, so no cross-referencing is necessary. However, I think that ran afoul of the character limit, so the prestige class version is getting reposted here:

Prestige Class Version

Prerequisites:
Base Attack Bonus: +5.
Skills: Diplomacy or Intimidate 8 Ranks.
Class Features: Must have at least one spell, class feature, or maneuver that heals damage.

Class Features:

PHOENIX KNIGHT
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

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

2nd|
+2|
+3|
+0|
+0|Corona, Rejuvenation.

3rd|
+3|
+3|
+1|
+1|Purifying Light, Cleansing Flames.

4th|
+4|
+4|
+1|
+1|Revealing Light, Wings of Protection.

5th|
+5|
+4|
+1|
+1|Endowment.

6th|
+6|
+5|
+2|
+2|Endowment.

7th|
+7|
+5|
+2|
+2|Endowment.

8th|
+8|
+6|
+2|
+2|Endowment.

9th|
+9|
+6|
+3|
+3|Endowment.

10th|
+10|
+7|
+3|
+3|Immolation.[/table]

Save DCs for the Prestige Phoenix Knight are 10 + class level + Cha modifier.

Weapon and Armor Proficiency: The phoenix knight gains no proficiency with any weapons and armor.

Spirit and Radiance: Spirit is a measure of a Phoenix Knight's spiritual strength, how much mystical energy it naturally generates. Radiance is a measure of the total spiritual energy a Phoenix Knight has stored at any given time. Several of a Phoenix Knight's abilities have a greater effect if the Phoenix Knight currently has a higher Radiance. Other abilities require the Phoenix Knight to spend Radiance to use.

A Phoenix Knight's Radiance is quite literal - even at rest, a Phoenix Knight softly glows with inner power. Although it doesn't shed sufficient light to see by, this glow is sufficient to impose a -1 penalty on Hide and Disguise checks per point of Radiance. Concealing magic can mute this glow, however.

A Phoenix Knight's Spirit is equal to 2 + half its Charisma modifier. A Phoenix Knight may substitute its class level for its Charisma modifier, if it wishes.

Certain high-level Phoenix Knight abilities can weaken the Phoenix Knight's Spirit. The Phoenix Knight recovers one point of Spirit at dawn each day, until it has reached its normal total.

A Phoenix Knight begins play with Radiance equal to its Spirit. Phoenix Knights spend Radiance to use certain abilities. However, certain events can cause the Phoenix Knight to gain, refresh, or reset its Radiance.

An effect that causes the Phoenix Knight to gain Radiance increases its current Radiance by 1. A Phoenix Knight does not have a limit to how much Radiance it can possess - a Phoenix Knight who manages its powers could theoretically end a mission with more Radiance than it began with. A Phoenix Knight can never gain Radiance more than once per round, and it cannot gain Radiance in the same round that its Radiance refreshes.

An effect that causes the Phoenix Knight's Radiance to refresh sets the Phoenix Knight's Radiance equal to its Spirit, if it is currently lower. If the Phoenix Knight's Radiance is currently higher than its Spirit, it instead gains one Radiance.

An effect that causes the Phoenix Knight's Radiance to reset sets the Phoenix Knight's Radiance equal to its Spirit, if it is currently higher. If the Phoenix Knight's Radiance is currently lower than its Spirit, it instead loses one Radiance. If its Radiance is at 0, there is no effect.

The events that can alter a Phoenix Knight's Radiance are as follows:

A Time of Need: When its friends and allies are in peril, the Phoenix Knight's powers rise to defend them. The Phoenix Knight gains Radiance in any round that at least one of its allies that it can see sustains more damage than the Phoenix Knight did.

As With the Sun: At sunrise, the Phoenix Knight's uses refresh. At sunset, they reset.

For Greater Glory: In any round that the Phoenix Knight attacks or is attacked by at least one opponent with a CR higher than its character level, it gains Radiance. It does not gain this benefit if any of its allies attack the opponent that round.

In Personal Triumph: Any time the Phoenix Knight succeeds a challenging encounter (generally meaning, one with an EL at least equal to the party's average level, perhaps modified by numbers) its Radiance refreshes. Any time the Phoenix Knight flees a battle, its Radiance resets.

Gifts: Several of the Phoenix Knight's class features provide the Phoenix Knight with several options, but different Phoenix Knights master different ones. These options are collectively called Gifts.

Gaining Gifts: The Phoenix Knight is able to use one Gift per point of its Charisma modifier, minimum 1, chosen upon gaining its first level in the class. Any time it permanently increases its Charisma modifier, it likewise gains new Gifts (temporary but persistent changes - such as from a Cloak of Charisma that the Phoenix Knight generally wears continually - also grant additional Gifts, which are lost if the bonus is lost and regained when the bonus is regained). The Phoenix Knight gains one additional Gift at every class level evenly divisible by 2. The Phoenix Knight may learn an additional Gift at the cost of a feat.

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

Changing Gifts: Whenever the Phoenix Knight gains a level, it may sacrifice one of its current Gifts to learn a different one in its place. Any time the Phoenix Knight gains a new class feature that provides new Gifts, it may swap out any of its existing Gifts to learn the new ones, if it wishes to learn more than the one free one it gains with each new ability.

Fire and Light (Su): The Phoenix Knight commands the powers of the sun, consuming fire and healing light. This ability provides several Gifts that the Phoenix Knight may choose from.

The Phoenix Knight may purchase Metamagic feats and use them in conjunction with Gifts gained from the Fire and Light ability (but not other Gifts), with each two additional spell levels costing one additional use of Fire and Light (round the additional uses up).

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

Burning Beam: The Phoenix Knight unleashes a beam of fiery energy as a standard action. This is a ranged touch attack that deals 1d8 points of fire damage per character level, plus the Phoenix Knight's Cha modifier, with Medium range.

Burning Blades: The Phoenix Knight engulfs its weapons in flame as a swift action. Until the start of the Phoenix Knight's next turn, every successful attack by the Phoenix Knight deals additional fire damage equal to the Phoenix Knight's character level + its Cha modifier.

Burning Blast: The Phoenix Knight unleashes a blast of fiery power as a full-round action. This deals 1d6 fire damage per character level + the Phoenix Knight's Cha 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 + 1/2 Level) * 5 Feet Radius. Medium range.
Spread: (Cha Mod + Level) * 5 Feet Radius. Centered on self.
Cone: (Cha Mod + Level * 2) * 5 Feet Long.
Line: (Cha Mod + Level * 4) * 5 Feet Long.
Storm: One square per point of Cha Mod, each (Level / 5, round up) * 5 Feet on a side. Placed anywhere within Medium range.

Burning Strike: The Phoenix Knight charges its weapon with potent fiery energy as it makes a powerful blow. As a standard action, the Phoenix Knight makes a single attack with its weapon. If the attack hits, it deals an additional 1d6 points of fire damage per character level, plus the Phoenix Knight's Charisma modifier. The Phoenix Knight may use this ability in conjunction with a charge or spring attack, but forfeits any additional attacks or damage multipliers it would otherwise receive due to that action (such as from Pounce, Spirited Charge, or Leap Attack). Any additional attacks or damage multipliers the Phoenix Knight is entitled to regardless of attack method (such as Cleave, attacks of opportunity, or critical hits) still apply, but do not receive the damage bonus.

Exploding Blades: The Phoenix Knight imbues its weapons with explosive potential as a swift action. Until the start of the Phoenix Knight's next turn, every successful attack it makes causes a detonation of fiery energy centered on the target's square. The first blast of each round deals fire damage equal to the Phoenix Knight's Cha modifier, and has a radius of 5'. Each additional hit in the same round causes a blast with a radius 5' larger than the last. Everyone in the area except the original target of the attacks may make a Reflex save for half damage (when the Phoenix Knight makes a full attack action, each character should simply roll a single save against the total damage of whatever blasts they are hit with).

Fires of Brilliance: Whenever the Phoenix Knight uses any of its Fire and Light Gifts that deal fire damage, it may spend an additional point of Radiance as a free action to make the flames especially brilliant. Anyone who takes damage from the effect must make a Reflex save or be Blinded for one round per point of the Phoenix Knight's Charisma modifier. If the effect already requires a Reflex save, the target makes only one save, suffering the blindness if it fails.

Fires of Incineration: Whenever the Phoenix Knight uses any of its Fire and Light Gifts that deal fire damage, the flames burn hot enough to incinerate foes. Any opponent killed by the attack is reduced to ash, preventing it from being resurrected by any effect that requires an in-tact body. The flames also ignore Hardness and deal full damage to objects. Once the Phoenix Knight learns this Gift, it applies automatically, with no additional cost in Radiance.

Fires of Immolation: Whenever the Phoenix Knight uses any of its Fire and Light Gifts that deal fire damage, it may spend an additional point of Radiance as a free action to make the flames especially persistent. Anyone who takes damage from the effect must make a Reflex save or catch fire. 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 the Phoenix Knight's Charisma modifier to the damage it deals each round. The Phoenix Knight gain this Gift an additional time; if it does so, any opponent who it catches on fire must make a Will save each round it is on fire or be Panicked that round.

Fires of Smoke: Whenever the Phoenix Knight uses any of its Fire and Light Gifts that deal fire damage, it may spend an additional point of Radiance as a free action to make the flames give off great gouts of choking smoke. 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 the Phoenix Knight's 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: The Phoenix Knight radiates healing light out to its allies as a full-round action. All allies within (Cha Mod + 1/2 Level) * 5 Feet, including the Phoenix Knight, are healed 1d4 points of damage per character level, plus the Phoenix Knight's Cha modifier. Undead in the area take equal damage, with a Will save for half damage.

Healing Hands: The Phoenix Knight lays hands on the target, healing it as a standard action. The target is healed 1d8 points of damage per character level, plus the Phoenix Knight's Cha modifier. This can be used to harm undead, with a Will save allowed for half damage.

Healing Word: The Phoenix Knight speaks a healing word, curing an ally in Close range as a swift action. The target is healed 1d6 points of damage per character level, plus the Phoenix Knight's Cha modifier. This can be used to harm undead, but a Will save negates the effect entirely. By purchasing this Gift a second time, the Phoenix Knight may use it as an immediate action (this can prevent death if it leaves the target with more than -10 hit points).

Sacrifice: As a free action, when the Phoenix Knight heals an ally or damages an enemy, it may spend its own hit points to provide additional healing or cause additional harm. It does so on a point-for-point basis, but every 10 hit points it spends provides additional extra healing or damage equal to the Phoenix Knight's Charisma modifier. An opponent can make a Fortitude save to halve this extra damage. The Phoenix Knight cannot spend more hit points in this way in one round than half its (level times Cha modifier).

Vitalization: When the Phoenix Knight uses a Fire and Light Gift that provides healing, it can spend an additional point of Radiance as a free action. If it does so, the effect also provides temporary hit points equal to the damage healed. These do not stack with other temporary hit points.

A Phoenix Knight that gains the Invoke Solar Fire Endowment can call upon potent solar flames when using any Fire and Light Gift that deals fire damage. The solar fires of the Phoenix Knight bypass normal immunities and resistances to fire, and harm only things the Phoenix Knight wishes to harm, sparing any allies, innocent bystanders, inconvenient structures, or pleasing terrain in their area.

Any allies caught within the area of one of the Phoenix Knight's solar flames are healed one point of damage per die that the power would otherwise deal, or one-fourth the damage for effects that don't deal damage measured in dice. If the Phoenix Knight wishes, it may spend two additional points of Radiance when invoking solar fire; if it does so, its allies are instead healed for the full amount of damage inflicted upon opponents.

Any creatures that are hampered by exposure to bright light suffer normal penalties when exposed to solar flames. Any creatures specifically harmed or weakened by sunlight sustain double damage from solar fire attacks, and solar flames can kill and deal lethal damage to such creatures despite any regeneration or rejuvenation abilities they might possess.

Burning Spirit (Ex): The Phoenix Knight's spirit is ablaze with the solar power of the phoenix. This power protects the Phoenix Knight from the solar powers it commands, and offers it the strength to press on in the face of grievous wounds or terrifying magic. The Phoenix Knight becomes immune to Fire, Light, Fear, and Pain effects, and may substitute its Charisma modifier for its Constitution modifier when determining hit points. Due to its resilient spirit, the Phoenix Knight can also fend off negative levels, and ability damage or drain caused by negative energy effects, at the cost of one point of Spirit per negative level or two points of ability damage or drain.

If the Phoenix Knight gains the Improved Burning Spirit Endowment, it also becomes immune to negative levels, ability damage and drain caused by negative energy, and death effects, and any fire damage it would receive instead heals it one hit point per three points of damage that it would have otherwise inflicted.

Corona (Su): At will, a Phoenix Knight of at least second level can glow with a corona of solar power, shedding bright light out to a radius of five feet per point of Radiance, and shadowy illumination an equal distance beyond that. The temperature within the illuminated area is warmed to eighty degrees, if normally cooler, although if the normal temperature is below freezing, each degree colder likewise reduces the warmth. This power opposes magical darkness as a spell with a spell level equal to the Phoenix Knight's class level.

If the Phoenix Knight gains the Improved Corona Endowment, all Fire and Healing effects used within the brightly illuminated area cause or heal one additional point of damage per die rolled, and that area is subject to the effects of an Invisibility Purge. Additionally, any opponent hiding or otherwise concealed in the area must roll a Hide check against a DC of 10 + the Phoenix Knight's Spot modifier. If it fails, it is outlined as by Faerie Fire for as long as it remains in the area.

The Phoenix Knight may also purchase Gifts that allow it improve its corona. As a swift action, the Phoenix Knight can spend one point of Radiance to strengthen the corona, activating one such Gift that it knows. Only one such Gift can be active at once, and the effects operate out to the corona's brightly illuminated area. Once active, the corona's power lasts for one minute. A Phoenix Knight with the Improved Corona Endowment can activate two of these Gifts simultaneously, by spending a single point of Radiance.

Corona of Awe: The Phoenix Knight blazes with the divine presence of a glorious phoenix, instilling a sense of awe in those around it. The Phoenix Knight receives a bonus on Diplomacy checks while the corona is active equal to its Radiance, and its awesome presence distracts its foes from any combat efforts that do not focus on the Phoenix Knight. All opponents within the corona's area who can see the Phoenix Knight provoke an attack of opportunity from all threatening foes at the end of their turn, unless they targeted the Phoenix Knight or its area with an offensive action that turn.

Corona of Brilliance: The Phoenix Knight's corona emanates a light that sears the eyes of its foes and pierces shadows for its allies. Every sighted opponent within the corona's area must suffers a 20% miss chance on attacks and a penalty on Spot checks equal to the Phoenix Knight's current Radiance. All allies in the area receive an equal bonus on their own Spot checks, as well as on any saving throws to avoid Gaze attacks.

Corona of Power: The Phoenix Knight's corona flares with power, inspiring the Phoenix Knight and its allies. All allies within the area receive a Morale bonus to weapon damage rolls equal to the Phoenix Knight's current uses of Fire and Light.

Corona of Safety: The Phoenix Knight's corona touches its allies with protective light. All allies within the area gain DR/- equal to the Phoenix Knight's current uses of Fire and Light. Additionally, any time an ally within the area sustains hit point damage, the Phoenix Knight may absorb any or all of the damage. This damage is typeless, and immunities or resistances the Phoenix Knight possesses do not apply. Likewise, the damage does not exploit any vulnerabilities or weaknesses the Phoenix Knight may have to it. Additionally, if multiple characters suffer damage from the same effect, the Phoenix Knight can absorb the harm from all of them while only paying hit points once, although it suffers its own damage normally (for example, if the entire party is attacked by an Empowered Fireball that deals 37 damage, the Phoenix Knight could spend 37 hit points to protect every member of the party, although it would also be taking normal damage from the effect.

Corona of Sunlight: The Phoenix Knight's corona unleashes waves of solar energy, blisteringly painful to foes, warm and soothing to friends. All enemies within the brightly illuminated area of the aura sustain fire damage each round equal to the Phoenix Knight's Radiance, while allies in the area gain an equal amount of Fast Healing. This does not stack with other forms of Fast Healing or Regeneration.

Corona of Terror: The Phoenix Knight's corona explodes in a nimbus of fiery light, creating a terrifying display. The Phoenix Knight receives a bonus on Intimidate checks while the corona is active equal to its Radiance. Additionally, if the Phoenix Knight attempts to demoralize opponents while the effect is active, it affects every opponent within the area, and the effects last for a number of rounds equal to half the Phoenix Knight's Radiance.

Rejuvenation (Su): The phoenix is known for its power to rise anew from the dead, and Phoenix Knights share similar self-healing powers. Starting at second level, the Phoenix Knight gains Regeneration equal to its current Radiance. Its Regeneration is overcome by Cold and Negative Energy damage, and it does not convert all of its damage into nonlethal; it converts only its character level + its Charisma modifier from each attack or damaging effect it sustains.

If the Phoenix Knight gains the Improved Rejuvenation Endowment, it converts all damage to nonlethal damage as normal for Regeneration. If it gains the Greater Rejuvenation Endowment, it may choose either Cold or Negative Energy to no longer overcome its Regeneration.

Lethal damage converted to nonlethal damage overrides any immunity the Phoenix Knight may gain to nonlethal damage. The Phoenix Knight can benefit from immunity and resistance to effects that prevent its Regeneration to some degree, but they still hinder its recovery. While such protections do prevent new damage from accumulating, each point of damage so prevented converts one point of nonlethal damage to a point of lethal damage. If the Phoenix Knight has not sustained enough nonlethal damage to convert, the excess damage is fully prevented.

Purifying Light (Su): Starting at third level, the Phoenix Knight's healing light can purify its allies of various negative effects. When the Phoenix Knight provides healing from a Fire and Light Gift, it can reduce the total amount healed to remove negative effects. The amount of healing spent to remove effects is as follows:

5 Points: Dazzled, Shaken.

10 Points: Asleep, Charmed, Deafened, Entangled, Fascinated, Fatigued, Frightened, Sickened.

20 Points: Blinded, Compelled, Confused, Dazed, Diseased, Exhausted, Flat-Footed, Immobilized, Nauseated, Panicked, Poisoned, Slowed, Staggered.

30 Points: Cowering, Stunned, Paralyzed, Unconscious.

The Phoenix Knight can also remove Ability Damage at the cost of 10 points of healing per point.

If the Phoenix Knight gains the Improved Purifying Light Endowment, it can remove negative levels at the cost of 25 points of healing each, and can remove any effect that can be removed by Break Enchantment at the cost of 50 points of healing. Additionally, it may heal characters whose hit points have fallen below -9 within one round of death. If the healing is sufficient to bring them above -10, they are revived with no loss of level or Constitution. This has no effect against characters killed by means other than hit point damage.

If the Phoenix Knight gains the Greater Purifying Light Endowment, it can remove points of ability drain at the cost of 50 points of healing each, and may heal characters below -9 hit points within one round per point of its Charisma modifier of death.

Cleansing Flames (Su): Also at third level, the Phoenix Knight can invoke cleansing flames that burn away hostile magic as a standard action. This functions as a Dispel Magic spell, using the Phoenix Knight's character level as its caster level, but there is no cap on the Phoenix Knight's Dispel check. Using this ability costs one point of Radiance.

This ability is more limited than a traditional dispel in the number of spells it can overcome, but also somewhat easier to use in defense or against multiple targets. Once the Phoenix Knight uses this ability, at any time until the start of its next turn, it may attempt to dispel a single spell within Medium range. If it knows an active spell upon a target, it may selectively dispel it. Alternately, it can specify a general type of spell (such as "the highest level protective spell upon the target"). If the specified spell or type of spell does not exist on the target, the use is wasted. The Phoenix Knight may alternately use this power to counter a spell as it is being cast, as with Dispel Magic. If the Phoenix Knight does not attempt to dispel a spell within one round, it regains the spent use of Radiance, although its standard action is still lost.

The Phoenix Knight can attempt to dispel multiple spells during its turn or throughout the round once it activates this ability. Each attempt beyond the first requires it to spend one attack of opportunity, but does not cost additional Radiance. The Phoenix Knight may only make one attempt to dispel any particular spell.

Revealing Light (Su): The eyes are windows to the soul, so naturally the Phoenix Knight's eyes glow with solar fire. Starting at fourth level, the Phoenix Knight becomes able to see clearly in normal and magical darkness, may substitute its Charisma modifier for its Wisdom modifier on Spot checks, and takes penalties on Spot checks for every (10 * Cha modifier) feet of distance, rather than every 10 feet. It is also constantly affected by a See Invisibility effect. At fourteenth level, the Phoenix Knight becomes able to see through all forms of fogs, smoke, mist, and clouds, and gains constant True Seeing.

Wings of Protection: Also at fourth level, a Phoenix Knight can grow great feathered wings with the iconic fiery plumage of the phoenixes. These wings allow for flight at a speed equal to twice the Phoenix Knight's land speed with good maneuverability. In addition, the Phoenix Knight can use the wings to protect itself (or an adjacent ally) from attacks. The Phoenix Knight can attempt to block an attack or tangible spell (that is, one that requires an attack roll, touch attack, or Reflex save), with its wings at the cost of an attack of opportunity. The Phoenix Knight makes an attack roll using its wings, with a +1 Enhancement bonus per four character levels. If it rolls higher than the attack roll, or in the case of spells that allow Reflex saves, higher than the save DC + the caster level, it blocks the attack with its wing. If the Phoenix Knight is taking any penalties on its AC, these penalties also apply to its attack roll. The Combat Expertise feat and fighting defensively do not penalize these attack rolls.

When the Phoenix Knight takes a Total Defense action, it can wrap itself in its wings, allowing it to attempt to block every attack against it that round. It may also wrap a single adjacent ally in its wings, offering it the same protection (including the +4 to AC from total defending). Alternately, it can wrap each wing around a different adjacent ally, protecting both at the cost of its own protection (again, including the AC bonus). Any character wrapped in the Phoenix Knight's wings loses its Dexterity bonus to AC, but gains a Deflection bonus equal to the Phoenix Knight's Charisma modifier and heavy fortification.

The Phoenix Knight can also gain Gifts that improve its Wings of Protection, causing them to blaze with a certain colored flame depending on the Gift used. Activating one of these Gifts is an immediate action that costs one point of Radiance, and the effects last for one round.

Gold: If the Phoenix Knight successfully blocks an attack with its wings, it heals 1/3 the damage the attack would have inflicted.

Orange: If the Phoenix Knight attempts to block an attack with its wings and fails, it reduces the damage sustained by 1d6 per two class levels, plus its Charisma modifier.

Red: If the Phoenix Knight successfully blocks an attack with its wings, the attacker sustains 1d6 points of solar fire damage per two class levels, plus its Charisma modifier

White: If the Phoenix Knight successfully blocks an attack with its wings, it deflects one-third the attack's damage back upon the attacker.

Endowments: At each level from fifth to ninth, the Phoenix Knight may improve one of its existing abilities, gaining the benefits of Invoke Solar Fire, Improved Corona, Improved Rejuvenation, Improved Purifying Light, Improved Revealing Light, Greater Rejuvenation, or Greater Purifying Light, as described in the primary ability above. To select one of the Greater endowments it must first possess the appropriate Improved endowment.

Immolation: The most awesome power of the phoenix is in its death, where it detonates in a tremendous firestorm, leaving behind a newborn phoenix. At tenth level, the Phoenix Knight gains a similar ability. As a full-round action, the Phoenix Knight can detonate in a tremendous blast of solar fire that explodes in a five foot radius per character level. All enemies in the area take 1d10 points of solar fire damage per character level, while all allies in the area are healed the same amount. A Reflex save halves the damage. This attack destroys the Phoenix Knight's body and equipment, leaving behind a pile of ash. When the sun next rises, the Phoenix Knight rises with it, the ashes reforming into its body and gear, alive and purged of all damage and negative effects. Any spell that resurrects the dead without need of an in-tact body can be cast on the ashes to resurrect the Phoenix Knight early, in which case it does not suffer any level loss, and the components for the spell, while required, are not expended. The Phoenix Knight does not, however, self-resurrect if its ashes are scattered over a large distance or cast into water. Using this ability halves the Phoenix Knight's Spirit.

DiBastet
2011-07-04, 10:44 AM
Spirit and radiance as a separate ability is much better, making it more like hellreaver and other prestige classes that have a "fuel ability". While I don't like the word gifts (nitpicking), the ability as something separate is much easier to understand than in the middle of fire and light (who was also the "battery" ability).

All in all I like the prestige class. Of course it's a little on the overpower side, but that's because it's a Tier 2 base class. I personally don't see any problem with warriors being able to gain powerfull and even a little too powerfull abilities. Casters in general haveall of this, some more some less. The problem is when this is the base class, not really giving its abilities to warriors, but being one thing all on itself. The prestige class solves this, and gives the mystical-oriented warrior powerfull abilities outside of his realm of expertise. Since in my games we have many houserules that improve the power and versatility of all classes (even a T4 powerhouse barbarian can be considered a T3 because of the added versatility), and others that ban the powerful and too versatile T1, I believe that any t3 or t4 warrior char can instantly jump to T2 with this class. I find it distasteful to become t2 without trouble (as the base class), but as a prestige class, it's absolutely perfect!

Now with the better clarification, i'm going to add it to the roster of prestige classes and fit it into the lore. There's one player of the royal guard that's going to use it, even, so if you're interested in feedback I can provide it as we go.

And one more thing: Do you have other homebrew? this one fits so incredible as a glove n my setting that i'm tempeted to look and see if I find other perfect gloves that you may have made and that I don't know. Do you have a homebrew signature? if not, do it. DO IT!

Quellian-dyrae
2011-07-04, 02:17 PM
Awesome, glad you like it! And yeah, actual in-game feedback is always welcome!

I've been posting a few homebrews recently, although they tend to be more "modify an existing concept to be more balanced," where the Phoenix Knight is an actual new concept.

The Mage (http://www.giantitp.com/forums/showthread.php?t=203055) - A kind of generic caster class that is quite versatile, but aims for better balance by taking some inspiration from the Beguiler, Warmage, and Dread Necromancer. Like the Phoenix Knight, should be about "toeing the line" between Tier 2 and Tier 3 (if I did my job right).

Factotum-based Classes (http://www.giantitp.com/forums/showthread.php?t=204698) - Originally a monk variant done mainly by modifying the Factotum. It was kind of fun so during the thread I wound up adding variants for the Swashbuckler, Soulknife, and Samurai as well. Being based on the Factotum, they should all be solid Tier 3's unless I messed something up pretty badly.

Obligatory Fighter Variant (http://www.giantitp.com/forums/showthread.php?t=202855) - A tank/guardian style warrior that should be really tough to bring down and have some good tactical options for battlefield control and keeping the pressure on opponents, without getting too blatantly superhuman about things. I'm estimating it at a strong Tier 3, although I'm not 100% sure on it.

appending_doom
2011-07-07, 08:14 AM
The coronas reference the "uses of Fire and Light". How do you determine that number?

Quellian-dyrae
2011-07-07, 01:24 PM
That's an editing fail. Missed a few of those when converting to Radiance. That is fixed. Thanks!

jiriku
2011-07-07, 05:09 PM
Questions about specific features:

Are Gifts supernatural or spell-like abilities?
Under "gaining gifts", how long does someone have to enjoy a "temporary but persistent" boost to Charisma before he can claim a gift from it? If I don a cloak of charisma +2 and declare my intent to wear it continually, can I immediately claim the bonus? What if an ally casts a persistent spell on me that boosts my Charisma and declares the intent to recast this spell on me daily?
Would A Time of Need be calculated before or after a use of Corona of Safety to absorb damage taken by allies?
For Purifying Light, compelled is not a status effect. What sort of effects are you referring to here? Dominate seems pretty obvious, but would this also extend to effects like charm, suggestion, hesitate, or command?
The wording for Rejuvenation is confusing and I am having trouble figuring it out. How does it work?
Are Wings of Protection, Immolation, Rise From the Ashes, Blaze of Glory, and Invoke the Inferno natural, extraordinary, supernatural, or spell-like abilities?

Suggested Tweaks or Balance Concerns:

Vitalization and Healing Word seem unusually strong for 1st-level abilities.
I'd recommend that Call Meteor's impact damage should be [bludgeoning], rather than [force]. It makes little sense for incorporeal creatures to take impact damage from a physical object, and it makes a lot of sense for damage reduction to be applicable against the injury.
Some of the abilities, while fairly simple to figure out, are described in a way that makes them confusing to understand at first. Rejuvenation and Spirit and Radiance are especially difficult to parse. You might wish to rewrite them for clarity.
Because daily uses are governed by Charisma bonus and enemy CR as much as by class level, the power of this class is REALLY REALLY heavily determined by how closely the DM adheres to standard chargen, CR and WBL guidelines. However, novice DMs might not have the chops to figure that out on their own. This is an especially pernicious problem because (in my experience), novice DMs are especially likely to naively wander the internet, picking up homebrew and planting it in their campaigns without considering the potential impact. You might wish to include a few paragraphs of advice to the novice DM on how increasing character point buy, available WBL, or enemy CR affects the power of the phoenix knight.

Overall Impression:
Looking at the class as a whole, the abilities feel modestly to heavily front-loaded. I get the sense that you're in a hurry to grant all the super-awesome stuff right away, which leads to a situation where the first 9 levels of the class contain much more rapid power advancement (and creative energy) than the last 11 levels.
Overall I'd call this an extremely strong Tier 2 class. I am inclined to think that the average phoenix knight would be better than the average sorcerer (especially before level 10), although the power cap with heavy optimization is probably much higher for the sorcerer because the sorc has so much splatbook material to draw upon.
It's a touch more complicated to use than I'd be comfortable with, but obviously the sort of player who's going to choose the Phoenix Knight is the sort of player who won't be put off by that sort of thing.

Quellian-dyrae
2011-07-07, 06:44 PM
Are Gifts supernatural or spell-like abilities?

It technically depends on the ability the Gift is drawn from, but I think they're almost all Supernatural. I suppose the "alternate ways of adjusting Radiance" would count as Exceptional.


Under "gaining gifts", how long does someone have to enjoy a "temporary but persistent" boost to Charisma before he can claim a gift from it? If I don a cloak of charisma +2 and declare my intent to wear it continually, can I immediately claim the bonus? What if an ally casts a persistent spell on me that boosts my Charisma and declares the intent to recast this spell on me daily?

Huh, I guess I should specify that. I'm leaning towards a couple days.


Would A Time of Need be calculated before or after a use of Corona of Safety to absorb damage taken by allies?

It is based on damage sustained. Damage you absorb is not sustained by the ally and is sustained by you. I'll go back and clarify that one.


For Purifying Light, compelled is not a status effect. What sort of effects are you referring to here? Dominate seems pretty obvious, but would this also extend to effects like charm, suggestion, hesitate, or command?

Good point. It's meant to be shorthand for basically "remove a Compulsion effect". I'll clarify that as well. EDIT: Removed it instead. Cleansing Flames and the eventual Break Enchantment effect can handle that.


The wording for Rejuvenation is confusing and I am having trouble figuring it out. How does it work?

Initially, every time you take damage, you convert your level + Cha modifier to nonlethal, and you heal nonlethal damage as per Regeneration. The amount healed per round is equal to your current Radiance, so as you use your abilities, it can go down, and as you gain Radiance, it can go up.

As an aside, I'm somewhat debating on the effects that work like that. I think they're interesting and give a good incentive not to spam abilities, but it might be more bookkeeping than it's worth.


Are Wings of Protection, Immolation, Rise From the Ashes, Blaze of Glory, and Invoke the Inferno natural, extraordinary, supernatural, or spell-like abilities?

Whoops, forgot to add. Those would all be Su.


Vitalization and Healing Word seem unusually strong for 1st-level abilities.

Vitalization I can agree with. That might be worth imposing a minimum level on...maybe even as high as 11th, so it comes in when you have Heal to compete with. Healing Word...is a bit strong compared to similar abilities, but I think largely because most in-combat healing is really pretty weak to begin with.


I'd recommend that Call Meteor's impact damage should be [bludgeoning], rather than [force]. It makes little sense for incorporeal creatures to take impact damage from a physical object, and it makes a lot of sense for damage reduction to be applicable against the injury.

The Force damage was meant to represent the shockwave...I dunno, maybe it is a bit strange. Will need to think on that one.


Some of the abilities, while fairly simple to figure out, are described in a way that makes them confusing to understand at first. Rejuvenation and Spirit and Radiance are especially difficult to parse. You might wish to rewrite them for clarity.

Got it, thanks.


Because daily uses are governed by Charisma bonus and enemy CR as much as by class level, the power of this class is REALLY REALLY heavily determined by how closely the DM adheres to standard chargen, CR and WBL guidelines. However, novice DMs might not have the chops to figure that out on their own. This is an especially pernicious problem because (in my experience), novice DMs are especially likely to naively wander the internet, picking up homebrew and planting it in their campaigns without considering the potential impact. You might wish to include a few paragraphs of advice to the novice DM on how increasing character point buy, available WBL, or enemy CR affects the power of the phoenix knight.

Hmm...that is a good point.


Looking at the class as a whole, the abilities feel modestly to heavily front-loaded. I get the sense that you're in a hurry to grant all the super-awesome stuff right away, which leads to a situation where the first 9 levels of the class contain much more rapid power advancement (and creative energy) than the last 11 levels.

I would figure the Gifts system would help to even that out. Maybe I should change Gifts to 1/level, rather than Cha Mod + 1/3 levels. Would also help deal with that persistent Cha boosts thing above, and help get a cleaner comparison with classes like the Psion and Martial Adepts.


Overall I'd call this an extremely strong Tier 2 class. I am inclined to think that the average phoenix knight would be better than the average sorcerer (especially before level 10), although the power cap with heavy optimization is probably much higher for the sorcerer because the sorc has so much splatbook material to draw upon.

Hmm...that sounds about where others have pegged it, and a bit higher than I was aiming for. I'll see what I can do to tweak the power down some. Any suggestions?


It's a touch more complicated to use than I'd be comfortable with, but obviously the sort of player who's going to choose the Phoenix Knight is the sort of player who won't be put off by that sort of thing.

That may be my writing, but I'll see if I can streamline it.

Thanks for the critique!

jiriku
2011-07-08, 11:47 AM
Hmm...that sounds about where others have pegged it, and a bit higher than I was aiming for. I'll see what I can do to tweak the power down some. Any suggestions?
As an aside, I'm somewhat debating on the effects that work like [rejuvenation, by growing weaker as the radiance pool declines]. I think they're interesting and give a good incentive not to spam abilities, but it might be more bookkeeping than it's worth.

I would figure the Gifts system would help to even that out. Maybe I should change Gifts to 1/level, rather than Cha Mod + 1/3 levels. Would also help deal with that persistent Cha boosts thing above, and help get a cleaner comparison with classes like the Psion and Martial Adepts.

Adjusting class balance:

Yes, decouple number of Gifts from Charisma and tie it solely to class level. Tier 3 classes should have only a very limited (and highly DM-controllable) ability to buy themselves extra class features.
You might consider adjusting the hit die. The classes you're comparing the Phoenix Knight to are all d4 and d8 classes. The only Tier 3 class with a d12 hit die, the warblade, is notable for his stunted power progression compared to his peers. The Phoenix Knight on the other hand has a d12 AND effective in-combat healing AND the ability to self-buff with temporary hit points. Normally, flashy powers come at the cost of a smaller hit die.
You might wish to restructure the Gifts so that none of them are compatible with Persistent Spell.
I think you're right-on with the idea of creating opportunity costs. Most of these abilities contain them already, and that's a good thing. Do I use Sacrifice this round, or hold off and perhaps get an extra Radiance point from A Time of Need? Do I nova through my Radiance points right away, or hold back to make my Corona and Rejuvenation more effective?


What's a tough call for me is the methods for gaining Radiance. So much depends on your supply, and the methods are so situational. Say you're an 8th-level Phoenix Knight. If you can avoid taking much damage, or square off against a difficult opponent, then you can gain 1 Radiance per round. In round 1, you raise Corona of Sunlight + Fires of Brilliance, and start spamming Burning Blast. Now all of your allies are healing about 5 hp per round, you're healing 10-15 points per round, while your enemies are saving every round against 8d6+8 fire plus blindness. That will burn down most opposition in 2-4 rounds. On the other hand, because the radiance pool is so small, if you go even a couple of rounds without gaining any (or you nova yourself dry with metamagic usage on round 1), you can suddenly find yourself bereft of class features. Hrm. Lemme think on this at more length.

To address front-loading:

You could break Invoke Solar Fire into two parts, and grant part of it at 8th level and part of it on a deferred basis. As written, it:

Bypasses resistance and immunity
Eliminates the risk of friendly fire
Turns all damaging AoE Gifts into dual-effect damage/heals
Has extra effect against a narrow class of foes

Most of those abilities apply for free to all Gifts all the time, marking 8th level as a significant power bump. The ability to blast without risking friendly fire is particularly sweet. As written, it may also heal double for allies who are harmed by bright light, which is...slightly humorous, if true.

You could defer more of Burning Spirit, which grants a passal of immunities at both levels it's granted, and two extra perks at level 3 besides. For comparison, favored souls and sorcerers are still only casting 1st-level spells and cantrips at this level.
You might also reduce front-loading by delaying Gift acquisition slightly. For example, acquiring one Gift/level, and acquiring one Gift at 1st level and 2 at every odd-numbered level thereafter both result in the same total number of Gifts, but the second progression makes the PC wait a little longer for the power. Dunno if that option will be attractive to you, just putting it out there.



More general questions:

A Time of Need and For Greater Glory don't specify when the Radiance is gained, whether at the bottom of a round or at the beginning of the Phoenix Knight's turn. I suppose either would work. Which is it?
Can the Phoenix Knight use metamagic rods?


Thoughts for simplifying the class:

Rename Spirit to "Base Radiance". Suddenly two mechanics become one.
Reconsider the refresh mechanic "A Time of Need". If you can adjust it so that the group isn't obligated to keep track of the amount of damage inflicted on every PC each round, combat will flow much faster.

Quellian-dyrae
2011-07-08, 02:02 PM
Phoenix Knight

GAME RULE INFORMATION
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), 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
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

20th|
+20|
+12|
+6|
+6|Invoke the Inferno.[/table]

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: Several of the Phoenix Knight's class features provide the Phoenix Knight with several options, but different Phoenix Knights master different ones. These options are collectively called Gifts.

Gaining Gifts: The Phoenix Knight is able to use one Gift per class level.

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

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

Spirit: Spirit is a measure of a Phoenix Knight's spiritual strength, how much mystical energy it naturally generates. It functions as the maximum amount of Radiance that the Phoenix Knight possesses. Additionally, Spirit is used directly to power some of the Phoenix Knight's higher-level abilities, and some abilities have their power determined by the Phoenix Knight's current Spirit.

Determining Spirit: A Phoenix Knight's Spirit is equal to 1 + its Charisma modifier. A Phoenix Knight may substitute half its class level for its Charisma modifier, if it wishes.

Losing and Recovering Spirit: Certain high-level Phoenix Knight abilities can weaken the Phoenix Knight's Spirit. The Phoenix Knight recovers one point of Spirit at dawn each day, until it has reached its normal total. Any time the Phoenix Knight spends Spirit, it also spends an equal amount of Radiance. If this would reduce the Phoenix Knight's Radiance below 0, it passes out at the end of its turn until its Radiance is no longer negative.

Radiance: Radiance is a measure of the total spiritual energy a Phoenix Knight has stored at any given time. Many of the Phoenix Knight's abilities require the Phoenix Knight to spend Radiance to use.

Additionally, a Phoenix Knight's Radiance is quite literal - even at rest, a Phoenix Knight softly glows with inner power. Although it doesn't shed sufficient light to see by, this glow is sufficient to impose a -1 penalty on Hide and Disguise checks per point of Spirit. Concealing magic can mute this glow, however.

Determining Radiance: A Phoenix Knight begins play with Radiance equal to its Spirit.

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

An effect that causes the Phoenix Knight to recover Radiance increases its current Radiance by 1, up to a maximum Radiance equal to its Spirit.

An effect that causes the Phoenix Knight to lose Radiance reduces its current Radiance by 1, to a minimum of 0.

An effect that causes the Phoenix Knight's Radiance to refresh sets the Phoenix Knight's Radiance equal to its Spirit. A Phoenix Knight can only refresh Radiance once per encounter, although it may delay a refresh for up to a number of rounds equal to its Charisma modifier if it wishes.

An effect that causes the Phoenix Knight's Radiance to degrade sets the Phoenix Knight's Radiance equal to half its Spirit, if it is currently higher, or simply reduce Radiance by 1 (to a minimum of 0) if it is currently lower than half Spirit.

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, the Phoenix Knight receives one such Gift free by gaining this ability).

Radiance Cap: A Phoenix Knight begins with a Radiance Cap of 1. For each five levels past first, its Radiance Cap increases by 1. The Phoenix Knight can spend a maximum amount of Radiance in any round no greater than its Radiance Cap.

The Phoenix Knight can also only recover or lose a maximum amount of Radiance per round equal to its Radiance Cap. However, no given method of recovery or loss can apply more than once per round, regardless of its Cap.

A Hero's Stand: The Phoenix Knight recovers Radiance in any round that it is attacked by an opponent with a CR no less than its character level - 4, and its hit point total is below half normal (count nonlethal damage against its hit points for this purpose). Its radiance refreshes if it is incapacitated by hit point or nonlethal damage, and recovers during the same encounter. It loses Radiance in any round that it takes at least one offensive action while threatened, and none of its offensive actions target or include the highest CR opponent threatening it. Its Radiance degrades if it spends an action to heal itself while there is an ally it 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: The Phoenix Knight recovers Radiance in any round that an enemy that it threatens attacks or targets one of its allies. It refreshes its Radiance if an enemy drops an ally or group of allies with a total EL no less than the Phoenix Knight's character level - 2. It loses Radiance if it causes any damage or negative effects or conditions to one of its allies, accidentally or intentionally. Its Radiance degrades if it incapacitates an ally.

As With the Sun: The Phoenix Knight recovers Radiance every full hour that it spends in natural sunlight. It refreshes its Radiance at dawn. Its Radiance degrades at sunset. This Gift does not result in losing Radiance.

For Greater Glory: The Phoenix Knight recovers Radiance in any round that it either attacks or is attacked by an opponent with a CR higher than its own character level. If its allies also attack that opponent, use the total EL of it and all attacking allies rather than its character level for this calculation. If the phoenix knight drops an opponent with a CR higher than its own, it refreshes its Radiance. It loses Radiance if it attempts a Hide check or willingly becomes invisible. Its Radiance degrades if it surrenders.

In Personal Triumph: The Phoenix Knight recovers Radiance by spending a full-round action to gather its power, while it is currently threatened or within one round of being attacked or targeted by enemy action. This is always a highly obvious display; it might include a bright flare of power, showing off martial skills, or taunting or threatening its foes. It only gains Radiance for this action if it does not spend Radiance on its turn. Any time the Phoenix Knight succeeds a challenging encounter (generally meaning, one with an EL at least equal to the party's average level, perhaps modified by numbers) its Radiance refreshes. It loses Radiance in any round where intentional movement takes it further away from all foes and allies on the field. Its Radiance degrades if it flees a fight.

The refresh from In Personal Triumph does not count as being part of an encounter itself, so it triggers even if the Phoenix Knight refreshed earlier in the encounter by another means.

To Cleanse the Vile: The Phoenix Knight recovers Radiance in any round that it drops an opponent or group of opponents with a total EL at least equal to the Phoenix Knight's character level - 2. It refreshes Radiance if it converts an enemy to its side or cause (this must be a willful choice by the former foe, not merely compelled by mind-altering magic). It loses Radiance if it deals lethal damage or ability damage to an innocent being (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). Its Radiance degrades if it kills an innocent.

Fire and Light (Su): The Phoenix Knight commands the powers of the sun, consuming fire and healing light. This ability provides several Gifts that the Phoenix Knight may choose from. When first gaining this ability, the Phoenix Knight gains 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.

Many of these Gifts refer to the Phoenix Knight's extended Charisma modifier. This is equal to the Phoenix Knight's Charisma modifier times its Radiance Cap.

Burning Beam: The Phoenix Knight unleashes a beam of fiery energy as a standard action. This is a ranged touch attack that deals 1d6 points of fire damage per class level, plus the Phoenix Knight's extended Cha modifier, with Medium range.

Burning Blades: The Phoenix Knight engulfs its weapons in flame as a swift action. Until the start of the Phoenix Knight's next turn, every successful attack by the Phoenix Knight deals additional fire damage equal to the Phoenix Knight's class level + its Cha modifier.

Burning Blast: The Phoenix Knight unleashes a blast of fiery power as a full-round action. This deals 1d6 fire damage per two class levels + the Phoenix Knight's extended Cha 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.
Storm: One square per two points of Cha Mod, each (Level / 5, round up) * 5 Feet on a side. Placed anywhere within Medium range.

Burning Bolt: The Phoenix Knight gathers ambient power to unleash a semisolid bolt of fiery power as a full round 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, plus the Phoenix Knight's extended 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: The Phoenix Knight gathers ambient power to unleash brief burst of fiery power as a full round action. Choose a single five-foot square in Medium range. Any creature occupying the affected square sustains 1d6 points of damage per two class levels, plus the Phoenix Knight's extended Charisma modifier, with a Reflex save allowed to negate the damage entirely. 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.

Burning Strike: The Phoenix Knight charges its weapon with potent fiery energy as it makes a powerful blow. As a standard action, the Phoenix Knight makes a single attack with its weapon. If the attack hits, it deals an additional 1d6 points of fire damage per Phoenix Knight level, plus the Phoenix Knight's Charisma modifier. The Phoenix Knight may use this ability in conjunction with a charge or spring attack, but forfeits any additional attacks or damage multipliers it would otherwise receive due to that action (such as from Pounce, Spirited Charge, or Leap Attack). Any additional attacks or damage multipliers the Phoenix Knight is entitled to regardless of attack method (such as Cleave, attacks of opportunity, or critical hits) still apply, but do not receive the damage bonus. The Phoenix Knight may purchase this gift an additional time to allow half the damage to apply to any bonus attacks it takes until the start of its next turn as well.

Exploding Blades: The Phoenix Knight imbues its weapons with explosive potential as a swift action. Until the start of the Phoenix Knight's next turn, every successful attack it makes causes a detonation of fiery energy centered on the target's square. The first blast of each round deals fire damage equal to the Phoenix Knight's Cha modifier, and has a radius of 5'. Each additional hit in the same round causes a blast with a radius 5' larger than the last. Everyone in the area except the original target of the attacks may make a Reflex save for half damage (when the Phoenix Knight makes a full attack action, each character should simply roll a single save against the total damage of whatever blasts they are hit with).

Fires of Brilliance: Whenever the Phoenix Knight uses any of its Fire and Light Gifts that deal fire damage, it may spend an additional point of Radiance as a free action to make the flames especially brilliant. Anyone who takes damage from the effect must make a Reflex save or be Blinded for one round per two points of the Phoenix Knight's 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: Whenever the Phoenix Knight uses any of its Fire and Light Gifts that deal fire damage, it may spend an additional point of Radiance as a free action to make the flames especially persistent. Anyone who takes damage from the effect must make a Reflex save or catch fire. 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 the Phoenix Knight's Charisma modifier to the damage it deals each round. The Phoenix Knight gain this Gift an additional time; if it does so, any opponent who it catches on fire must make a Will save each round it is on fire or be Panicked that round.

Fires of Smoke: Whenever the Phoenix Knight uses any of its Fire and Light Gifts that deal fire damage, it may spend an additional point of Radiance as a free action to make the flames give off great gouts of choking smoke. 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 the Phoenix Knight's 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: The Phoenix Knight radiates healing light out to its allies as a full-round action. All allies within Cha Mod * 5 Feet, including the Phoenix Knight, are healed 1d6 points of damage per three class levels, plus the Phoenix Knight's extended Cha modifier. Undead in the area take equal damage, with a Will save for half damage.

Healing Hands: The Phoenix Knight lays hands on the target, healing it as a standard action. The target is healed 1d6 points of damage per class level, plus the Phoenix Knight's extended Cha modifier. This can be used to harm undead, with a Will save allowed for half damage.

Healing Surge: The Phoenix Knight charges curative power through its own body as a move action. The Phoenix Knight is healed 1d6 points of damage per two class levels, plus its extended Cha modifier.

Healing Word: The Phoenix Knight speaks a healing word, curing an ally in Close range as a swift action. The target is healed 1d6 points of damage per three class levels, plus the Phoenix Knight's extended Cha modifier. This can be used to harm undead, but a Will save negates the effect entirely.

Improved Area: The Phoenix Knight can spend additional Radiance to boost the area affected by its Fire and Light Gifts. Each point of Radiance spent doubles the affected area (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). A Phoenix Knight who gains the Widen Spell feat gains this Gift for free.

Improved Power: The Phoenix Knight can spend additional Radiance to boost the damage done or healed by its Fire and Light Gifts. Each point of Radiance spent increases the damage and/or healing by +2 per die. A Phoenix Knight who gains the Empower Spell feat gains this Gift for free.

Improved Range: The Phoenix Knight can spend additional Radiance to boost the range at which it can target its Fire and Light Gifts. Each 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: The Phoenix Knight can spend additional Radiance to hasten its powers. Each two Radiance spent reduces the action cost by one step, from full round to standard to swift to immediate. This cannot allow a Gift to be used as a move or free action. A Phoenix Knight who gains the Quicken Spell feat gains this Gift for free.

Corona (Su): At will, a Phoenix Knight of at least second level can glow with a corona of solar power, shedding bright light out to a radius of five feet per point of Spirit, and shadowy illumination an equal distance beyond that. The temperature within the illuminated area is warmed to eighty degrees, if normally cooler, although if the normal temperature is below freezing, each degree colder likewise reduces the warmth. This power opposes magical darkness as a spell with a spell level equal to half the Phoenix Knight's class level. At 13th level, all Fire and Healing effects used within the brightly illuminated area cause or heal one additional point of damage per die rolled, and that area is subject to the effects of an Invisibility Purge. Additionally, any opponent hiding or otherwise concealed in the area must roll a Hide check against a DC of 10 + the Phoenix Knight's Spot modifier. If it fails, it is outlined as by Faerie Fire for as long as it remains in the area.

The Phoenix Knight may also purchase Gifts that allow it improve its corona. As a swift action, the Phoenix Knight can spend one point of Radiance to strengthen the corona, activating one such Gift that it knows. Only one such Gift can be active at once, and the effects operate out to the corona's brightly illuminated area. Once active, the corona's power lasts for one minute. At 13th level, the Phoenix Knight can activate two of these Gifts simultaneously, by spending a single point of Radiance.

Corona of Awe: The Phoenix Knight blazes with the divine presence of a glorious phoenix, instilling a sense of awe in those around it. The Phoenix Knight receives a bonus on Diplomacy checks while the corona is active equal to its Spirit, and its awesome presence distracts its foes from any combat efforts that do not focus on the Phoenix Knight. All opponents within the corona's area who can see the Phoenix Knight provoke an attack of opportunity from all threatening foes at the end of their turn, unless they targeted the Phoenix Knight or its area with an offensive action that turn or refrain from taking offensive action that turn.

Corona of Brilliance: The Phoenix Knight's corona emanates a light that sears the eyes of its foes and pierces shadows for its allies. Every sighted opponent within the corona's area must suffers a 20% miss chance on attacks against the Phoenix Knight's allies (but not the Phoenix Knight itself) and a penalty on Spot checks equal to the Phoenix Knight's Spirit. All allies in the area receive an equal bonus on their own Spot checks, as well as on any saving throws to avoid Gaze attacks.

Corona of Power: The Phoenix Knight's corona flares with power, imbuing the Phoenix Knight and its allies. All allies within the area deal bonus fire damage on every successful attack equal to the Phoenix Knight's Spirit, and receives healing on every successful attack equal to half the Phoenix Knight's Spirit.

Corona of Safety: The Phoenix Knight's corona touches its allies with protective light. All allies within the area gain DR/- equal to the Phoenix Knight's Spirit, or improve a single type of existing DR by this amount. Additionally, any time an ally within the area sustains hit point damage, the Phoenix Knight may absorb any or all of the damage. This damage is typeless, and immunities or resistances the Phoenix Knight possesses do not apply. Likewise, the damage does not exploit any vulnerabilities or weaknesses the Phoenix Knight may have to it. It can still be converted to nonlethal damage by the Rejuvenation ability (even if the original damage was cold or negative energy, since the absorption is typeless). Additionally, if multiple characters suffer damage from the same effect, the Phoenix Knight can absorb the harm from all of them while only paying hit points once, although it suffers its own damage normally (for example, if the entire party is attacked by an Empowered Fireball that deals 37 damage, the Phoenix Knight could spend 37 hit points to protect every member of the party, although it would also be taking normal damage from the effect.

Corona of Sunlight: The Phoenix Knight's corona unleashes waves of solar energy, blisteringly painful to foes, warm and soothing to friends. All enemies within the brightly illuminated area of the aura sustain fire damage each round equal to the Phoenix Knight's Spirit, while allies in the area gain Fast Healing equal to half the Phoenix Knight's Spirit, or have an existing Fast Healing or Regeneration increased by this amount.

Corona of Terror: The Phoenix Knight's corona explodes in a nimbus of fiery light, creating a terrifying display. The Phoenix Knight receives a bonus on Intimidate checks while the corona is active equal to its Spirit. Additionally, if the Phoenix Knight attempts to demoralize opponents while the effect is active, it affects every opponent within the area, and the effects last for a number of rounds equal to half the Phoenix Knight's Spirit.

Burning Spirit (Ex): The Phoenix Knight's spirit is ablaze with the solar power of the phoenix. Starting at third level, this power protects the Phoenix Knight from the solar powers it commands, and offers it the strength to press on in the face of grievous wounds or terrifying magic. The Phoenix Knight may learn the following new Gifts. Each of these provides a permanent benefit with no Radiance cost:

Energy Resistance: The Phoenix Knight takes half damage from all Fire, Light, and harmful Positive Energy effects, and may halve the rate at which it gains temporary hit points from positive energy dominant planes, if it wishes. These resistances improve to full immunity at 12th level. By taking this Gift a second time, one-third of any damage prevented by it is converted instead to healing.

Glorious Drive: The Phoenix Knight adds its Charisma modifier to saving throws against Fear, Pain, and Death Effects. This resistance improves to full immunity at 12th level.

Hardy Soul: The Phoenix Knight may use the average (rounded up) of its Charisma modifier and Constitution modifier when determining hit points, if it wishes. At twelfth level, it may instead fully substitute its Charisma modifier for Constitution when determining hit points, if desired. Upon gaining this ability, and upon gaining its improvement, the Phoenix Knight's physical health can go to fuel its spiritual strength; it may choose to lower its base Constitution score to raise its base Charisma score, as if reallocating ability points using normal Point Buy generation rules (so if it has a Constituion of 14 and a Charisma of 15, it could lower Con to 12 to raise Cha to 16). As normal for point buy, this cannot bring base Constitution below 8 or base Charisma above 18.

Healing Affinity: The Phoenix Knight increases the benefit of any healing it receives (including from Fast Healing or Regeneration, and from the Rapid Recovery Gift, although this does not allow healing from Rapid Recovery to exceed the damage dealt) by 25%. At twelfth level, this improves to 50%.

Rapid Recovery: Every time the Phoenix Knight receives damage, it instantly heals an amount damage received equal to half the total hit points it heals each round (generally due to Regeneration, but perhaps also from Fast Healing or other effects that heal hit points every round). At 12th level, it instead heals the full amount. The healing provided by this ability cannot exceed the damage inflicted by the attack, and effects that would bypass any portion of the Phoenix Knight's per-round healing bypasses an equal portion of this healing.

Resilient Spirit: The Phoenix Knight may spend one point of Spirit to ignore a single negative level or permanently drained level, or to ignore up to two points of ability damage or ability drain caused by negative energy effects. At twelfth level, it instead becomes immune to negative levels, and to ability damage, drain, or penalties caused by negative energy effects.

Vitalization: When the Phoenix Knight uses a Fire and Light Gift that provides healing, half of any healing in excess of the target's maximum hit points are converted to temporary hit points. These last for one hour and do not stack with other temporary hit points. At twelfth level, the full excess healing converts to temporary hit points.

Purifying Light (Su): Starting at fourth level, the Phoenix Knight's healing light can purify its allies of various negative effects. When the Phoenix Knight provides healing from a Fire and Light Gift, it can reduce the total amount healed to remove negative effects. If the effect heals multiple allies, all allies receive the same total healing and removal of the same effects. The amount of healing spent to remove effects is as follows:

5 Points: Dazzled, Shaken.

10 Points: Asleep, Charmed, Deafened, Entangled, Fascinated, Fatigued, Frightened, Sickened.

20 Points: Blinded, Confused, Dazed, Diseased, Exhausted, Flat-Footed, Immobilized, Nauseated, Panicked, Poisoned, Slowed, Staggered.

30 Points: Cowering, Stunned, Paralyzed, Unconscious.

The Phoenix Knight can also remove Ability Damage at the cost of 10 points of healing per point.

At tenth level, the Phoenix Knight can remove negative levels at the cost of 25 points of healing each, and can remove any effect that can be removed by Break Enchantment at the cost of 50 points of healing. Additionally, at this level, it may heal characters whose hit points have fallen below -9 within one round of death. If the healing is sufficient to bring them above -10, they are revived with no loss of level or Constitution. This has no effect against characters killed by means other than hit point damage.

At fifteenth level, the Phoenix Knight can remove points of ability drain at the cost of 50 points of healing each, and may heal characters below -9 hit points within one round per point of its Charisma modifier of death.

Cleansing Flames (Su): At fifth level, the Phoenix Knight can invoke cleansing flames that burn away hostile magic as a standard action. This functions as a Dispel Magic spell, using the Phoenix Knight's character level as its caster level, but there is no cap on the Phoenix Knight's Dispel check. Using this ability costs one point of Radiance.

This ability is weaker than a traditional dispel in the number of spells it can overcome, but also somewhat easier to use in defense or against multiple targets. Once the Phoenix Knight uses this ability, at any time until the start of its next turn, it may attempt to dispel a single spell within Medium range. If it knows an active spell upon a target, it may selectively dispel it. Alternately, it can specify a general type of spell (such as "the highest level protective spell upon the target"). If the specified spell or type of spell does not exist on the target, the use is wasted.

The Phoenix Knight may alternately use this power to counter a spell as it is being cast, as with Dispel Magic. If the Phoenix Knight does not attempt to dispel a spell within one round, it regains the spent use of Radiance, although its standard action is still lost.

The Phoenix Knight can attempt to dispel multiple spells during its turn or throughout the round once it activates this ability. Each attempt beyond the first requires it to spend one attack of opportunity, but does not cost additional Radiance. The Phoenix Knight may only make one attempt to dispel any particular spell.

Rejuvenation (Su): The phoenix is known for its power to rise anew from the dead, and Phoenix Knights share similar self-healing powers. Starting at sixth level, the Phoenix Knight gains Regeneration equal to its Spirit. Its Regeneration is overcome by Cold and Negative Energy damage, and it does not convert all of its damage into nonlethal; it converts only its level + its Charisma modifier from each attack or damaging effect it sustains. At 11th level, the Phoenix Knight converts all damage to nonlethal damage as normal for Regeneration. At 16th level, it may choose either Cold or Negative Energy to no longer overcome its Regeneration.

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

Revealing Light (Su): The eyes are windows to the soul, so naturally the Phoenix Knight's eyes glow with solar fire. The Phoenix Knight may learn the following Gifts.


Avian Eyesight: The Phoenix Knight may substitute its Charisma modifier for its Wisdom modifier on Spot checks, and the distance at which it takes Spot penalties is multiplied by half its Charisma modifier. At fourteenth level, the Phoenix Knight may take 10 on Spot checks even while rushed or threatened, and may take 20 on a Spot check as a full round action.

Heat Vision: At will as a swift action, the Phoenix Knight can discharge beams of searing heat from its eyes. This is a ranged touch attack made at Long range, dealing damage equal to the Phoenix Knight's class level + its Charisma modifier on a hit. The number of eyes the Phoenix Knight has or uses to project this attack from is irrelevant; it is always single target and deals one instance of damage. At fourteenth level, it may use this ability as a move action as well (and it may do so twice per round if it wishes).

Pierce the Shadows: The Phoenix Knight can see clearly in normal and magical darkness. At fourteenth level, it can also see through all forms of fog, smoke, mist, and clouds.

See the Unseen: The Phoenix Knight gains a constant See Invisibility effect. At fourteenth level, this becomes a constant True Seeing effect.

Visual Acclimation: The Phoenix Knight adds its Charisma modifier to all saving throws against effects that would blind it, dazzle it, or impose a miss chance, and against all gaze attacks. At fourteenth level, these improve to full immunity.


Invoke Solar Fire (Su): An eighth level Phoenix Knight gains the ability to call upon potent solar flames. Any fire damage that the Phoenix Knight deals or enables others to deal, from any source, is converted to Solar Fire if the Phoenix Knight wishes, at no additional action or resource cost. The solar fires of the Phoenix Knight are partially fire damage, partially positive energy, and the Phoenix Knight has precise control over the intensity and distribution of the energy types.

Resultantly, enemies in the area suffer fire damage or positive energy damage (not healing) as would be most effective against them. Allies, noncombatants, inconvenient structures, and pleasing terrain, are entirely unharmed.

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

When using a solar fire effect to provide healing to allies, the Phoenix Knight may choose to spend up to two additional Radiance, with each one increasing the healing by another third of the attack's normal damage. This counts against the maximum Radiance that can be spent on such Gifts as normal.

Any creatures that are hampered by exposure to bright light suffer normal penalties when exposed to solar flames. Any creatures specifically harmed or weakened by sunlight sustain double damage from solar fire attacks, whether fire or positive, and solar flames can kill and deal lethal damage to such creatures despite any regeneration or rejuvenation abilities they might possess. This does not increase any healing received (unless the healing converts to damage, in which case, the damage is doubled as normal).

Wings of Protection (Su): A ninth level Phoenix Knight can grow great feathered wings with the iconic fiery plumage of the phoenixes. These wings allow for flight at a speed equal to twice the Phoenix Knight's land speed with good maneuverability. In addition, the Phoenix Knight can use the wings to protect itself (or an adjacent ally) from attacks. The Phoenix Knight can attempt to block an attack or tangible spell (that is, one that requires an attack roll, touch attack, or Reflex save), with its wings as an immediate action. The Phoenix Knight makes a melee attack roll using its wings, with a +1 Enhancement bonus per four class levels. If it rolls higher than the attack roll, or in the case of spells that allow Reflex saves, higher than the save DC + the caster level, it blocks the attack with its wing. If the Phoenix Knight is taking any penalties on its AC, these penalties also apply to its attack roll. The Combat Expertise feat and fighting defensively do not penalize these attack rolls.

Once the Phoenix Knight has activated this ability, it may block additional attacks and spells until the start of its next turn. Each additional block costs the Phoenix Knight one attack of opportunity for that round.

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

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

Gold: If the Phoenix Knight successfully blocks an attack with its wings, it heals 1/3 the damage the attack would have inflicted.

Orange: If the Phoenix Knight attempts to block an attack with its wings and fails, it reduces the damage sustained by 1d6 per two class levels, plus its Charisma modifier. The dice of suppression can only apply against any given foe once per round, regardless of the number of attacks blocked (the Charisma modifier does reduce the damage of each attack).

Red: If the Phoenix Knight successfully blocks an attack with its wings, the attacker sustains 1d6 points of solar fire damage per two class levels, plus its Charisma modifier. The dice of damage can only apply to any given foe once per round, regardless of the number of attacks blocked (the Charisma modifier does backlash with each attack).

White: If the Phoenix Knight successfully blocks an attack with its wings, it deflects one-third the attack's damage back upon the attacker.

Immolation (Su): The most awesome power of the phoenix is in its death, where it detonates in a tremendous firestorm, leaving behind a newborn phoenix. Starting at seventeenth level, the Phoenix Knight gains a similar ability. As a full-round action, the Phoenix Knight can detonate in a tremendous blast of solar fire that explodes in a five foot radius per class level. All enemies in the area take 1d10 points of solar fire damage per class level, plus the Phoenix Knight's extended Charisma modifier. Those in the area who receive positive energy healing receive the full amount, rather than one-third. A Reflex save halves the damage. This attack destroys the Phoenix Knight's body and equipment, leaving behind a pile of ash. When the sun next rises, the Phoenix Knight rises with it, the ashes reforming into its body and gear, alive and purged of all damage and negative effects. Any spell that resurrects the dead without need of an in-tact body can be cast on the ashes to resurrect the Phoenix Knight early, in which case it does not suffer any level loss, and the components for the spell, while required, are not expended. The Phoenix Knight does not, however, self-resurrect if its ashes are scattered over a large distance or cast into water. Using this ability costs the Phoenix Knight two points of Spirit.

Rise From the Ashes (Su): An eighteenth level Phoenix Knight commands the power of resurrection. In a ritual lasting from sunrise to noon, the Phoenix Knight duplicates a True Resurrection spell. Immediately upon completing the ritual, the Phoenix Knight's Spirit lowers by five, and its Radiance falls to 0. Until its Spirit has returned to normal, the Phoenix Knight cannot use this ability again.

Blaze of Glory (Su): A nineteenth level Phoenix Knight can flare its corona in a blaze of glory as a swift action. Doing so costs one point of Spirit, and also costs the Phoenix Knight a point of Radiance each round. However, for each round that it maintains the effect, the area of its corona is doubled, and every Corona Gift that the Phoenix Knight knows is simultaneously activated. If the Phoenix Knight activates a Wings of Protection Gift while using this ability, its wings blaze with prismatic flames that have the full effect of all the Wings of Protection Gifts that the Phoenix Knight knows.

Invoke the Inferno (Su): A twentieth level Phoenix Knight is able to call down attacks of tremendous power, each one a separate Gift that it can learn. Using this ability is a full-round action, and the Phoenix Knight cannot use it more than once per day (if it knows multiple Invoke the Inferno Gifts, it still only has one daily use between them). Each use of this power lowers the Phoenix Knights Spirit by three.

Awaken Volcano: The Phoenix Knight summons forth a volcano from the depths of the earth at any point within Long range, which immediately begins to spew both lava and a burning, choking cloud of ash. The ash cloud immediately fills a 5' radius per point of the Phoenix Knight's Charisma modifier, and the lava spreads fill half that area. In subsequent rounds, the Phoenix Knight may concentrate and spend one point of Radiance to maintain the effect, causing both to spread an equal distance. The Phoenix Knight cannot recover or refresh Radiance while maintaining this ability. Once the Phoenix Knight ceases concentration, the ash cloud dissipates and the lava cools over the course of ten minutes. Anyone caught in the ash cloud suffers the simultaneous effects of a Stinking Cloud, Cloudkill, and Incendiary Cloud. Those caught in the lava spreads sustain 20d6 fire damage (not solar fire) per round, and are reduced to half speed.

Call Meteor: The Phoenix Knight calls down a tremendous flaming meteor. The meteor can be targeted within Long range, and is itself a ten-foot radius. When it strikes, it explodes in a tremendous concussive blast of flame out to a radius equal to the Phoenix Knight's (class level + Charisma modifier) * 10 feet. Anyone within the area sustains 1d6 points of fire damage (not solar fire) and 1d6 points of force damage per class level, with a Reflex save for half, and is sent flying 5' per 5 points of damage taken (no additional damage accrues from being launched). The distance is halved for each size category above Medium, and doubled for each size category below. Those who failed the Reflex save end up prone. Anyone unlucky enough to be struck directly by the meteor takes maximum damage if its Reflex save fails, though in this case, the force damage is instead bludgeoning damage.

Solar Storm: The Phoenix Knight calls down a blazing storm of solar power, filling a radius equal to the Phoenix Knight's (class level + Charisma modifier) * 20 feet, centered on itself. All foes within the area sustain 1d8 points of solar fire damage per class level and are Blinded for one minute, with a Reflex save halving the damage and negating the blindness. The full damage of this effect is converted to healing where applicable.

Supernova: The Phoenix Knight creates a roiling constant series of solar explosions, filling a radius equal to the Phoenix Knight's class level * 5 feet, at Medium range. The effect continues for one round per point of the Phoenix Knight's Charisma modifier. Those who end their turns in the area sustain 1d6 points of solar fire damage per class level and are Dazed for one round, with a successful Fortitude save halving the damage and negating the Daze effect. The supernova attack also creates heavy gravity within the area, and movement through it is reduced to half speed. Creatures within 5 feet per class level of the area move towards the zone at double speed and away from it at half speed, and must make a Fortitude save each round or be pulled 5' closer to the zone per point the save fails by. Flying creatures receive a -4 penalty on this saving throw.


Phoenix Knight Feats

Corona Concentration
You can concentrate to maintain your Corona Gifts.

Prerequisites: Corona.

Benefit: When one of your Corona Gifts would expire, you may begin concentrating to maintain its effects. Each round you must spend a swift or move action to maintain the Corona. The effects of the Gift only apply to characters who were within the Corona at the time it would have otherwise expired, and only until they leave it; characters who enter the area of your Corona after its normal expiration do not receive any effects from Corona Gifts you are maintaining in this way.

Expanded Cap
Your internal sun can go supernova.

Prerequisites: Radiance Cap 2+.

Benefit: Your Radiance Cap increases by 1.

Extra Gifts
You have learned a larger number of Gifts.

Prerequisites: At least one Gift.

Benefit: You learn two additional Gifts.

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

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

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

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

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

Prerequisites: Burning Blast, Invoke Solar Fire.

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

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

Prerequisites: Invoke Solar Fire.

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

Strong Spirit
You possess an unusually powerful Spirit.

Prerequisites: Spirit and Radiance, Cha 15+.

Benefit: Your Spirit increases by two.

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