Taeran Epic Prestige Classes

Chronomancer
Elder Dragon Councillor
Immortal Councillor
Legion
Master of Inner Light
Priory Initiate
Reality Programmer
Ultramage
Ultra-Psion
Warrior of Fate

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The Chronomancer

Most spellcasters who focus on the school of Location are explorers at heart, always looking to see sights and vistas nobody else has seen. Many such people are nomadic, unlike most other spellcasters who prefer to stay in one locale building prestige and power. Specialists in the magic of dimensions and travel choose to gain their unique knowledge and experiences travelling to unknown places on the Material Plane, and more often the wider vistas of the Multiverse beyond, but for all their wanderings and journeys there are directions yet untapped.
    Possibly the most enticing direction is that of Time itself. To most people, Time is simply what they live through, and to some it is the river that carries their lives along to their ultimate fates. To those who have truly studied it, however, Time is simply another dimension, a direction that most are never aware exists. Exploring the paths and byways of this virtually untapped dimension is one of the most dangerous undertakings any sentient being may begin, and dabblers are often destroyed outright or vanish without a trace; yet still, there are a few explorers who succeed, and these people can find that Time is the most rewarding of all places (so to speak) to explore.
    To the master of Time, memory is no more than steps used to get to one's present place; the past is as real as the present, and futures innumerable beckon with the promise of desires and dreams yet unfulfilled (and perhaps even unimagined). All possibilities are equally real, and experiencing them is simply a matter of getting there; history and prophecy are one and the same. These magi become truly divorced from Time's flow, and exist effectively outside it, treating and observing it in much the same way lesser explorers study and speculate about life processes, or planar energies. Where others are dubbed Necromancers, Pyromancers, or Conjurers, those who stand outside Time are known as Chronomancers.

Hit Die: d4.

Requirements:

Class Skills: The Chronomancer's class skills (and associated abilities) are Autohypnosis (WIS), Bluff (CHA), Concentration (CON), Craft (INT), Decipher Script (INT), Diplomacy (CHA), Intimidate (STR or CHA), Knowledge (any) (INT), Lucid Dreaming (WIS), Profession (WIS), Speak Language (None), Spellcraft (INT), and Tumble (DEX).

Skill Points at each level: 2 + INT modifier.

The Chronomancer
Class
Level
Special Spells Per Day
1st Choose Fate 1/day, History Erasure, Timeless Body  
2nd Temporal Dodge +1, Velocity Distortion 1/day +1 level of existing class
3rd Free Spell, Time Stop 1/day  
4th Evasion, Temporal Dodge +2 +1 level of existing class
5th Choose Fate 2/day, Sidestep Death 1/day, Velocity Distortion 2/day  
6th Informed Reflexes, Temporal Dodge +3, Time Stop 2/day +1 level of existing class
7th Improved Free Spell  
8th Improved Evasion, Temporal Dodge +4, Velocity Distortion 3/day +1 level of existing class
9th Choose Fate 3/day, Time Stop 3/day  
10th Sidestep Death 2/day, Temporal Dodge +5 +1 level of existing class

Class Features: All of the following are class features of the Chronomancer prestige class.
Weapon and Armor Proficiency: Chronomancers gain no additional proficiency with any weapon or armor.
Spells per Day/Spells Known: At every even-numbered level, a Chronomancer advances one level of spellcasting ability in an Arcane or Divine spellcasting class which the character had levels in prior to becoming a Chronomancer. The chosen class must be the one that granted the character the three time-based spells that meet the Chronomancer prerequisite above (i.e. Time Stop, etc.). This advancement grants the character an additional "caster level" for the purposes of variable effects of spells which refer to caster level, such as number of targets or duration, and also grants any spell knowledge or additional spell slots that level advancement in that class would normally grant (however, since the ability to cast Time Travel generally requires that the character be an Epic level spellcaster already, in most cases no spell knowledge or additional spell slots will be granted). This ability does not grant any additional benefits of gaining such a class level, such as improved familiar abilities or bonus Metamagic or Item Creation feats. If the character had more than one spellcasting class before becoming a Chronomancer, then the player must decide which of those classes gains the benefit of additional casting ability.
Choose Fate (Su): One of the prime attractions of Chronomancy is the ability to literally make one's own fate. Once per day, a Chronomancer may take command of the strands of possibility even as they weave events the character is directly involved in. When this ability is used, the character rerolls any single roll just made, such as an attack roll or a saving throw, and does so a number of times equal to his or her INT modifier. Out of the resulting rolls, including whatever original roll was made before using the Choose Fate ability, the character chooses which one becomes the real result.
    At every 4th level past 1st, the Chronomancer gains an additional daily use of this ability. Thus, a 5th-level Chronomancer has 2 daily uses, a 9th-level Chronomancer has 3, and so on.
History Erasure (Su): Chronomancers prefer, for reasons of personal security, to remain relatively anonymous on their journeys through time. As a result, it is standard practice for a Chronomancer to cover his or her tracks after visiting a place/time and taking any significant actions there. Because time travel is involved, it is unnecessary for the character to immediately deal with problems or traces left behind; instead, it is common for a Chronomancer's future self to arrive on the scene to help erase the evidence immediately after it becomes relevant (even if the Chronomancer who originally created said evidence is still present, and even if that "version" of the character does not even know it is relevant). The practical effect of this, in game terms, is that any creature who wants or needs to remember or find anything about the Chronomancer after the character is no longer present must make a Will save to do so, against a DC equal to 10 + the Chronomancer's class level + the Chronomancer's INT modifier. This ability often leads to amusing side effects such as the Chronomancer being able to make a "first impression" several times, but is more often useful in preventing anybody from finding or interfering with the character via Gather Information checks or the like- especially would-be "Time Police" who would like to prevent any "alterations to history" from taking place.
Timeless Body (Su): Upon becoming a true Chronomancer, the character no longer suffers ability penalties for aging, and cannot be magically aged. Any penalties the character had prior to gaining this ability remain in place, but no new ones will occur. Bonuses still accrue, and the character still dies of old age when his or her time is up.
Temporal Dodge (Ex): A 2nd-level Chronomancer gains a permanent ability to see outside his or her own time location, dimly, and as a result becomes able to react to dangerous events or objects even before they start to occur. The character gains a +1 dodge bonus to AC, which applies under all circumstances when the character is not helpless. Thus, the bonus even applies when the Chronomancer is flat-footed in combat. Because this ability depends upon a permanent alteration to the character's senses, it is considered an Extraordinary ability, not a Supernatural one- it remains active in Dead Magic areas and other such places where Supernatural abilities are negated or suppressed.
    At every even-numbered level past 2nd, this dodge bonus to AC improves by +1; thus, a 4th-level Chronomancer has a +2 bonus, a 6th-level Chronomancer has +3, and so on.
Velocity Distortion (Su): All Chronomancers exist partly outside the timestream as it is understood by ordinary mortals. As a result, experienced ones are able to act and react with greater speed than should be possible. Once per day, a Chronomancer of 2nd level or higher is able to activate a unique ability to gain extra actions in a given round. Once activated, the Velocity Distortion lasts for 1 round per Chronomancer level. During a Velocity Distortion, the Chronomancer gains one extra standard action per round, which may be used for movement, spellcasting, attacking, or anything else the character sees fit to use it on. This ability cannot be dispelled, but it can be suppressed by Anti-Magic Zone or other similar effects, and it ends immediately if the character enters an area of Dead Magic during its duration.
    At every 3rd level past 2nd, the Chronomancer gains an additional daily use of this ability. Thus, a 5th-level Chronomancer has 2 daily uses, an 8th-level Chronomancer has 3, and so on.
Free Spell (Su): Once per day per class level, a Chronomancer of 3rd level or higher is able to cast a spell as a free action, as if using the Quicken Spell metamagic feat, but without increasing its required spell slot level (or increasing casting time in the case of Sorcerers and other spontaneous casters). The Chronomancer need not select the spell to be used as a Free Spell in advance (that is, the character may choose whether or not to make any given spell Free at casting time), but only spells which have a casting time less than one full round may be made Free this way.
Time Stop (Sp): Because Chronomancers exist partly outside the normal timestream of the cosmos, they develop the spell-like ability to use Time Stop without using actual spell slots to do so. At 3rd level, the character can use Time Stop once/day, and another additional daily use of this ability is gained at every 3rd level. Thus, the character can use Time Stop twice/day at 6th level, three times/day at 9th, and so on.
Evasion (Ex): A 4th-level Chronomancer has enough awareness of the immediate future to be able to dodge incoming attacks and events much better than normally possible. This ability is equivalent to the Evasion class ability of Rogues and Monks.
Sidestep Death (Su): Perhaps the most glaring example of the power Chronomancers possess is the cavalier, nonchalant manner in which they travel through time; one example of this trivial use of time travel is the History Erasure ability described above, but the Sidestep Death ability is a more blatant interference by the character into his or her own timestream. This ability triggers whenever the character is killed by something. On the same round as the death occurs, a future version of the Chronomancer (with full normal hit points and spell slots) arrives at the time and place of death, to finish whatever problem the character was trying to solve when killed- in effect, the Chronomancer receives an instantaneous, non-counterable True Resurrection. Later, the character's future version purchases a casting of the actual True Resurrection spell (costing at least 25000 gp in materials, plus whatever additional payment the caster demands) to bring the earlier (dead) self back to life, and upon resurrection the earlier self travels back to the moment of his or her own death to complete the circle. Thus, high-level Chronomancers are exceedingly difficult to kill, as they get help from their own future selves whenever it is needed.
    The only limitation on this ability is that no more than one such personal time-loop may exist over any 24-hour (subjective) period of the character's existence, and the ability may not be used again until the True Resurrection spell has been paid for and cast- but as Chronomancers become more comfortable with creating personal time-loops, they become able to weave multiple such loops together simultaneously. At every 5th level past 5th, the Chronomancer gains an additional daily use of this ability. Thus, a 10th-level Chronomancer has 2 daily uses, a 15th-level Chronomancer has 3, and so on. What happens in the case of multiple triggerings of this ability in a single "day" is that the character can spontaneously self-resurrect (bringing future selves into the past to continue the fight) more than once before actually paying for the spells to bring the past versions back, though as before, the spells must eventually be paid for and cast to close the time-loops before uses of this ability are recharged.
Informed Reflexes (Ex): At 6th level, the Chronomancer's time sense becomes good enough that the character is able to use his or her INT modifier to modify Reflex saves, rather than the DEX modifier as normal. This is a result of the Chronomancer having enough time to consider the consequences of an effect requiring a Reflex save, and being able to figure out the best places to be when it happens.
Improved Free Spell (Su): A 7th-level Chronomancer's control over time allows the Free Spell ability to be improved, such that any spell with a casting time of one full minute or less may be cast as a free action when the ability is used. The character is still limited to 1 Free Spell per Chronomancer level per day.
Improved Evasion (Ex): At 8th level, the Chronomancer's Evasion ability improves. This is exactly like the Monk and Rogue ability of the same name.


The Elder Dragon Councillor

For millennia beyond modern counting, the dragons of Taera have maintained a homeland closed to all non-dragons- the storied Dragon Vale, located today on the continent of Anarcia. The Elder Dragon Council rules dragon civilization from the Vale, and its decrees rule millions of lives. Most hatchling dragons brought up among dragons aspire to one day join the Council, and most dragons who are reared outside dragon civilization but eventually come into contact with it dream of the power such an appointment could give them. However, the road to becoming an Elder Dragon is long and treacherous, frought with perils from environment, dragonslayers, and even other dragons scheming to get their talons on the aspirant's life, territory, and hoard by any means necessary. Accordingly, very few dragons ever do rise to join the mighty Elders, but those who do become enshrined in legend, story, and song as paragons of their kind. Among the most powerful race in the multiverse, the Elder Dragon Councillors are without doubt the most powerful individuals.

Hit Die: d12.

Requirements:

Class Skills: The Elder Dragon Councillor's class skills (and associated abilities) are Appraise (INT), Bluff (CHA), Concentration (CON), Decipher Script (INT), Diplomacy (CHA), Intimidate (CHA), Knowledge (any) (INT), Lucid Dreaming (WIS), Psicraft (INT), Search (INT), Sense Motive (WIS), Speak Language (None), and Spellcraft (INT).

Skill Points at each level: 2 + INT modifier.

The Elder Dragon Councillor
Class
Level
Special
1st Elder Brand, Elder Evolution, Mass Command 1/day
2nd Personal Guardian
3rd Bonus feat, Mass Command 2/day
4th Geas/Quest 1/day
5th Mass Command 3/day, Personal Guardian
6th Bonus feat
7th Mass Command 4/day
8th Personal Guardian
9th Bonus feat, Mass Command 5/day
10th Geas/Quest 2/day

Class Features: All of the following are class features of the Elder Dragon Councillor prestige class.
Weapon and Armor Proficiency: Elder Dragon Councillors gain no additional proficiency in armor or weapons.
Elder Brand (Ex): Upon joining the Council, a new Elder Dragon is branded by a permanent Arcane Mark which is unique to the Council, and recognized by all dragons. This special mark can never be dispelled or suppressed, and due to multiple carefully worded True Wishes in antiquity, only actual Elder Dragons can bear or use the mark. Therefore, every dragon recognizes members of the Council even if that particular dragon has never met the particular member he or she is now in the presence of, and whether by intimidation or respect of what the mark represents, accords the Elder Dragon with greater attention and deference than would otherwise be the case.
    The practical effect of this mark, in game terms, is that an Elder Dragon gains a +10 bonus on any CHA-related skill checks (such as Bluff, Diplomacy, or Intimidate) used on other dragons, and a +10 bonus to the save DC of any Charm or Compulsion effects the Elder Dragon uses on dragon targets (including, if applicable, the Mass Command and Geas/Quest abilities granted by levels in this prestige class). Other Elder Dragon Councillors (and only other members of the Council) are immune to this effect. If used against a dragon with levels in the Guardian of the Dragon Vale prestige class, the bonus is instead +20 (to both skill checks and save DCs), because the Guardians are specifically charged with carrying out the will of the Council. Of course, any Guardian who becomes an actual Elder Dragon Councillor is immune to the effect rather than being affected by the +20 bonus.
    It is important to note that though the Arcane Mark itself is magical, it is in all respects a normal Arcane Mark other than its uniqueness and association with the Elder Dragons, and has no effect except by the reputation of the Council. Therefore, the bonus to skill checks and saving throw DCs is considered an extraordinary ability rather than a supernatural one. At the DM's option, nondragons might recognize the mark for what it is with a DC 35 Bardic Knowledge check, or a Knowledge (Arcana), Knowledge (Nobility and Royalty), or Knowledge (Politics) check (all DC 30). The effects of the mark on such a character who succeeds at the check are entirely up to the DM, but will typically grant at least a +4 bonus to the same sorts of things the Elder Dragon gets against non-Elder dragons.
Elder Evolution (Ex): An Elder Dragon Councillor shares in a semi-divine energy that is created by the collective will and respect of the dragon race, focused on the Council. Accordingly, an Elder Dragon Councillor gains a bonus to natural armor and saving throws equal to half the number of levels he or she has in this prestige class. Thus, an 8th-level Elder Dragon Councillor has a +4 bonus to natural armor, and a +4 bonus to all saving throws.
Mass Command (Sp): Elder Dragons are the rulers of dragonkind, and their word is law for thousands, if not millions, of dragons and nondragons alike. An Elder Dragon Councillor may use Mass Command once per day as a spell-like ability. At every odd-numbered level, the character gains another daily use of this ability. Thus, a 5th-level Elder Dragon Councillor has 3 daily uses of Mass Command.
Personal Guardian: After being on the Council for some time, an Elder Dragon begins to attract more attention from his or her peers, as well as his or her lessers. The Guardians of the Dragon Vale, being devoted to the Council by the mandate that defines their existence, often show the most visible signs of this attention. A 2nd-level Elder Dragon Councillor attracts a Guardian cohort (that is, a cohort who has levels in the Guardian of the Dragon Vale prestige class) who serves him or her personally and faithfully, above all others. The Guardian is treated in all ways as an ordinary cohort (as if gained by the Epic Leadership feat), except that the character does not count against the Elder's number of cohorts or followers for the purposes of Leadership feats the Elder Dragon actually has, and will never willingly leave the Elder's service under any circumstances short of permanent death, or the cohort joining the Elder Dragons him- or herself.
    Should the Elder actually lose the Guardian cohort, whether through death or another means, the character is not replaced, but further levels in the Elder Dragon Councillor prestige class grant more Personal Guardians. Every 3 levels past 2nd, the Elder Dragon gains another one. Thus, a 5th-level Elder Dragon Councillor has two Guardian cohorts, unless the Guardian gained at 2nd level was killed or joined the Elders before the leading Elder reached 5th level.
Geas/Quest (Sp): As an Elder Dragon becomes more used to using the power of the Council to get his or her way, it becomes easier to do. Therefore, the character eventually develops the ability to make commands "stick" even more than the mere Mass Command ability allows him or her to do. An Elder Dragon Councillor of at least 4th level may use Geas/Quest as a spell-like ability once per day. Every 6 levels past 4th, the character gains an additional daily use of this ability; thus, a 16th-level Elder Dragon Councillor has 3 daily uses.
Bonus Feats: An Elder Dragon Councillor gains a bonus feat (selected from the following list) at every 3rd level (i.e. 3rd, 6th, 9th, etc.).
    Elder Dragon Councillor Bonus Feat List: Additional Magic Item Space, Armor Skin, Craft Minor Artifact, Craft Major Artifact, Damage Reduction, Devastating Critical, Dire Charge, Energy Resistance, Epic Damage Reduction, Epic Endurance, Epic Fortitude, Epic Leadership, Epic Prowess, Epic Reflexes, Epic Spell Penetration, Epic Toughness, Epic Will, Fast Healing, Improved Combat Casting, Improved Darkvision, Improved Low-Light Vision, Improved Spell Capacity, Improved Spell Resistance, Legendary Commander, Multispell, Overwhelming Critical, Penetrate Damage Reduction, Perfect Health, Permanent Emanation, Polyglot, Spell Opportunity, Spell Stowaway, Spellcasting Harrier, Superior Initiative, Tenacious Magic.
    In addition to the feats on this list, an Elder Dragon Councillor may select any Metabreath, Metamagic, Metapsionic, Ultraspell, or Ultrapsionic power feat that he or she does not already have and meets the prerequisites for, as a bonus feat.

The Immortal Councillor

Most people of modern Taera who have any knowledge at all of history know that the Ancient world of the long-fallen Golden Age was ruled by the wisest and oldest citizens, who were made Immortal by unimaginably powerful magic so that they could continue to guide civilization forever. With their rule, the Ancients strode the endless vaults of the sky between the stars, visited countless other worlds, and ruled an empire so vast that modern people are incapable of imagining the size of its smallest vassal states, let alone the whole. All of this, history tells, came to ruin with the Annihilation, the catastrophe that cut Taera off from the rest of the empire and brought on the new (and current) dark age. The Immortal Council that had ruled so well for so long was cut off forever from its birthworld, and the people had to learn to live without it.
    Of course, history does not always tell the truth (whole or otherwise).
    In fact, though most of the Council of Immortals was indeed cut off from Taera by the Annihilation, a few members were caught on Taera with everybody else. Those members, seeing that they were suddenly far fewer in number and therefore much more vulnerable to their enemies, withdrew from public life to become secretive, subtle, and secure. Even so, they kept in contact with key individuals who arose to guide the apparently Immortal-less populace, and by exterting their old influence on those people they effectively continued to guide the world. Over the millennia since then, though many arguments have been raised among the membership of the Council over whether the need for secrecy still exists, the secrecy remains. The Immortals today rule the world from behind the scenes, guiding thrones and (lesser) councils alike.

Hit Die: d4.

Requirements:

Class Skills: The Immortal Councillor's class skills (and associated abilities) are Autohypnosis (WIS), Concentration (CON), Decipher Script (INT), Knowledge (any) (INT), Lucid Dreaming (WIS), and Spellcraft (INT).

Skill Points at each level: 2 + INT modifier.

The Immortal Councillor
Class
Level
Special Spells Per Day
1st Aura of Majesty, Ultraspell Pool +1 level of existing Arcane spellcasting class
2nd Superior Spell Mastery  
3rd Bonus feat, Mysterious Traveller 1/day +1 level of existing Arcane spellcasting class
4th Arcane Might  
5th Bonus feat +1 level of existing Arcane spellcasting class
6th Mysterious Traveller 2/day, Superior Spell Mastery  
7th Bonus feat +1 level of existing Arcane spellcasting class
8th Arcane Might  
9th Bonus feat, Mysterious Traveller 3/day +1 level of existing Arcane spellcasting class
10th Superior Spell Mastery  

Class Features: All of the following are class features of the Immortal Councillor prestige class.
Weapon and Armor Proficiency: Immortal Councillors gain no proficiency with any weapon or armor.
Spells per Day/Spells Known: At every odd-numbered level, an Immortal Councillor advances one level of casting ability in an Arcane spellcasting class in which the character could cast Ultramagic spells prior to becoming an Immortal Councillor. This grants the character an additional "caster level" for the purposes of variable effects of spells which refer to caster level, such as damage dice or duration, and also grants any spell knowledge or additional spell slots that level advancement in that class would normally grant (however, since the ability to cast Ultramagic spells generally requires that the character be an Epic-level spellcaster already, in most cases no spell knowledge or additional slots will be granted). This ability does not grant any additional benefits of gaining such a class level, such as improved familiar abilities or bonus Metamagic or Item Creation feats. If the character had more than one Arcane spellcasting class in which he or she was able to cast Ultraspells before becoming an Immortal Councillor, then the player must decide which of those classes gains the benefit of additional spellcasting ability.
Aura of Majesty (Ex): Immortal Councillors are the remnant of the former rulers of Taera, and they have made sure that people through the millennia since the Annihilation remember it. An Immortal Councillor can use the title to help others see his or her way in negotiations. This grants the character a bonus to all Diplomacy and Intimidate checks equal to his or her Immortal Councillor level.
Ultraspell Pool (Su): The Immortal Council was the original bastion of knowledge about Ultramagic, after Damok discovered how to duplicate the Medallion of Power and spread the ability to use it to others. Though the ability now no longer requires a Medallion of Power, and is innate to all Taeran-native creatures, the Immortal Council remained the greatest repository of Ultramagic knowledge over the millennia of the Golden Age, and even today is a force to be reckoned with in that area. Upon joining the order, a new Immortal Councillor becomes a beneficiary of this ancient legacy- the other Immortals link the new Councillor's personal Medallion of Power into the magical network which links them all. This link can be called upon when the character needs it to grant knowledge that he or she would not otherwise have, specifically knowledge of how to cast a particular Ultraspell.
    Once per day, while preparing spells for the day or recharging spell slots, the Immortal Councillor may choose one Ultramagic spell feat which he or she does not have, but which the character meets the caster level prerequisite for (if any). Once chosen, the character may then prepare and/or cast that Ultraspell as if he or she had the feat, though all special components must still be met at casting time for the spell to actually work. Because Ultramagic spell slots may only be recharged once per week, most Immortal Councillors use this ability on only one slot at a time, keeping the slots open until the appropriate Ultraspell feat is accessible.
Superior Spell Mastery: The access to magical knowledge granted to Immortal Council members is not restricted to Ultraspells. At 2nd level, and every 4th level thereafter (i.e. 6th, 10th, 14th, etc.), the character learns new spells. If the character was a Sorcerer or other spontaneous spellcaster before joining the Immortal Council, then he or she learns two new spells of any level without needing to use any feats or lose knowledge of any other spells. If the character was a Wizard or other spellcaster that prepares spells before joining the Council, then he or she learns two new spells (automatically added to the character's spellbooks or equivalent spell repository) of any level, and may select 2 × his or her INT modifier spells which are permanently known, and may thereafter be prepared without using spellbooks (or whatever is normally used). There is no upper limit to the number of spells that are learned and/or "mastered" with this class feature, and the knowledge cannot be lost as long as the character is an Immortal Councillor.
Mysterious Traveller (Sp): Immortal Councillors find it useful sometimes to keep local populations aware of powerful masters in their midst, as long as nobody is aware of any useful specifics regarding who those masters are or exactly what they can do. At 3rd level, the Immortal Councillor gains the ability to use Mysterious Traveller (as the psionic power), once per day, except that this power is actually magical rather than psionic. It is otherwise treated as a psi-like ability using the character's full character level as the manifester level, so a typical Immortal Councillor affects a great many targets when using this power. At 6th level, the character can use this ability 2 times per day, and a new use is gained at every 3rd level thereafter (i.e. 3/day at 9th level, 4/day at 12th, etc.).
Arcane Might: At every 4th level (that is, 4th, 8th, 12th, etc.), the Immortal Councillor acquires the ability to cast one spell known to him or her with enormous extra might. The character must select one spell known to him- or herself each time this ability is gained, and the choice cannot be changed once made. When the Immortal Councillor casts a spell chosen for this ability, he or she does not need to use Somatic, Verbal, or Material or Focus components costing less than 1 gp- and this does not raise the spell's effective level or casting time as the use of Metamagic feats to accomplish this same effect would. Furthermore, any attempts by others to determine what spell the character is casting via Spellcraft before it goes off take a -10 penalty to the Spellcraft check. Finally, the spell's save DC is increased by 4, and it gets a +4 bonus to any caster level checks made to penetrate Spell Resistance. Both of these bonuses stack with any other bonuses granted by feats or class/race abilities.
Bonus Feats: An Immortal Councillor gains a bonus feat (selected from the following list) at 3rd level, and every odd-numbered level thereafter (i.e. 5th, 7th, 9th, etc.).
    Immortal Councillor Bonus Feat List: Additional Magic Item Space, Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Damage Reduction, Energy Resistance, Enhance Spell, Epic Leadership, Epic Skill Focus, Epic Spell Focus, Epic Spell Penetration, Epic Toughness, Familiar Spell, Fast Healing, Ignore Material Components, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Multispell, Permanent Emanation, Spell Knowledge, Spell Opportunity, Spell Stowaway, Tenacious Magic.
    In addition to the feats on this list, an Immortal Councillor may select any feat listed in the prerequisites for a feat on the bonus feat list above, which he/she/it meets the prerequisites for.

The Legion

While some practitioners of psionics use their powers of the mind to crush the will of and subjugate other creatures to do their whim, others use shapeshifting effects to assume the bodily forms of others and reap the benefits which come with them. They are mighty manipulators of people, able to rule entire cities with the powers of their minds alone.
    Dabblers.
    There is another path, a path that beckons to only a very few in the Multiverse. The limitation of the lesser paths to power is that no matter how much energy the mentalist can use or spend, it is only a single creature, and single creatures are only able to do so much. Single creatures cannot be everywhere at the same time, nor can they know everything that all of their subjects are thinking or doing at any given time. But the greater path breaks this limitation. Those with the power and the will to walk it leave behind their singleton existence to become... something more. A practitioner of this greater path is not one- it is Legion.

Hit Die: d4.

Requirements:

Class Skills: The Legion's class skills (and associated abilities) are Autohypnosis (WIS), Bluff (CHA), Concentration (CON), Craft (INT), Disguise (CHA), Forgery (INT), Heal (WIS), Intimidate (STR or CHA), Knowledge (Biology) (INT), Knowledge (Psionics) (INT), Profession (WIS), Psicraft (INT), and Speak Language (None).

Skill Points at each level: 2 + INT modifier.

The Legion
Class
Level
Special Power Points Per Day
1st Soul Seed 1/day, Subversion  
2nd Rebirth 1/day +1 level of existing psionic class
3rd Soul Seed 2/day, Steal Mind 1/day  
4th Assimilation 1/day, Subversion +1 level of existing psionic class
5th All-In-One 1/day, Soul Seed 3/day  
6th Rebirth 2/day, Steal Mind 2/day +1 level of existing psionic class
7th Soul Seed 4/day, Subversion  
8th Assimilation 2/day +1 level of existing psionic class
9th Soul Seed 5/day, Steal Mind 3/day  
10th All-In-One 2/day, Rebirth 3/day, Subversion +1 level of existing psionic class

Class Features: All of the following are class features of the Legion prestige class.
Weapon and Armor Proficiency: Legions gain no additional proficiency with any weapon or armor.
Power Points per Day/Powers Known: At every even-numbered level, a Legion advances one level of manifesting ability in a psionic class in which the character had levels prior to becoming a Legion. This grants the character an additional "manifester level" for the purposes of variable effects of powers which refer to manifester level, such as number of targets or duration, and also grants any power knowledge or additional power points that level advancement in that class would normally grant (however, since the ability to manifest Megamind and Zone of Union generally requires that the character be an Epic level manifester already, in most cases no power knowledge or additional power points will be granted). This ability does not grant any additional benefits of gaining such a class level, such as improved psicrystal abilities or bonus Metapsionic or Item Creation feats. If the character had more than one psionic class before becoming a Legion, then the player must decide which of those classes gains the benefit of additional manifesting ability.
Soul Seed (Su): This power is the base of all the Legion's other powers, and though it seems the most innocuous on the surface, it is in many respects the most insidious. By making a successful touch attack on a target creature with an INT score of 3 or higher, the Legion breaks off a piece of its soul and embeds it deeply into the soul of the target. The Legion may use this ability once per day at 1st level, and gains another daily use at every odd-numbered level thereafter (i.e. 3rd, 5th, 7th, etc.). The target is allowed a Will saving throw (DC 25 + the Legion's class level + the Legion's CHA modifier) to negate the effect, but if the save is successful, the Soul Seed attempt is not used up and may be tried again the next round if the Legion so desires. Spell and Power Resistance do not protect a target from this power.
    A successfully embedded Soul Seed has no maximum duration, and does not fade with time, though by itself it grants neither the creature it is inside nor the Legion who embedded it any benefits or penalties. Its purpose is to enable the use of the Legion character's other powers. Unfortunately for the target, once a Soul Seed is embedded, very little can be done about it. The Soul Seed is extremely difficult to detect; only an effect such as Metafaculty, Miracle, or Wish can find the minute taint of the Legion on the creature's soul, and even if it is found only Psychic Chirurgery used by a manifester of 20th level plus one level per level of the Legion who embedded the Seed, can remove it (e.g., a Soul Seed embedded by a 3rd-level Legion requires a 23rd-level manifester to remove). Also, if the Legion who embedded a Soul Seed dies without being able to Rebirth (see below), then that Soul Seed is snuffed out. When the Soul Seed is removed or destroyed, by whatever means, the creature it was within takes 1 point of temporary CHA damage which cannot be repaired with Psychic Chirurgery or any other supernatural effect that heals ability damage. The damage must be healed via natural healing processes, or not at all.
Subversion: At 1st level, and every 3 levels after that (i.e. 4th, 7th, 10th, etc.), the Legion designates up to three Telepathic or Psychometabolic powers he or she knows which can target a creature other than him- or herself. The Legion can then manifest a designated power upon any creature with a Soul Seed embedded by him or her, regardless of distance. Even if the Legion and the creature with the Soul Seed are on planes at opposite ends of the Multiverse, the Legion will be able to manifest any Subversion power on the target, regardless of the power's normal range (and without making an attack roll, if one is normally needed). Furthermore, no mental protection of any kind, including Mind Blank and Ultramagic/Ultrapsionic mental protections, can prevent the chosen power from working on the target, though any saving throw allowed by the power (as well as Power Resistance) still applies. Typically chosen powers for Subversion include Channel Power, Detect Thoughts, Domination, Fatal Attraction, Forced Mindlink, [Magic] Psionic Jar, Polymorph Any Object, and Sense Link, but many other powers can prove useful this way.
Rebirth (Su): One of the benefits to having one's soul spread over multiple bodies is that if one body dies, another one is there to take its place. With this power, the Legion character can spontaneously self-resurrect by taking over the body of any creature it has embedded with a Soul Seed.
    Upon dying, the Legion can select any creature which has one of the character's Soul Seeds in it as a target for the Rebirth. The creature's Spell and Power Resistance do not protect it from the Rebirth power, nor do Mind Blank, Protection From Evil, or similar powers that protect a creature against mind-affecting effects, but it does receive a single Will saving throw (DC 25 + the Legion's class level + the Legion's CHA modifier) to resist the takeover. If the save succeeds, that creature is immune to the Legion's attempt at Rebirth through it during that death, but it remains vulnerable to future attempts the Legion makes if the character dies again. If all possible targets of the Legion's Rebirth power succeed at their saving throws, then the Rebirth attempt fails, and the Legion dies- of course, most Legions take care to embed Soul Seeds in plenty of weak creatures to ensure the virtual impossibility of this circumstance.
    If the save fails, then the Legion's mind, soul, and being flood into the chosen victim, and in a single round take over all processes of its body and mind. The creature's form changes as if using Metamorphosis to become the Legion's body instead, and the Legion is now reincarnated in the body it has stolen. A creature that has been taken by a Legion this way cannot be brought back to life by any means other than True Wish, Full Resurrection, or similarly powerful effects, as its body and soul have been entirely consumed by the seed the Legion embedded in it long ago. The reincarnated Legion has all of his/her/its former class levels and experience, and has hit points equal to the lesser amount of the character's normal maximum total or the amount the chosen body had when the Rebirth targeted it. Thus, a Legion who gains Rebirth in the body of a 1st-level Commoner will likely need a great deal of healing to be at full strength, while a Legion who successfully attains Rebirth in an Ancient dragon is likely to be at full hit points. Of course, the Legion's former equipment remains with the character's original body, not the new one, and the Legion will likely have to go to no small amount of trouble to get the equipment back.
    Though the Legion may have any number of potential bodies for a Rebirth attempt, the character cannot make more than one Rebirth attempt in a 24-hour period at 2nd level- so a wise Legion will take care to avoid any danger for at least that long after being Rebirthed. Every 4 levels after 2nd, the Legion gains an additional daily use of Rebirth, allowing the character to come back from death more times in the same span if necessary. If a Legion dies while out of Rebirth uses for the day, then the character is unable to reincarnate, and actually dies.
Steal Mind (Ex): A Legion of 3rd or higher level can draw upon the minds and memories of creatures the character has embedded with Soul Seeds to gain powers and abilities the Legion would otherwise lack. This ability can only be used on creatures which are still nominally themselves; that is, a creature with has been Assimilated (see below) cannot be used, nor can a mind which used to inhabit a body the Legion used for Rebirth. The target of the Steal Mind does not receive a saving throw to stop it, nor does the creature's Spell or Power Resistance (if applicable) apply, since the actual effect works on the Legion him/herself rather than the chosen creature. When Steal Mind is used, the Legion may choose exactly one skill, feat, or class feature that the chosen creature possesses. The Legion may then use the chosen ability for 24 hours, as if it were a natural part of his or her character.
    If a skill is chosen, the Legion may use the chosen creature's skill bonus in place of the character's own, whenever that would give the Legion an advantage. If the Legion has no ranks in the chosen skill, and the skill cannot be used untrained (for instance, a Knowledge skill, or Sleight of Hand), then the Legion is now able to use the skill with the same bonus as the creature the skill actually comes from. If, instead, the Legion chooses a skill which can be used untrained or which the Legion has ranks in, then the character uses either his or her own bonus in the skill, or the bonus of the creature the skill was stolen from, whichever is better at the time.
    If a feat is chosen, the Legion may use that feat normally for the full 24 hours, though the character cannot use the stolen feat to meet prerequisites for other feats or abilities should the Legion gain a level during the 24 hour period. Also, the chosen feat must be one the Legion meets all the prerequisites for; for instance, a Legion without Spring Attack could not steal Whirlwind Attack from a high-level Fighter the character got a Soul Seed into.
    If a class feature is chosen, the Legion may use the chosen class feature exactly as the chosen creature can during the 24 hours. For instance, a Legion could steal Sneak Attack from a 13th-level Rogue, and in that case deal an extra 7d6 damage whenever the Sneak Attack applies. In this case, the chosen ability must be one that is specifically named in the progression of the chosen creature's class levels; base attack bonus, base saving throw bonuses, bonus feat slots, and spells or psionic powers/power points cannot be stolen this way (but most other things are fair game). Any class feature possessed by the chosen creature may be stolen and used, since class features do not have prerequisites other than levels in the classes they belong to.
    Steal Mind may be used but once in a 24-hour period at 3rd level, but as the Legion gains more levels the ability may be used more times per day. If the Legion uses Steal Mind more than once in a 24-hour period, the character may steal multiple abilities and gain the benefits of all of them, though typically a Legion uses Steal Mind sparingly and cautiously since the choice becomes "locked in" for such a long time once made. If the Legion is forced to Assimilate or Rebirth in a creature that is granting the character one or more stolen abilities, then the Legion loses the benefit of those stolen abilities immediately, since the mind that was granting them has been destroyed.
Assimilation (Su): At 4th level, the Legion gains the ability to temporarily inhabit the body of a creature with one of the character's Soul Seeds. This ability works the same as Magic Jar, except that the creature's soul is not held in any container (it is, instead, effectively erased or held in suspension inside its own body), the Will save DC to avoid the effect is equal to 20 + the Legion's class level + the Legion's CHA modifier, Spell and Power Resistance do not apply, and the Legion can only inhabit the body for up to 1 hour per Legion level before being forced back into his or her real body. The Legion may leave the body early if desired, but loses any remaining duration in that case. If the host body is incapacitated or killed while the Legion inhabits it, then the Legion wakes up in his or her normal body none the worse for wear, and the host's own spirit suffers the consequences (for instance, death). If the host body is still alive when the Legion leaves it, the victim regains control over it and retains no memory of events the body participated in while inhabited by the Legion- which may give the victim clues that something is wrong, if the body is suddenly in a completely different place, bears wounds the victim does not remember receiving, etc.
    The Legion is able to use this ability but once per 24-hour period at 4th level, but additional daily uses are gained at every 4th Legion level. It is possible for a Legion with more than one daily use of Assimilation to "spend" an Assimilation use during the duration of a previous use, either to extend the duration for the current host body (in which case the victim does not receive a new saving throw- the Legion is simply granted extra time in control of the body), or to switch control to a new body (which ends the duration of the first use, with consequences for the host as described above).
All-In-One (Su): Eventually, a Legion's ability to exist simultaneously in multiple bodies is realized in its truest form. A 5th-level Legion is able to briefly activate any or all of the character's embedded Soul Seeds at the same time, using them to seize the minds of the creatures hosting them in much the same way as with Assimilation (see above). The differences are that the save DC against All-In-One is only 15 + the Legion's class level and CHA modifier, and the effect lasts a maximum of 10 minutes/level instead of 1 hour/level. Each creature that fails the save is subsumed into a strange sort of amalgamated mind that becomes the Legion's mode of existence while the All-In-One effect lasts.
    Instead of multiple bodies with the same personality, the All-In-One is actually a single mind which happens to be using multiple bodies- so while it can still take only one action requiring significant mental work in a given round (for instance, casting a spell or using a psionic power), each body can act independently, so the Legion can take as many physical actions as there are bodies. The bodies may assist each other with actions requiring skill checks as long as those actions are physical, but not with mental or social actions such as checking Knowledge or making Diplomacy rolls. Since the bodies share a single mind, those that speak all say the same words and do so simultaneously. If the Legion takes an action requiring mental work, or a non-physical skill check, then the character selects one body to perform the action, and whatever effect the action has originates from that body's location. Thus, the character can manifest a psionic power from any body in the All-In-One while it lasts, and any body can activate and use class features such as embedding new Soul Seeds in new targets.
    All the bodies in the All-In-One act on the same initiative count in any given round, so any observer who can see more than one of them can make a DC 15 Sense Motive check to realize that they are linked somehow. While this has little direct effect in most situations, it is usually very disturbing to those who see it, and the Legion can take advantage of this to gain a bonus to Intimidate checks. This is an exception to the rule that the bodies cannot assist each other with social skill checks- if a creature sees ten or twenty people all saying the same intimidating thing at precisely the same time, it is a great deal more unnerving than seeing just one person say exactly the same words. Therefore, when a Legion makes Intimidate checks during an All-In-One, any bodies which are present at the site of the Intimidation attempt can assist whichever body is making the primary check.
    As with Assimilation, a Legion can use All-In-One only once per 24-hour period when it is first gained; new daily uses of All-In-One are gained at every 5th level after 5th (i.e. 10th, 15th, etc.).


The Master of Inner Light



The Priory Initiate

The parched, heat-blasted deserts of Arite feature some of the most dangerous magical phenomena in the Material Plane, and spellcasters there are accordingly rare. Psionics, as a result, has reached a tremendous level of mastery and importance in that world, and has taken the place in Arite that magic takes in most other Material worlds (particularly Taera). One notable difference between masters of the supernatural in Arite and those of other worlds, besides the use of psionics instead of magic, is that whereas in most worlds the highest masters of power have several different traditions and unique aspects of legendary might to follow (or point in new directions), the most prominent Taeran examples being the Chronomancer and the Immortal Council, Arite has no such far-reaching organizations or traditions. The masters of Arite, few that they are, are oddly monolithic in power selection and general quality of ability. What few scholars who have noticed this oddity have ever realized is that this lack of diversity is not accidental or random, but is in fact very deliberate.
    Long ago, even long before the Golden Age itself a few have suggested, the greatest psionic masters of Arite came together in an accord that few other beings would be capable of understanding. In their might and hard-won inner strength, they perceived a purity of purpose and being that to their minds was supreme in all the cosmos- nothing else, no other way, could possibly be superior. The search for psionic mastery, to them, was the highest and noblest calling a being could pursue, and so they set out to protect and guide those who would follow them along the path- particularly from the most dangerous opposition that could arise for such a noble endeavor, that being others who once followed the path and then strayed from it for selfish or impure ends. To these ancient psionic masters, psionics was an end in and of itself, and the purity of its disciplines and powers must never be corrupted or changed from this basic principle. To this end, they formed a secret society of overseers to ensure that the highest levels of psionics would never become corrupted by extreme goals, viewpoints, or ideas, which today is called (by the very small number of people who are aware of it) the Priory of Psion.
    This extreme (in its own way) clarity of purpose and strict adherence to psionics for its own sake means that the primary work of Priory members, when not advancing their own psionic understanding and power, is to ensure that nobody else who reaches a level of psionic power and understanding that the Priory considers worthy of notice (those being, in game terms, the rarified regions above 20th level) "corrupts" the purity of psionics with pursuit of nonpsionic goals- particularly extremely Good, Evil, Lawful, or Chaotic ones. Characters like Legions (described above) represent what is, to Priory members, the worst of abominations, the use of the greatest psionic might for purposes other than increasing and maintaining itself. Priory members have a sworn duty to discover psionicists who are on the verge of achieving the final levels of insight that make an individual worthy of the Priory's attention, and test the character to be sure that his/her/its motives are as pure as those of the Priory itself. Those who are not deemed worthy are labelled "renegades," and are hunted down and destroyed by all the resources the Priory can throw at them. It is this singleminded pursuit and elimination of any and all deviations from the psionic norm that have led to the lack of diversity in Arite's most powerful psionicists mentioned above; very few "impure" psionic paths allow a trailblazing entity to survive Priory attention.
    In this light, the Legion path presents a particularly vicious and difficult-to-eradicate foe for the Priory, and much of the efforts of the current Priory membership are tied up in pursuing and eliminating Legions wherever they appear. This is not, however, to say that the Priory is at all concerned for those who are victimized by the Legions in their quest for true immortality; rather, the Priory is moved to act by the use of such powerful psionics for such obviously impure and selfish ends. Nor is it to say that the Priory will allow others who pursue paths other than pure psionics to escape their wrath once the Legion threat is inevitably dealt with and beaten- to the Priory, any upstart impurities will be eliminated in their own time and in their own way, and those who dare to tread paths beyond that of the pure psionic master will all perish in the end. To the Priory of Psion, failure is not an option, and nothing else will ever be acceptable.

Hit Die: d4.

Requirements:

Class Skills: The Priory Initiate's class skills (and associated abilities) are Autohypnosis (WIS), Bluff (CHA), Concentration (CON), Decipher Script (INT), Forgery (INT), Gather Information (CHA), Intimidate (CHA), Knowledge (any) (INT), Listen (WIS), Lucid Dreaming (WIS), Psicraft (INT), Search (INT), and Spot (INT).

Skill Points at each level: 4 + INT modifier.

The Priory Initiate
Class
Level
Special Power Points Per Day
1st Mindweb, Feat Leech 1/day, Out of Sight Out of Mind  
2nd Shatter Mind Blank 1/day +1 level of existing psionic class
3rd Feat Leech 2/day, Null Psionics Field 1/day  
4th Mass Cloud Mind 1/day +1 level of existing psionic class
5th Apopsi 1/day, Feat Leech 3/day, Shatter Mind Blank 2/day  
6th Null Psionics Field 2/day +1 level of existing psionic class
7th Feat Leech 4/day  
8th Mass Cloud Mind 2/day, Shatter Mind Blank 3/day +1 level of existing psionic class
9th Feat Leech 5/day, Null Psionics Field 3/day  
10th Apopsi 2/day +1 level of existing psionic class

Class Features: All of the following are class features of the Priory Initiate prestige class.
Weapon and Armor Proficiency: As ultra-powerful psionicists who see it as their duty to ensure psionic power is used properly, Priory Initiates disdain the use of anything but psionics to solve their problems. Therefore, they gain no proficiency with any weapon or armor.
Power Points per Day/Powers Known: At every even-numbered level, a Priory Initiate advances one level of manifesting ability in a psionic class in which the character could use Ultrapsionic powers prior to becoming an Initiate. This grants the character an additional "manifester level" for the purposes of variable effects of powers which refer to manifester level, such as number of targets or duration, and also grants any power knowledge or additional power points per day that level advancement in that class would normally grant (however, since the ability to manifest Ultrapsionic powers generally requires that the character be an Epic-level manifester already, in most cases no power knowledge or additional power points will be granted). This ability does not grant any additional benefits of gaining such a class level, such as improved psicrystal abilities or bonus Metapsionic or Item Creation feats. If the character had more than one psionic class in which he or she was able to manifest Ultrapsionics before becoming a Priory Initiate, then the player must decide which of those classes gains the benefit of additional manifesting ability.
Mindweb (Su): Being made up of some of the most powerful psionicists in the Multiverse, the Priory of Psion makes sure all of its members can draw upon the knowledge and power of its most senior members at all times. Upon joining the Priory, a character is subjected to several unique powers designed by ancient Priory members, which have several effects. One effect is the Out of Sight, Out of Mind ability detailed below, but another effectively links the new Initiate's mind into a complex web of psionic power and thought that stretches through the Astral Plane across the entire cosmos. Therefore, as long as the Priory Initiate is on a plane that is Coterminous or Coexistent with the Astral Plane, and not within a Null Psionics area, he or she may access this Mindweb at will. The connection to the Mindweb is a permanent, Overwhelming Telepathy effect, but is usually covered up by an Undetectable Aura by individual members for personal security reasons. The connection can be dispelled as an effect with a manifester level of 40, but it cannot be permanently destroyed- if it is successfully dispelled, it simply reforms on its own 1d4 rounds later.
    The Mindweb's primary use is to allow Priory members to constantly send and receive thoughts with each other as though using the Mindlink power, regardless of which planes the conversing Priory members are on. Additionally, however, the Mindweb contains an enormous pool of psionic might, created by a variant (but far more powerful) Metaconcert effect that allows its participants to access it at any range (even on other planes). Though this variant Metaconcert does not provide Priory members with knowledge of extra powers, nor allow them to split ability damage or XP costs between them, it does allow them to draw on power points to replenish their own totals by concentration. This works essentially like drawing upon the power points in a Crystal Capacitor, except that a character must make a DC 30 Concentration check with a full-round action and expend his or her psionic focus to access the pool, and points from the pool may be (and usually are) used to replenish the character's own total.
    The amount of power points in this pool at any given time is up to the DM, but under most circumstances should be assumed to total at least 1000 power points. Since it is replenished by the extra power points of every member who did not deplete his or her daily power total during a given day, but is also drawn upon by Priory members across the cosmos, the total power within the pool at any given time fluctuates, but generally a Priory member can draw upon a truly enormous reserve of power when necessary. Of course, a Priory member who is performing only light activity in a day is expected to send points back into the pool whenever possible for the use of other members, and though there are no specific rules in the Priory's charter regarding replenishment of the pool, characters who continually draw upon the power without ever giving back will generally find other Priory members turning away from them and refusing to aid them when they need it.
Out of Sight Out of Mind (Su): The Priory of Psion relies on anonymity to do its work in relative safety, as most characters and creatures which reach the levels of power necessary to draw the Priory's attention are used to dealing with powerful enemies. To facilitate this, senior Priory members manifest unique powers of the Priory's own design on new members upon joining, as mentioned above in the description of the Mindweb ability. Another of these unique manifestations causes every Initiate's mind to project fields of forgetfulness into the minds of all intelligent creatures near him or her. In game terms, this means that any creature who wants or needs to remember or find anything about the Priory Initiate after the character is no longer present must make a Will save to do so, against a DC equal to 10 + the Initiate's class level + the Initiate's CHA modifier. This ability often leads to amusing side effects such as the Initiate being able to make a "first impression" several times, but is more often useful in preventing anybody from finding or interfering with the character via Gather Information checks or the like- especially renegade psionicists who would like to make preemptive strikes against the Priory or its members.
    Like the connection to the Mindweb, this effect is a permanent, Overwhelming Telepathy effect with a manifester level of 40 that cannot be permanently dispelled- only suppressed for 1d4 rounds.
Feat Leech (Psi): Priory members gradually gain the use of several psionics-nullifying abilities as they gain levels and take on renegades. The first of these abilities gained is Feat Leech, which a Priory Initiate may use as a psi-like ability (using his or her normal manifester level but requiring no power points to use) once per day at 1st level. Every 2 levels thereafter, the character gains a new daily use of the ability.
Shatter Mind Blank (Psi): Since Mind Blank is standard-issue protection for psionicists of a level high enough to interest the Priory, its members soon pick up the second of their psi-like abilities- the ability to use Shatter Mind Blank once per day, at 2nd level. Every 3 levels past 2nd, a Priory Initiate gains a new daily use of the power, so (for example) an 8th-level Priory Initiate can use the ability 3 times per day.
Null Psionics Field (Psi): Given that their purpose is to track down and stop abusers of psionic power, the third in the line of psi-like abilities that members of the Priory of Psion gain is Null Psionics Field. At 3rd level, a Priory Initiate can use this ability once per day; at every 3rd level past that, a new daily use is gained. Thus, a 6th-level Initiate can use it twice per day, a 9th-level Initiate, 3 times, and so on.
Mass Cloud Mind (Psi): At 4th level, and every 4th level thereafter, a Priory Initiate gains one daily use of Mass Cloud Mind as a psi-like ability.
Apopsi (Psi): Sometimes a particularly troublesome renegade must be dealt with in a permanent fashion, even beyond the threat of death. To accomplish this, Priory members make liberal use of Apopsi to erase the knowledge of powers from a targeted renegade's consciousness, even if it manages to flee to a different body or is resurrected somehow after death. At 5th level, a Priory Initiate can actually use Apopsi once per day as a psi-like ability, and a new daily use of the ability is gained at every 5th level after that. Thus, a 15th-level Priory Initiate can use Apopsi 3 times per day as a psi-like ability.


The Reality Programmer

"Programmer" is an Ancient word with little meaning today, referring to a profession focused on providing computers, robots, and other intelligent machines with skills and knowledge to make them useful. In this modern age with few working computers or robots, the number of programmers left has dwindled to a handful, for obvious reasons; very few people today desire to spend the months and years necessary to build good programming skills, when the few computers and robots that remain are either insane (and thus best treated as monsters) or smarter than they are (and thus perfectly capable of gaining their own skills and utilities). In the modern ignorant age, programming is a vanishing art, and its best artists are rarely appreciated for their work even among technical people such as Gamma Knights or dwellers in the Diamond Towers.
    This is a pity, because near the time of the Annihilation, the profession of programming was undergoing a renaissance. There is an esoteric Ancient theory which few today have ever heard of, which states that the universe, and indeed cosmology itself, behaves in many ways like the "environment inside a computer" (whatever that means). The theory makes the assertion that all the matter, energy, and dimensions which "exist" can be boiled down to mere constructs of information, just like the commands and knowledge embedded in the minds and memory space of Infotech devices. As a result, in principle, it should be possible to learn the "programming language" of reality itself, and quite literally rewrite it, creating entirely new things or controlling, even destroying existing ones.
    A character who advances his or her skills in the Ancient art of programming far enough, invariably learns of this theory, and some have the will, drive, or luck to pursue it further. In gaining the final clues needed to reveal the truths behind the theory of universal information, the programmer becomes something subtlely different, gaining strange new abilities unknown to ordinary folk. Now able to rewrite the cosmos from the ground up, the character becomes a Reality Programmer.

Hit Die: d4.

Requirements:

Class Skills: The Reality Programmer's class skills (and associated abilities) are Autohypnosis (WIS), Concentration (CON), Craft (INT), Decipher Script (INT), Gather Information (CHA), Knowledge (any) (INT), Lucid Dreaming (WIS), Open Lock (INT only), Profession (WIS), Search (INT), and Use Ancient Device (WIS).

Skill Points at each level: 4 + INT modifier.

The Reality Programmer
Class
Level
Special
1st Program Reality
2nd Mechanical Affinity, Ranged Mechanic 1/day
3rd Bonus feat
4th Ranged Mechanic 2/day
5th Reality Revision 1/week
6th Bonus feat, Ranged Mechanic 3/day
7th  
8th Ranged Mechanic 4/day
9th Bonus feat
10th Ranged Mechanic 5/day, Reality Revision 2/week

Class Features: All of the following are class features of the Reality Programmer prestige class.
Weapon and Armor Proficiency: Reality Programmers gain proficiency with all non-Organitech technological weapons, but no proficiency with any armor.
Program Reality (Su): A Reality Programmer can use his or her personal quantum processor to interface with the underlying information layers of reality, reprogramming them as the character sees fit. The character can create programs and store them on the computer for later use, though each program requires some final tweaking depending on environmental conditions which are impossible to know in advance, before it can run and produce its effect. Due to the direct interface with the information layers of reality itself, the quantum computer has effectively infinite storage capacity, but the programs take a long time to set up and store.
    This ability works essentially the same as creating Epic Psionics using the standard rules for Epic Psionics, as opposed to Ultrapsionics (which are unique to Taera). The character chooses several program "seeds" and applies them, along with mitigating factors, to create a program for reality. Instead of using Psicraft for the development and casting, the Reality Programmer uses Use Ancient Device, and the costs of development are based on the Use Ancient Device DC. Programs cost no gold to develop, since the quantum computer provides all the materials necessary, but they cost double the normal amount of time (i.e. 2 days for each 50000 gp that the effect would otherwise take) to develop. One important caveat in developing Reality Programs is that no such program may involve extra participants, or be inscribed onto stone tablets (as Epic spells may be)- those options are simply not available to Reality Programmers.
    When the character wants to actually use a Reality Program, he or she must pull a previously developed program into the computer and run it. The character is only able to run a certain number of programs per day; he or she has one "program slot" per 10 ranks of Knowledge (Mathematics) he or she has. For example, a character with 36 ranks in Knowledge (Mathematics) has 3 daily "program slots." As noted above, each program requires some final tweaking before it produces its effect; in game terms, this is represented by the Use Ancient Device check the effect requires. If the check succeeds, the program takes its slot and runs, producing its effect with the targets the Reality Programmer chooses (along with any other choices the effect requires).
    Although this ability uses the effect seed DCs and development costs of Epic Psionics, the Reality Programs themselves are neither magical nor psionic, and can operate in Dead Magic and Psionic Static Zones normally. Creatures with Spell Resistance or Power Resistance use whichever of the two abilities is worse, for resisting Reality Programs, and the Reality Programmer uses his or her class level plus 20 to determine the caster level of any Reality Programs used, though Reality Programs do not usually have level-dependent variables other than the number added to the check for penetrating resistance. Any saving throws a Reality Program requires have a DC of 20 + the Reality Programmer's WIS modifier.
Mechanical Affinity (Ex): A Reality Programmer of 2nd level or higher is highly attuned to the unique thought processes used by sentient machines such as computers and robots, and accordingly receives a bonus on any CHA-based skill check he or she uses against one (such as Bluff, Diplomacy, or Intimidate). The bonus is equal to the character's class level in Reality Programmer.
Ranged Mechanic (Su): Once per day, a Reality Programmer may operate technological devices (including the quantum computer, if necessary) without actually touching them. The character may make a Use Ancient Device check on any device within 25 feet plus 5 feet per two character levels he or she has. This ability allows the character to make exactly one check, so even under non-stressful circumstances, it is not possible to take 20 on the check (though it is possible to take 10 if the character would normally be able to do so).
    At every even-numbered level, the Reality Programmer gains an additional daily use of this ability. For example, an 8th-level reality Programmer may use Ranged Mechanic 4 times per day.
Reality Revision (Psi): Once per week, a Reality Programmer of 5th or higher level may use the psionic Reality Revision power as a psi-like ability. The character needs not spend the XP to use the power, unless the XP cost would be greater than 5000 (in which case, it costs 5000 XP less than its standard cost). At every 5th level past 5th, the character gains an extra weekly use of this ability.
Bonus Feats: A Reality Programmer gains a bonus feat (selected from the following list) at every 3rd level (i.e. 3rd, 6th, 9th, etc.).
    Reality Programmer Bonus Feat List: Additional Magic Item Space, Craft Programmed Item, Energy Resistance, Epic Endurance, Epic Fortitude, Epic Prowess, Epic Reflexes, Epic Skill Focus, Epic Speed, Epic Toughness, Epic Will, Extended Life Span, Fast Healing, Great Charisma, Great Constitution, Great Dexterity, Great Intelligence, Great Strength, Great Wisdom, Improved Darikvision, Improved Low-Light Vision, Improved Spell Resistance, Penetrate Damage Reduction, Perfect Health. Polyglot, Superior Initiative, Uncanny Accuracy.


The Ultramage

While Archmagi are arguably the strongest and greatest practitioners of magic among worlds and planes away from Taera, Taeran spellcasters have throughout history mastered still greater effects than any mere archmage is capable of. Because these spells of legendary power are classified by the generic name "Ultraspells," the spellcasters of Taera who show signs of mastering these powerful feats of magic are known as Ultramagi. Though an Ultramage sacrifices some spell capability and slows in spellcasting advancement, the powers the character gains in exchange for these sacrifices are usually considered well worth the price paid for them.

Hit Die: d4.

Requirements:

Class Skills: The Ultramage's class skills (and associated abilities) are Autohypnosis (WIS), Concentration (CON), Decipher Script (INT), Knowledge (any) (INT), Lucid Dreaming (WIS), and Spellcraft (INT).

Skill Points at each level: 2 + INT modifier.

The Ultramage
Class
Level
Special Spells Per Day
1st Bonus Ultramagic spell feat +1 level of existing Arcane spellcasting class
2nd Supreme Arcana  
3rd Bonus Ultramagic spell feat +1 level of existing Arcane spellcasting class
4th Bonus feat, Supreme Arcana  
5th Bonus Ultramagic spell feat +1 level of existing Arcane spellcasting class
6th Supreme Arcana  
7th Bonus Ultramagic spell feat +1 level of existing Arcane spellcasting class
8th Bonus feat, Supreme Arcana  
9th Bonus Ultramagic spell feat +1 level of existing Arcane spellcasting class
10th Supreme Arcana  

Class Features: All of the following are class features of the Ultramage prestige class.
Weapon and Armor Proficiency: Ultramagi gain no proficiency with any weapon or armor.
Spells per Day/Spells Known: At every odd-numbered level, an Ultramage advances one level of casting ability in an Arcane spellcasting class in which the character could cast 10th-level spells (note: not Ultraspells, since Ultraspells have no "level" as such) prior to becoming an Ultramage. This grants the character an additional "caster level" for the purposes of variable effects of spells which refer to caster level, such as damage dice or duration, and also grants any spell knowledge or additional spell slots that level advancement in that class would normally grant (however, since the ability to cast 10th-level spells generally requires that the character be an Epic level spellcaster already, in most cases no spell knowledge or additional slots will be granted). This ability does not grant any additional benefits of gaining such a class level, such as improved familiar abilities or bonus Metamagic or Item Creation feats. If the character had more than one Arcane spellcasting class in which he or she was able to cast 10th-level spells before becoming an Ultramage, then the player must decide which of those classes gains the benefit of additional spellcasting ability. This increase to caster level counts, for the purpose of qualifying for the bonus Ultramagic spell gained along with it (see below). For instance, a 25th-level Wizard who gains 1 level of Ultramage can take the Chaotic Terrain Ultraspell (which requires caster level 26) as the bonus feat granted by the Ultramage level, because that level of Ultramage also grants increased caster level.
Bonus Ultramagic Spell feat: At every odd-numbered level (the same levels that grant spellcasting advancement, as described above), an Ultramage learns one new Ultramagic spell for free, without having to spend a feat slot on it. The character must meet some prerequisites of the Ultraspell selected in order to learn it, but some requirements are waived for Ultramagi due to their superior training and study of Ultramagic.
    Specifically, the character must meet the caster level prerequisite of the Ultraspell (taking into account the slowed spellcasting advancement from Ultramage levels), and must already have any Ultraspell feats required by the selected Ultraspell.
    The Ultramage need not meet the required ability score, except for a requirement for the ability score the character's bonus spells per day depend on; for instance, a character who is a Wizard/Ultramage may ignore an ability requirement other than one for INT. Of course, this determination of the "primary" ability score depends on which class the character was able to cast 10th-level spells in before becoming an Ultramage; for instance, a Wizard 24/Sorcerer 4/Ultramage 1 would ignore a CHA requirement, but not an INT requirement, because a 4th-level Sorcerer cannot be capable of casting 10th-level spells as a Sorcerer even with epic levels in another spellcasting class.
    Finally, the Ultramage need not actually know any spells required by the Ultraspell to be learned as a bonus feat, excepting actual Ultraspells as previously noted, provided all of the spells required are on the character's class spell list. The character does not gain actual knowledge of the required spells by gaining the Ultraspell; this ability simply grants the ability to ignore the requirement of knowing them. If a required spell for an Ultraspell is not on any of the character's spell lists, then that Ultraspell may not be taken as a bonus feat with this ability; however, it should be noted that even one level in an Arcane spellcasting class which does have the spell in its class list allows the Ultramage to treat all spells in that class's spell list as being on his or her "class list" for the purpose of fulfilling this requirement, even if the character is incapable of casting 10th-level spells in that class. For instance, a Water Elementalist 24/Wizard 5/Ultramage 1 may ignore any spells required to learn an Ultraspell gained as a bonus feat with this ability, if all of the required spells appear on either the Sorcerer/Wizard or Water Elementalist class spell lists.
    This ability to ignore the requirements for learning Ultramagic spells does not extend to any Ultraspell feats the character takes to fill normal feat slots gained every 3 levels, nor to Ultraspells gained as bonus feats granted by any class feature except this one (such as those granted at every 4th Ultramage level- see below). The Ultramage must meet all requirements for Ultraspells learned with those feat slots.
Supreme Arcana: At every even-numbered level, an Ultramage learns a secret power unknown to (and often undreamed-of by) lesser magic-users. The character gains the opportunity to select a special ability from the list below, by permanently eliminating one existing spell slot of the required level or higher (each ability states what level slot must be sacrificed for it). The character cannot eliminate a spell slot of a level higher than the highest-level spell slot he or she can cast, but may sacrifice a spell slot of higher level than actually required by the ability if desired (so long as the character can actually cast spells of that level). If the character sacrifices as many slots of a particular level as he or she can actually cast, including bonus spell slots granted by specialization or high ability scores, then he or she cannot sacrifice any more spell slots of that level until he or she somehow gains more slots at that level (for instance, by increasing the appropriate ability score). The possible Supreme Arcana choices are:

Bonus Feats: An Ultramage gains a bonus feat (selected from the following list) at every 4th level (i.e. 4th, 8th, 12th, etc.).
    Ultramage Bonus Feat List: Additional Magic Item Space, Energy Resistance, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Extended Life Span, Familiar Spell, Ignore Material Components, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Improved Spell Resistance, Multispell, Permanent Emanation, Spell Knowledge, Spell Opportunity, Spell Stowaway, Tenacious Magic.
    In addition to the feats on this list, an Ultramage may select any Metamagic, magical Item Creation, or Ultramagic spell feat which he/she/it meets the prerequisites for, keeping his/her/its true caster level in mind.

The Ultra-Psion

The greatest practitioners of psionics among worlds and planes away from Taera cannot match the levels of power eventually reachable by native Taerans. Across the millennia, Taeran manifesters have occasionally discovered greater effects than any mere metamind or master psion is capable of. Because these powers of legendary might are classified by the generic name "Ultrapsionics," the manifesters of Taera who show signs of mastering these powerful feats of psionics are known as Ultra-Psions. Though an Ultra-Psion sacrifices some psionic capability and slows in manifesting advancement, the powers the character gains in exchange for these sacrifices are usually considered well worth the price paid for them.

Hit Die: d4.

Requirements:

Class Skills: The Ultra-Psion's class skills (and associated abilities) are Autohypnosis (WIS), Concentration (CON), Decipher Script (INT), Knowledge (any) (INT), Lucid Dreaming (WIS), and Psicraft (INT).

Skill Points at each level: 2 + INT modifier.

The Ultra-Psion
Class
Level
Special Power Points Per Day
1st Bonus Ultrapsionic power feat +1 level of existing manifesting class
2nd Supreme Psionics  
3rd Bonus Ultrapsionic power feat +1 level of existing manifesting class
4th Bonus feat, Supreme Psionics  
5th Bonus Ultrapsionic power feat +1 level of existing manifesting class
6th Supreme Psionics  
7th Bonus Ultrapsionic power feat +1 level of existing manifesting class
8th Bonus feat, Supreme Psionics  
9th Bonus Ultrapsionic power feat +1 level of existing manifesting class
10th Supreme Psionics  

Class Features: All of the following are class features of the Ultra-Psion prestige class.
Weapon and Armor Proficiency: Ultra-Psions gain no proficiency with any weapon or armor.
Power Points per Day/Powers Known: At every odd-numbered level, an Ultra-Psion advances one level of manifesting ability in a psionic class in which the character could manifest 10th-level powers (note: not Ultrapowers, since Ultrapowers have no "level" as such) prior to becoming an Ultra-Psion. This grants the character an additional "manifester level" for the purposes of variable effects of powers which refer to caster level, such as damage dice or duration, and also grants any power knowledge or additional power points that level advancement in that class would normally grant (however, since the ability to manifest 10th-level powers generally requires that the character be an Epic level manifester already, in most cases no power knowledge or additional points will be granted). This ability does not grant any additional benefits of gaining such a class level, such as improved psicrystal abilities or bonus Metapsionic or Item Creation feats. If the character had more than one manifesting class in which he or she was able to manifest 10th-level powers before becoming an Ultra-Psion, then the player must decide which of those classes gains the benefit of additional manifesting ability. This increase to manifester level counts, for the purpose of qualifying for the bonus Ultrapsionic power gained along with it (see below). For instance, a 27th-level Nomad who gains 1 level of Ultra-Psion can take the Planar Conjunction Ultrapower (which requires manifester level 28) as the bonus feat granted by the Ultra-Psion level, assuming the character has a DEX of 24 or higher, because that level of Ultra-Psion also grants increased manifester level.
Bonus Ultrapsionic Power feat: At every odd-numbered level (the same levels that grant manifesting advancement, as described above), an Ultra-Psion learns one new Ultrapsionic power for free, without having to spend a feat slot on it. The character must meet some prerequisites of the Ultrapower selected in order to learn it, but some requirements are waived for Ultra-Psions due to their superior training and study of Ultrapsionics.
    Specifically, the character must meet the manifester level prerequisite of the Ultrapower (taking into account the slowed manifesting advancement from Ultra-Psion levels), and must already have any Ultrapower feats required by the selected Ultrapower.
    The Ultra-Psion need not meet the required ability score, except for a requirement for the primary ability score of the character's class (i.e. WIS for Psychic Warriors). Of course, this determination of the "primary" ability score depends on which class the character was able to manifest 10th-level powers in before becoming an Ultra-Psion; for instance, a Shaper 24/Psychic Warrior 4/Ultra-Psion 1 would ignore a WIS requirement, but not an INT requirement, because a 4th-level Psychic Warrior cannot be capable of manifesting 10th-level powers as a Psychic Warrior even with epic levels in another manifesting class.
    Finally, the Ultra-Psion need not actually know any powers required by the Ultrapower to be learned as a bonus feat, excepting actual Ultrapowers as previously noted, provided all of the powers required are on the character's class power list. The character does not gain actual knowledge of the required powers by gaining the Ultrapower; this ability simply grants the ability to ignore the requirement of knowing them. If a required power for an Ultrapower is not on any of the character's power lists, then that Ultrapower may not be taken as a bonus feat with this ability; however, it should be noted that even one level in a psionic class which does have the power in its class list allows the Ultra-Psion to treat all powers in that class's list as being on his or her "class list" for the purpose of fulfilling this requirement, even if the character is incapable of manifesting 10th-level powers in that class. For instance, a Seer 24/Photokineticist 5/Ultra-Psion 1 may ignore any powers required to learn an Ultrapower gained as a bonus feat with this ability, if all of the required powers appear on either the Psion or Photokineticist class power lists.
    This ability to ignore the requirements for learning Ultrapsionic powers does not extend to any Ultrapower feats the character takes to fill normal feat slots gained every 3 levels, nor to Ultrapowers gained as bonus feats granted by any class feature except this one (such as those granted at every 4th Ultra-Psion level- see below). The Ultra-Psion must meet all requirements for Ultrapowers learned with those feat slots.
Supreme Psionics: At every even-numbered level, an Ultra-Psion learns a secret ability unknown to (and often undreamed-of by) lesser psionicists. The character gains the opportunity to select a special ability from the list below, by permanently giving up a number of power points per day (each ability states how many power points must be sacrificed for it). The character cannot sacrifice more power points than his or her metapsionic cap allows to be spent on a single manifestation. The possible Supreme Psionics choices are:

Bonus Feats: An Ultra-Psion gains a bonus feat (selected from the following list) at every 4th level (i.e. 4th, 8th, 12th, etc.).
    Ultra-Psion Bonus Feat List: Additional Magic Item Space, Energy Resistance, Enhance [Spell] Power, Epic [Spell] Psionic Focus, Epic [Spell] Power Penetration, Extended Life Span, Fast Healing, Improved Combat [Casting] Manifesting, Improved Heighten [Spell] Power, Improved [Metamagic] Metapsionics, Improved Power Capacity, Improved [Spell] Power Resistance, [Multispell] Multipower, Permanent Psionic Emanation, [Spell] Power Knowledge, [Spell] Power Opportunity, [Spell] Power Stowaway, Tenacious [Magic] Psionics.
    In addition to the feats on this list, an Ultra-Psion may select any Metapsionic, psionic Item Creation, or Ultrapsionic power feat which he/she/it meets the prerequisites for, keeping his/her/its true manifester level in mind.

The Warrior of Fate

Initia, relative to the other members of the Taeran pantheon, seems the least meddlesome of all the deities. She is a mysterious personality who watches the tapestry of history unfold, and waits for something only she knows about. One sect of her faith maintains that since she herself weaves the strands of time into the tapestry, she is in fact the most meddlesome of deities, but most scholars with an eye on history consider that to be splitting hairs.
    Occasionally, however, Initia is moved to act directly- and those times invariably become legend to future generations (and are often predicted in prophecies many years, decades, or even centuries before the actual events take place). During these times of drastic change, Initia takes a direct hand in worldly and cosmic affairs so as to ensure that the world survives and her own mysterious goals are advanced. Even during such times of legend, though, she rarely uses actual avatars or deals with events in person; instead, she prefers to send a faithful servant- a chosen champion imbued with incredible powers who fights for her and to keep the balance of Fate intact. Though this champion does not always exist, and has no title granted by the goddess herself, the position has come to be named the Warrior of Fate in the legends and stories which mention it.
    As Initia does not maintain a champion except during times of dire need, unlike the holy champions of other deities, the Warrior of Fate is usually (though not always) a single individual. The appearance of even a single Warrior of Fate is cause for great concern among people who know of his/her/its existence, because it invariably signals momentous events (and often great upheaval); though it is conceivable that Initia could send more than one at a given time, at no time in recorded history has she ever done so. Prophecies in and out of her church speak of a time when she will field an entire unit of Warriors of Fate, but none can say when that time will be, though all dread the portent of what manner of event could cause her to take such drastic measures.

Hit Die: d10.

Requirements:

Class Skills: The Warrior of Fate's class skills (and associated abilities) are Balance (DEX), Concentration (CON), Decipher Script (INT), Disguise (CHA), Gather Information (CHA), Knowledge (Arcana, History, and Religion) (INT), Listen (WIS), Lucid Dreaming (WIS), Search (INT), Sense Motive (WIS), Speak Language (None), and Spot (WIS).

Skill Points at each level: 2 + INT modifier.

The Warrior of Fate
Class
Level
Special Spells Per Day
1st Avoid Fate 1/day, Memory's Fading Glimpse, Spell Access, Time Trade +1 level of existing Divine spellcasting class
2nd Commune With Fate 1/day, Improved Free Attack  
3rd Limited Wish 1/day +1 level of existing Divine spellcasting class
4th Avoid Fate 2/day, Time Walk 1/day  
5th Commune With Fate 2/day +1 level of existing Divine spellcasting class
6th Limited Wish 2/day  
7th Avoid Fate 3/day +1 level of existing Divine spellcasting class
8th Commune With Fate 3/day  
9th Limited Wish 3/day, Time Walk 2/day +1 level of existing Divine spellcasting class
10th Avoid Fate 4/day  

Class Features: All of the following are class features of the Warrior of Fate prestige class.
Weapon and Armor Proficiency: Warriors of Fate gain proficiency with all simple and martial weapons, all armor except for Powered Armor and Technological armor types, and shields.
Spells per Day/Spells Known: At every odd-numbered level, a Warrior of Fate advances one level of casting ability in a Divine spellcasting class which the character had levels in prior to becoming a Warrior of Fate. This grants the character an additional "caster level" for the purposes of variable effects of spells which refer to caster level, such as damage dice or duration, and also grants any spell knowledge or additional spell slots that level advancement in that class would normally grant. This ability does not grant any additional benefits of gaining such a class level, such as additional Domain powers or bonus Metamagic or Item Creation feats. If the character had more than one Divine spellcasting class before becoming a Warrior of Fate, then the player must decide which of those classes gains the benefit of additional spellcasting ability.
Avoid Fate (Su): Since the Warrior of Fate is Initia's chosen champion, she takes unusual care to ensure that the character does not meet an untimely end. Once per day, the character may force a reroll of any die roll which would result in the character's death if the original roll were taken. For instance, a Warrior of Fate who failed a Fortitude save vs. massive damage could reroll the saving throw. Unlike most abilities which allow rerolls, this power allows the character to continue forcing the reroll until it does not result in his or her death, unless there is no possible roll which would allow the character to survive. The Warrior of Fate may choose not to reroll a die, if he or she does not want to use up the Avoid Fate for the day; i.e., the player must declare that the reroll is being used when it is used.
    At every 3rd level past 1st, the Warrior of Fate gains an additional daily use of Avoid Fate- thus, a 7th level Warrior of Fate has 3 daily uses of the power.
Memory's Fading Glimpse (Su): The Warrior of Fate usually becomes the target of many attempts on his or her life once his or her existence is known outside Initia's faith; some such antagonists are genuine enemies the character must fight to preserve the balance of fate, while others are simply afraid of the events the Warrior's coming portends (and deluded enough to think that killing the Warrior will somehow stop the events from taking place), and a few others are merely keen to test themselves against a truly legendary opponent. As a result, Initia does her best to obscure the Warrior's presence in an area, to avoid spreading knowledge of his or her whereabouts and appearance too far. Any creature who wants or needs to remember or find anything about the Warrior of Fate after the character is no longer present must make a Will save to do so, against a DC equal to 10 + the Warrior's class level + the Warrior's WIS modifier. This ability often leads to amusing side effects such as the character being able to make a "first impression" several times, but is more often useful in preventing anybody from finding or interfering with the character via Gather Information checks or the like.
Spell Access: The Warrior of Fate gains access to all of the spells on all of Initia's granted Domains simultaneously, if the character did not already have such access before becoming a Warrior of Fate. This does not grant the character the granted powers associated with those Domains, only access to the spells in the Domain lists. Thus, if the character was limited to knowledge of a few spells from the class spell list, upon becoming a Warrior of Fate he or she is treated as knowing all spells on all of Initia's Domain spell lists- though none of those spells count against the character's spells known for other purposes. Likewise, a character who prepares spells in advance may always prepare a spell from one of Initia's Domain spell lists, even if preparing such a spell would normally require a special spell slot such as a Clerical Domain spell slot.
Time Trade: As the Warrior of Fate is the chosen champion of the goddess of Time, Initia is capable of directly interfering in the character's personal history if she so desires. This allows the character to "trade in" up to 10 levels from a class that he or she previously had at least 20 levels in before becoming a Warrior of Fate, effectively turning those levels- retroactively- into Warrior of Fate levels. Thus, a character who qualified for the prestige class as a 20th level Fighter/7th level Cleric of Initia could become a 10th level Fighter/7th level Cleric of Initia/11th level Warrior of Fate, immediately upon taking the first Warrior of Fate level. This trade-in must be declared immediately upon taking the first Warrior of Fate level, and cannot be undone or changed once made- the character only has one chance to "relive" his or her life this way.
Commune With Fate (Sp): Initia keeps closer contact with her Warrior of Fate than with any of her other priests. Accordingly, the Warrior of Fate of 2nd level or higher can, once per day, use Commune to contact her as a spell-like ability. When used this way, the spell does not cost the Warrior any XP, but if the character casts the spell normally the XP is deducted as normal. At every 3rd level past 2nd, the Warrior of Fate gains an additional daily use of this ability- for instance, an 11th-level Warrior of Fate has 4 daily uses.
Improved Free Attack (Su): A Warrior of Fate with this ability is allowed to make one Full Attack action per round as a free action, up to one time per day per Warrior of Fate level. This ability may only be used with weapons the character has taken the Weapon Focus feat with, and it may not be used while wearing any Medium or Heavy armor, as such encumbrance slows the character down too much to allow it. A character may always choose to use the ability to make only one attack (at the full attack bonus) rather than take the multiple attacks granted by a Full Attack action. Only one Improved Free Attack may be used per round no matter how many daily uses the character may have remaining; thus, the character is limited to at most two Full Attack actions per round. If the character is Hasted when making these Full Attack actions, then both Full Attacks gain the extra Haste attack.
Limited Wish (Sp): At 3rd level, the Warrior of Fate is favored enough by Initia that she is willing to make small changes to the weave of history in order to accommodate him or her. This allows the character to use Limited Wish once per day at the character's regular Divine caster level, and using the primary ability modifier for the character's Divine spellcasting class. For instance, a 3rd-level Warrior of Fate who was a 20th-level Cleric of Initia before becoming the Warrior of Fate would use the spell at caster level 22, and using WIS as the primary ability modifier to determine any saving throws required by the effect chosen. Using Limited Wish this way does not require the Warrior of Fate to sacrifice any XP, but if the character casts the spell any other way, the XP are sacrificed as normal. At every 3rd level past 3rd, the character gains an additional daily use of this ability; thus, a 6th-level Warrior of Fate has two daily uses of Limited Wish.
Time Walk (Sp): Borrowing a page from the Timewalker sect of warriors, Initia grants her chosen champions the ability to use a full-round action to enter a special form of Time Stop which lasts (from the user's perspective) for 1d4 rounds, plus one round per point of WIS modifier s/he has. The caster level of this effect, should it be required for some reason, equals the Warrior's regular Divine caster level. During this special type of stopped time, the Warrior of Fate is able to make melee attacks on any foe s/he can reach, and is free to use up multiple attacks on the same one if desired. Since nobody but the Warrior can move within this sped-up time frame (unless entering it with the character via Spell Stowaway (Time Stop) or another similar ability), all foes are treated as if caught flat-footed and/or helpless. After the Time Walk, the Warrior has effectively Teleported to wherever s/he is when the effect ends, from the perspective of creatures who were not able to act with the character in the sped-up timeframe. Since the Time Walk is itself a time-twisting power and an extension of the Free Attacks granted to the character at earlier levels, the Warrior of Fate may not use special abilities such as Haste and Improved Free Attacks to increase the number of attacks available within the Time Walk timeframe at first, though with greater experience using them most Warriors eventually learn how to meld the two.
    Because of the toughness of time-stopped matter (which prevents those who use the normal Time Stop spell from attacking their foes), all creatures hit by the Warrior of Fate during a Time Walk have effective Damage Reduction 10/-, taking 10 less points of damage per strike. This Damage Reduction may not be bypassed by any weapons (even Silmarillium), and furthermore, it should be noted that any Damage Reduction the target has which is granted by the toughness of its material (as opposed to supernaturally fast healing) also applies to attacks made during a Time Walk. When in doubt, assume that a creature is allowed its normal DR against Time Walk attacks, but note that most DR that does not specify a type of damage (i.e. slashing or bludgeoning) or require a weapon of super-hard material such as Adamantine to bypass is the result of instant healing rather than pure toughness. Thus, a typical demon's DR (requiring Good, Magic, and/or Cold Iron to bypass) is the result of instant healing and does not apply during a Time Walk, whereas a typical golem's DR (requiring Adamantine weapons to bypass) is because of the material it is constructed from, and does apply during a Time Walk. Aside from such "toughness" DR, the damage from attacks made during a Time Walk does not actually happen until the Time Stop effect ends, when all the cuts at once (for instance, if the Warrior of Fate was using a slashing weapon) suddenly open up and spurt blood and fluids. Creatures are affected by these attacks as if they came from one attack, so DR resulting from instant healing is only subtracted once at the end, and death from massive damage is possible (and in most cases, likely).
    Performing a Time Walk is very draining to a character; the Warrior takes 4 points of temporary STR and DEX damage once finished. These points are restored after at least 8 uninterrupted hours of sleep.     When this ability is first acquired at 4th level, the Warrior of Fate may only use it once per day. At every 5th level past that, the character gains an additional daily use of the ability- thus, a 14th level Warrior of Fate has 3 daily uses of Time Walk.