Taeran Prestige Classes

Aberrant Champion
Gamma Knight
Guardian of the Dragon Vale
Hive Guardian
Silicon Dragon
Timewalker

Magical Prestige Classes

Fist of Freedom (Contributed by Johnny Britzke)
Hospitaler of the Sunburst Order
Ice Para-Elementalist/Frostbringer
Magma Para-Elementalist/Lavaslinger
Master of the Glow
Sludge Para-Elementalist/Mudmaster
Smoke Para-Elementalist/Cinderpuffer
Task Mage
Technomancer

Psionic Prestige Classes

Crystal Symbiote (Contributed by Leo Wang)
Dreamer
Master of the Glow
Mindsmith
Mindspanner
Ninja of the Claw
Ninja of the Nine Shadows (Contributed by Johnny Britzke)
Photokineticist

Taeran Holy Exemplar Prestige Classes

Exemplars of Good-Faction Deities

Avenger
Exalted Jester
Freedom Knight
Holy Cropmaster
Holy Ranger
Master of Inner Light
Paladin
Paramour
Psi-Priest (Good)
Shadowcat Reveller
Sunchild
Swamp Stalker
Windrider
Womb Guardian

Exemplars of Neutral-Faction Deities

Discordian
Enforcer
Forgemaster
Gambler
Holy Bard
Holy Guardian
Holy Sage
Mariner
Psi-Priest (Neutral)
Shifter
Shrouder
Vigilante
Warrior of Fate
Wayfaring Wanderer

Exemplars of Evil-Faction Deities

Antibard
Antipaladin
Blasphemer
Deathstroke
Despoiler
Ice Knight
Knight of Purity
Oozemaster
Psi-Priest (Evil)
Seductress
Serpent Soldier
Sharkmaster
Storm Knight
Terrorist
Trapmaster

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




New Prestige Class Descriptions


The Aberrant Champion

There is a secret place beyond space, a hidden history beyond time- a realm beyond mind. Within this null-region that is inexplicably both larger and smaller than the reality we know, unfathomable entities with unknowable minds drift through layers of abstraction without meaning or end, contemplating thoughts without logic or sanity. Though the very existence of this Outer realm is caustic to the known multiverse, there are some who, upon discovering the fact of its being, nevertheless find in it a unique form of enlightenment. Some find a beauty in the horrid Things which sometimes drift from that dimension to our own; others seek knowledge of the totality of being which they believe can only be gained through contact with That Which Should Not Be.
    A few scorn base "reality" entirely, and seek to Become something... more.
    For these few, the cosmos they were born into is a prison, a trap built by unfathomable malevolent beings for some sick purpose known only to them. In the Outside Regions beyond the Ultimate Gate, these few see a path to escape this prison, a means to be (quite literally) all that they can be. Disdaining the forms and trappings of the cosmos they intend to leave behind, these champions of the True Outside become truly Aberrant in their outlook and actions.

Hit Die: d10.

Requirements:

Class Skills: The Aberrant Champion's class skills (and associated abilities) are Autohypnosis (WIS), Bluff (CHA), Gather Information (CHA), Intimidate (STR or CHA), Jump (STR), Knowledge (Planes) (INT), Listen (WIS), Speak Language (None), Spot (WIS), and Survival (WIS).

Skill Points at each level: 2 + INT modifier.

The Aberrant Champion
Class
Level
Base Attack
Bonus
Fortitude
Save
Reflex
Save
Will
Save
Special
1st +1 +2 +2 +0 Blessing of Madness, Touch of Madness 1/day
2nd +2 +3 +3 +0 Aura of Unease
3rd +3 +3 +3 +1 Time Delay 1/day
4th +4 +4 +4 +1 Mark of Madness
5th +5 +4 +4 +1 Aberrant Reformation
6th +6 +5 +5 +2 Time Delay 2/day
7th +7 +5 +5 +2 Improved Touch of Madness 2/day
8th +8 +6 +6 +2 Amorphous, Timeless Body
9th +9 +6 +6 +3 Time Delay 3/day
10th +10 +7 +7 +3 Aberrant Reformation, Time Immunity

Class Features: All of the following are class features of the Aberrant Champion prestige class.
Weapon and Armor Proficiency: Aberrant Champions gain proficiency in all simple and martial weapons, but no armor, other than what they had before.
Blessing of Madness (Ex): An Aberrant Champion gains a +1 insight bonus on saving throws, ability checks, skill checks, attacks, and armor class, but permanently loses 4 points of WIS.
Touch of Madness (Su): Once per day, an Aberrant Champion may attempt to infuse a target with insight into the true nature of reality and the horrors behind it. To do this, the Champion must make a melee touch attack on the target. If the attack misses, or the target saves, the attempt has no effect and is wasted for the day. If successful, the victim must make a Will save vs. DC 10 + the Aberrant Champion's class level + the Aberrant Champion's CHA modifier. If the save fails, the touched creature is Confused as if by a Sorcerer of the Aberrant Champion's character level. Pseudonatural creatures, Alienists, or other creatures native or closely related to the Far Realm are immune to this effect.
Aura of Unease (Su): At 2nd level, an Aberrant Champion becomes immune to all Fear effects, magical or otherwise. Enemies within 10 feet of the Aberrant Champion can feel the character's unnatural being, and suffer a -2 morale penalty on their attack rolls against the Champion as a result.
Time Delay (Su): Starting at 3rd level, the Aberrant Champion may draw upon the timeless nature of the Far Realm to protect himself/herself from undesirable events. Any time the character would take damage from a successful attack, or gain a negative condition from a spell or ability, he or she may use an immediate action to delay the effect for 1d4+1 rounds. During the rounds the effect is delayed, it can still be healed, alleviated, or cured as if it had already been applied. Healing cannot prevent an instant death affect from killing the Aberrant Champion after Time Delay is over, but gaining immunity to death effects (such as by Death Ward) will. The Aberrant Champion gains an extra use of Time Delay at 6th and 9th level.
Mark of Madness (Ex): Creatures attempting to use any Mind-Affecting spells or psionic powers on the Aberrant Champion must make a Will save vs. DC 10 + the Champion's class level + the Champion's CHA modifier, or become Confused themselves for 1d4 rounds whether or not the actual effect upon the Champion succeeds.
Aberrant Reformation (special): At 5th level and 10th level, the Far Realm energies infusing the Aberrant Champion make permanent alterations to the character's body in some way. At each of these levels, the Aberrant Champion selects one ability from the choices below. The chosen ability becomes a permanent, non-supernatural part of the character's natural form. All of these abilities are considered Extraordinary, and may not be taken more than once, unless otherwise noted within the ability's description.

Improved Touch of Madness (Su): At 7th level, the Aberrant Champion gains an additional daily use of Touch of Madness, but in addition is now able to channel the effect through a normal melee weapon. The character may use Touch of Madness either as a touch attack, as before, or as an effect added to any standard melee attack he or she is making- though the character must declare the attempt to use Touch of Madness before making the attack roll. If the character uses Touch of Madness as part of a Full Attack, then he or she must specify which attack carries the Madness effect; only one such attack per round may be affected in any case.
Amorphous (Ex): An Aberrant Champion of 8th level or higher no longer has fixed internal organs, and may move them around within his or her body as desired. The character thus becomes immune to critical hits, and extra damage from effects such as Sneak Attack or Skirmish that depend on precision strikes.
Timeless Body (Ex): At 8th level, the Aberrant Champion 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.
Time Immunity (Su): Once per day, an Aberrant Champion of 10th or higher level may use an immediate action to become immune to any effect that is time-based, such as Slow, Haste, and artificial aging (magical or otherwise). This can even be used to avoid powerful effects such as Reverse Time, Temporal Stasis, or Time Stop (in this case the character can use Time Immunity to act in the same time frame as the creature gaining extra rounds of time from the Time Stop if that creature comes within sight of the Champion or tries to set up an effect to interact with him or her).

Ex-Exemplars and Ex-Priests: The outlook of an Aberrant Champion is fundamentally opposed to any devotion to beings or causes of the sane cosmos, and as such an Aberrant Champion cannot maintain close ties to any religion he or she may have espoused before embarking on the path to the Far Realm. An Aberrant Champion with levels in any of the Holy Exemplar prestige classes, whether or not the character presently meets the requirements for that class (particularly in the case of alignment), immediately loses all of those class levels and gains in their place one Aberrant Champion level for each level in the former Holy Exemplar class. The character level of the character does not change, nor does he or she gain any other special benefits- this simply changes the former Holy Exemplar levels over to Aberrant Champion levels as if the character had been taking levels in Aberrant Champion all along. A character with any levels in a Divine spellcasting class, such as Cleric or Druid, does not necessarily lose those abilities, but the character now gains powers from a patron in the Far Realm rather than his or her original deity or cause. Note that in either case, the character is still an Ex-Exemplar or Ex-Cleric/priest as appropriate to the class being lost or altered, and this may create other penalties for the character (such as other members of the character's former religion hunting him or her down to exact revenge for the spurned deity).

Aberrant Champion Epic Progression

The Epic Aberrant Champion
Class
Level
Special
11th Improved Touch of Madness 3/day
12th Time Delay 4/day
13th  
14th Bonus feat, Improved Touch of Madness 4/day
15th Aberrant Reformation, Time Immunity 2/day, Time Delay 5/day
16th  
17th Improved Touch of Madness 5/day
18th Bonus feat, Time Delay 6/day
19th  
20th Aberrant Reformation, Improved Touch of Madness 6/day, Time Immunity 3/day

Improved Touch of Madness (Su): The Epic Aberrant Champion gains another daily use of the Touch of Madness power at 11th level, and every 3rd level after that.
Time Delay (Su): The Epic Aberrant Champion gains another daily use of the Time Delay power at 12th level, and every 3rd level after that.
Aberrant Reformation: The Epic Aberrant Champion gains another Aberrant Reformation at 15th level, and every 5th level thereafter.
Time Immunity (Su): An Epic Aberrant Champion gains another daily use of the Time Immunity power at every 5th level past 10th.
Bonus Feats: The Epic Aberrant Champion gains a bonus feat (selected from the following list) at every 4th level past 10th.
    Epic Aberrant Champion Bonus Feat List: Action Without Time, Additional Magic Item Space, Armor Skin, Blinding Speed, Damage Reduction, Dire Charge, Energy Resistance, Epic Endurance, Epic Fortitude, Epic Prowess, Epic Reflexes, Epic Skill Focus, Epic Speed, Epic Toughness, Epic Weapon Focus, Epic Will, Extended Life Span, Fast Healing, Fulcrum Shift, Great Charisma, Great Constitution, Great Dexterity, Great Intelligence, Great Strength, Improved Aura of Unease, Improved Combat Reflexes, Improved Darkvision, Improved Low-Light Vision, Improved Spell Resistance, Legendary Climber, Legendary Leaper, Legendary Wrestler, Perfect Health, Polyglot, Self-Concealment, Spectral Strike, Spellcasting Harrier, Superior Initiative, True Madness, Uncanny Accuracy, Widen Aura of Unease.

The Gamma Knight

Gamma Knights are a secret sect of warriors who uphold the traditions and training of the military orders of the Golden Age. From their secret bases, they conduct missions into the barbaric civilizations of modern Taera and Arite, bringing the devastating power of the Ancients to bear against those who stand in their way.

Hit Die: d12.

Requirements:

Class Skills: The Gamma Knight's class skills (and associated abilities) are Autohypnosis (WIS), Balance (DEX), Climb (STR), Concentration (CON), Craft (Technology) (INT), Heal (WIS), Intimidate (CHA), Jump (STR), Knowledge (Arcana, Ancient Technology, History, or War) (INT), Listen (WIS), Open Lock (INT only), Search (INT), Spellcraft (INT), Spot (WIS), Survival (WIS), Swim (STR), Tumble (DEX), and Use Ancient Device (WIS).

Skill Points at each level: 2 + INT modifier.

The Gamma Knight
Class
Level
Base Attack
Bonus
Fortitude
Save
Reflex
Save
Will
Save
Special Spells Per Day
1 2 3 4 5
1st +1 +2 +2 +0 Technical Proficiency, Second Sight, Memory Crystal, Command Robot 1 - - - -
2nd +2 +3 +3 +0 Joint Casting (6th) 2 - - - -
3rd +3 +3 +3 +1 Weapon Focus 2 1 - - -
4th +4 +4 +4 +1 Joint Casting (7th) 3 2 - - -
5th +5 +4 +4 +1 Weapon Specialization 3 2 1 - -
6th +6 +5 +5 +2 Joint Casting (8th) 3 3 2 - -
7th +7 +5 +5 +2 Weapon Focus 4 3 2 1 -
8th +8 +6 +6 +2 Joint Casting (9th) 4 3 3 2 -
9th +9 +6 +6 +3 Weapon Specialization 4 4 3 2 1
10th +10 +7 +7 +3 Joint Casting (Ultramagic) 4 4 3 3 2

Class Features: All of the following are class features of the Gamma Knight prestige class.
Weapon and Armor Proficiency: Gamma Knights are proficient with all types of armor, but not shields (unless they were proficient with shields from a previous class). They do not automatically gain proficiency in any weapons except as noted below.
Spells: Gamma Knights learn to cast Arcane spells, from the Wizard/Sorcerer spell list. Spells cast by Gamma Knights never need foci or material components, but in the case of spells requiring expensive material components, the casting Gamma Knight must spend XP equal to the component's gold cost in order to cast the spell. In the case of an Arcane Focus, the caster must spend 1/10 the cost of the focus. Gamma Knights are affected by armor and combat like most other characters are, but most of them wear Ancient armor that does not greatly impair spellcasting, and pick up the Combat Casting feat early on. Gamma Knights do not maintain spellbooks- instead, they use memory crystals like those used by Conjoiners, though they can only store spells in theirs. They do not prepare spells in advance, but cast them spontaneously as Sorcerers do. Naturally, Gamma Knights tend to focus on destructive spells more than any other kind.
Second Sight (Su): Gamma Knights store their knowledge of spells in specially prepared gemstones called Memory Crystals. To them, spells are simply patterns of energy that they know how to create and direct, and they store knowledge of these patterns in their crystals. A Gamma Knight can learn new spells by watching another person cast them, because the Gamma Knight can literally see the patterns of energy the spellcasting generates. The character must have sufficient space within one or more Memory Crystals in order to learn a new spell; the knowledge of any spells requires Memory Crystals to hold it. If the character does have sufficient space, a Spellcraft check against DC 20 + the spell's level is sufficient to learn the pattern of energy- after that, the knowledge is immediately stored inside one of the character's Memory Crystals. Meditating on the Crystals during the next day then allows the Gamma Knight to treat the new spell as one of the character's own.
    Note that Gamma Knights cannot simply "see" spells inscribed on a scroll this way, and therefore cannot learn from them directly. The Gamma Knight must actually use the scroll in order to learn the spell scribed on it, or must make a successful skill check as another person does so, in order to learn the spell. Gamma Knights are unable to learn spells of higher level than their current level in this Prestige Class. Ultramagic, of course, is always gained as feats rather than spell knowledge in the conventional sense, but the character cannot begin taking Ultramagic spell feats until 10th level. Although Gamma Knights never gain higher than 5th level spell slots through level advancement in this Prestige Class, they do have the ability to cast spells of higher level using their unique ability of Joint Casting (see below); also, Gamma Knights of 9th level or higher who happen to be above the 20th character level can take the Epic feat Improved Spell Capacity, to gain actual slots of 6th level or higher.
Memory Crystal (Ex): Gamma Knights store their knowledge of spells in specially prepared gemstones called Memory Crystals. Upon awakening each day, a Gamma Knight meditates with his or her Memory Crystals for 1 hour, and this is sufficient to recharge the character's spell slots, and allow full access to the contents of all Memory Crystals. A Memory Crystal must be a translucent gemstone of high quality (no less than 10 gp value). The value of the gemstone determines how well it can store memories, and thus how many spells can be stored in it. Each spell a character stores essentially takes up a certain gold piece value out of the gem's total; 1st-level spells each take 1 gp, and thus a 50-gp gem can store up to 50 1st-level spells. 2nd-level spells take up 3 gp each, 3rd-level ones each take 5, and so on- essentially, spells take up gp values equal to the power point cost they would have if they were psionic powers of equal level. Gamma Knights cannot learn 0-level spells, but Ultramagic spells are a special case. Each Ultraspell costs 100 gp to store regardless of actual cost to use.
    Gamma Knights receive a standard-issue 100-gp quartz Memory Crystal at 1st level, containing knowledge of six 1st level spells of the character's choice. The Memory Crystal can later hold any number of other spells the character wishes, so long as its value limit of 100 gp is not exceeded. Each time the character gains a new level, he or she also gains knowledge of two new spells of the character's choice, as long as the spells do not exceed the maximum available level (for instance, a Gamma Knight going from 2nd to 3rd level can learn two 3rd-level spells if desired, even though actually casting them will not be possible until 5th level). These level-gained spells must still be stored in Memory Crystals, or they are lost, so wise characters make sure they have room before gaining a level.
    The fact that Gamma Knight Memory Crystals are gemstones makes them exceedingly protective of the items when travelling, for obvious reasons- a Gamma Knight without his or her Crystals is magically helpless. Furthermore, Gamma Knights are incapable of using any Memory Crystals but their own; Crystals recovered from an enemy after battle are as useless as ordinary gemstones are. Furthermore, to use a gemstone as a Memory Crystal, a Gamma Knight must take the time to specially prepare it to store memories. This process can be done automatically (without any checks) to any translucent gem the character finds during adventures, but the preparation process is very costly in time- it requires 1 day (assuming eight hours per day, just like work on magic or psionic items) for each 10 gp in the value of the gem. For instance, a gemstone worth 300 gp would take 30 days to prepare as a Memory Crystal. This preparation need not be done all at once- that is, the 30 days for the given example need not be consecutive or uninterrupted, though each individual day must be uninterrupted for it to count- but until the full 30 days are spent preparing the gem, it is useless as a Memory Crystal and can hold no memories of any sort.
Technical Proficiency (Ex): Upon meeting the prerequisites for this Prestige Class, a Gamma Knight is proficient in all forms of Ancient weapons and armor, and all medical and communication equipment as well. The character must still make Use Ancient Device checks when encountering any device for the first time, but receives a +20 bonus to any falling within the above-given categories, and need not make a second roll for such a device unless the first one fails drastically (with a natural 1).
Command Robot (Ex): Ancient robots of all sorts were designed to automatically recognize commands from certain classes of organic beings and citizen AIs. In some situations, such commands could override whatever else the robot was doing beforehand, causing it to literally stop its current task in mid-stride and start working to complete the new command. Gamma Knights were one of the highest possible classes in this scheme, and as a result any recognized Gamma Knight has a certain level of control over robots. This ability works essentially as the spell Dominate Person, except that it is not magical or psionic, only works on noncitizen robots, and whether or not a given command is self-destructive is irrelevant (though, certain robots may not be able to perform certain tasks no matter what, and will say so if ordered to perform such tasks). Civilian-level robots can always be commanded with this ability, but military robots are a special case. Military robots have ranks just like nonrobot soldiers do, and a robot with a higher rank than the commanding Gamma Knight will ignore the character's commands (and in fact, may decide to take action against the character for insubordination). Rank as a Gamma Knight is, for game purposes, measured with levels in the class, with 1st-level Gamma Knights being able to control little more than civilizan robots, and 10th-level Gamma Knights being able to command almost any sentient machine.
Joint Casting (Su): As they become more powerful, Gamma Knights develop the ability to cast spells of greater power than they are capable of by themselves- by casting them jointly with other nearby Gamma Knights. At 2nd level, a Gamma Knight can learn his/her/its part in the casting of 6th level spells this way; at 4th level, the character can learn 7th, and so on as detailed in the table (the final increase, to Ultramagic, actually allows the casting of Ultramagic spells the character has the feat for). In order to cast a high-level spell using this ability, the caster must contribute a spell slot of his/her/its choice to start the spell. The difference between the level of the contributed spell slot and that of the spell itself (called the "deficit") determines how much power must be contributed by other Gamma Knights to make the spell work (Ultramagic spells count as level 10 for this purpose). Each contributing Gamma Knight must use up a spell slot of equal or lower level than the one contributed by the actual caster, and there must be a minimum number of contributors to provide the necessary energy. This minimum number is the square of the "deficit" amount; thus, a Joint caster casting a 6th level spell who contributes a 1st-level spell slot to the task must have 25 other Gamma Knights contribute a 1st-level spell slot to the spell to make it work. By contrast, a Gamma Knight contributing a 5th-level slot to the task only needs one contributor, and the contributor can give up any spell slot of 1st to 5th level, as desired.
    Once the contributors are present, each of them must make a Spellcraft check (DC equal to 10 + the level of the spell being Joint Cast, or DC 20 for Ultramagic), or the spell slot is lost without contributing anything to the larger spell (effectively nullifying that contributor). Finally, the initiating caster must succeed at a Spellcraft check (DC 20 + twice the spell's level, or 40 for Ultramagic) to make it work. If successful, the spell is cast, just as if the initiating caster cast the spell by him/her/itself- if the initiator's Spellcraft check fails, the entire spell fails, and all spell slots spent are wasted, causing a Wild Surge the process. For obvious reasons, Gamma Knights rarely use this ability except when in large groups, and even more rarely to cast extremely powerful spells- but since it is difficult for enemy casters on a battlefield to figure out which Knight is actually casting the spell, and it allows access to extremely powerful abilities, they do occasionally find uses for it.
    Although low-level Gamma Knights cannot have knowledge of how to cast spells of a high enough level to match their Join Casting limit, they can contribute to such spells begun by others; that is the point of the Joint Casting ability at low levels.
Weapon Focus: At 3rd and 7th levels, the Gamma Knight gets the Weapon Focus feat for any chosen high-tech weapon for free as a bonus feat.
Weapon Specialization: At 5th and 9th levels, the Gamma Knight gets the Weapon Specialization feat for any high-tech weapon which the chracter already has the Weapon Focus feat for, as a bonus feat. If the character has no Weapon Focus feats for high-tech weapons that he or she does not already have Weapon Specialization with as well, then the character gets no benefit from this class feature.

Code of Conduct: As members of an army, a military order, Gamma Knights are expected to hold to their rank at all times. Though they need not have any particlar alignment, nor are they expected to uphold any particular standard in life outside the Gamma Knight bases, they must always obey orders from beings of higher rank (whether Gamma Knights, Silicon Dragons, or some other Ancient VIP) regardless of what those orders may mean. Superiors are not supposed to order lesser-ranked Knights to perform obviously suicidal missions or actions, but if they do, then the lower Knights are bound to carry them out. Failure to follow orders to the best of the character's ability, or refusing to report for duty at all, brands the character a renegade and a traitor, and such a person can never again advance levels in the Gamma Knight Prestige Class (though renegades do keep existing abilities granted by Gamma Knight levels). Furthermore, all Gamma Knights and Silicon Dragons in good standing who find a renegade and become aware of the character's status are duty-bound to do their best to bring the traitor back to a base for questioning, or failing that, to kill the traitor. Needless to say, most renegade Gamma Knights don't live very long after leaving the order!
Multiclassing: Gamma Knights must devote themselves fully to the order until they reach the highest ranks (10th level in the Prestige Class for game purposes). If the character takes a level in any class other than Gamma Knight before that point, he/she/it is cast out of the order and is treated as a renegade (as above) for all purposes. Gamma Knights who advance to 10th level may again multiclass freely, and at that time have no penalties for doing so other than whatever standard rules dictate for them.

Gamma Knight Epic Progression

The Epic Gamma Knight
Class
Level
Special
11th Weapon Focus
12th  
13th Bonus feat, Weapon Specialization
14th  
15th Weapon Focus
16th Bonus feat
17th Weapon Specialization
18th  
19th Bonus feat, Weapon Focus
20th  

Weapon Focus: At 11th level, and every 4th level after that, an Epic Gamma Knight gains Weapon Focus with any high-tech weapon the character does not already have Weapon Focus with, as a bonus feat. If there are no high-tech weapons with which the character does not already have Weapon Focus, then he/she/it gains no benefit from this class feature.
Weapon Specialization: At 13th level and every 4th level thereafter, the Epic Gamma Knight gets the Weapon Specialization feat for any high-tech weapon which the chracter already has the Weapon Focus feat for, as a bonus feat. If the character has no Weapon Focus feats for high-tech weapons that he/she/it does not already have Weapon Specialization with as well, then the character gets no benefit from this class feature.
Bonus Feats: The Epic Gamma Knight gains a bonus feat (selected from the following list) at every 3rd level past 10th.
    Epic Gamma Knight Bonus Feat List: Distant Shot, Energy Resistance, Enhance Spell, Epic Endurance, Epic Leadership, Epic Prowess, Epic Spell Focus, Epic Spell Penetration, Epic Toughness, Epic Weapon Focus, Epic Weapon Specialization, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Instant Recharge, Master Blaster, Permanent Emanation, Spell Opportunity, Spell Stowaway, Spellcasting Harrier, Tenacious Magic, Uncanny Accuracy.

The Guardian of the Dragon Vale

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 have over the centuries been enforced by a speacial order of highly trained dragon agents called the Guardians. Their assigned duty is to guard the lives and (publicly known) hoards of the Elders, and police the decrees of the Council among the rest of dragon society (though in practice they normally only do so within the Vale itself). A modern twist on their police duty is that since the Annihilation, they have also acted to enforce the Edict of Isolation- they are charged to prevent all nondragons from entering the Vale except by direct summons or invitation by an Elder Dragon on the Council, and to force any who defy the decree out of the Vale by any means necessary (including death). Though they give up many of the normal trappings of draconic life to devote themselves to the order, the Guardians of the Dragon Vale often find the respect and appreciation granted them by other dragons to be worth the effort.

Hit Die: d12.

Requirements:

Class Skills: The Guardian of the Dragon Vale's class skills (and associated abilities) are Appraise (INT), Concentration (CON), Craft (Armorsmith) (INT), Diplomacy (CHA), Disable Device (DEX), Forgery (INT), Gather Information (CHA), Intimidate (CHA), Listen (WIS), Psicraft (INT), Search (INT), Sense Motive (WIS), Spellcraft (INT), Spot (WIS), Survival (WIS), and Use Rope (DEX).

Skill Points at each level: 2 + INT modifier.

The Guardian of the Dragon Vale
Class
Level
Base Attack
Bonus
Fortitude
Save
Reflex
Save
Will
Save
Special
1st +1 +2 +0 +2 Defensive Stance 1/day, Guardian Aura, Guardian Spells
2nd +2 +3 +0 +3 Damage Reduction +5/magic, Uncanny Dodge
3rd +3 +3 +1 +3 Evasion, Subduing Breath
4th +4 +4 +1 +4 Defensive Stance 2/day, Trapfinding
5th +5 +4 +1 +4 Damage Reduction +5/magic, Improved Uncanny Dodge
6th +6 +5 +2 +5 Improved Evasion, Hold Monster
7th +7 +5 +2 +5 Defensive Stance 3/day
8th +8 +6 +2 +6 Damage Reduction +5/magic
9th +9 +6 +3 +6 Freedom, Imprisonment
10th +10 +7 +3 +7 Defensive Stance 4/day

Class Features: All of the following are class features of the Guardian of the Dragon Vale prestige class.
Weapon and Armor Proficiency: Guardians of the Dragon Vale gain proficiency in Light and Medium armors. In fact, part of the standard Guardian uniform is a suit of leather dragon-barding bearing the nine-colored symbol of the Elder Dragon Council.
Guardian Aura (Su): The Frightful Presence ability of a Guardian of the Dragon Vale can affect other dragons, though other Guardians remain immune. If the Guardian did not previously have the Frightful Presence ability, then he or she gains it with the first Guardian level, with the standard radius (30 feet × the dragon's age category) and save DC (DC 10 + half the character's Dragon levels + the racial modifier + the CHA modifier). Furthermore, as the dragon gains Guardian levels, the Frightful presence ability improves; the save DC goes up by 1 per 2 Guardian levels, and the radius increases by 10 feet per Guardian level as well.
Guardian Spells: Levels in Guardian of the Dragon Vale stack with Dragon levels for the purpose of gaining spellcasting ability- that is, though a dragon with Guardian levels is not increasing his or her actual age category, the Guardian levels provide the character with "virtual" age categories as far as spellcasting is concerned. If the character does not normally gain spellcasting ability, then he or she becomes a 1st-level spellcaster (Sorcerer, just like normal Dragon spellcasters) as a 1st-level Guardian, and gains 2 effective spellcasting levels every 3 Guardian levels thereafter (for instance, 3rd-level caster at Guardian level 4, 5th-level caster at Guardian level 7, etc.). Furthermore, the character can now learn and cast spells from the Clerical Domains of Guardian, Protection, and Wards as Arcane spells. If the character previously had access to other Clerical Domains (for instance, a Gold Dragon has access to the Luck Domain), then these are added to that list.
Defensive Stance (Ex): At 1st level, a Guardian of the Dragon Vale gains the ability to become a bulwark of defense. In this Defensive Stance, the character gains extra strength and durability, but cannot move from the spot he or she is defending. The Guardian gains +2 STR, +4 CON (with attendent hit point increase), a +2 resistance bonus to all saves, and a +4 dodge bonus to AC. While in the Defensive Stance, the Guardian cannot use skills or abilities that would shift his or her position, such as Move Silently or Jump. A Defensive Stance lasts for a maximum of 3 rounds + one round per point of the character's (newly improved) CON modifier, but the Guardian can end it prematurely if desired. At the end of the Defensive Stance, the Guardian is winded, and suffers a -2 penalty to STR for the next 1d4 minutes. A Guardian can only use a Defensive Stance a certain number of times per day as determined by his or her level; at 1st level, the character can use it once per day, and an additional daily use is gained every 3 levels after 1st (i.e. 2 uses at 4th level, 3 at 7th, etc.). Using the Defensive Stance takes no time itself, but the Guardian can only do so during his or her action- the character cannot, for example, use it when struck by a breath weapon strike in order to gain the extra hit points from increased CON.
Damage Reduction: At 2nd level, a Guardian's innate Damage Reduction improves by 5 points. If the character did not previously have Damage Reduction, then he or she gains Damage Reduction 5/magic. Every 3 levels after 2nd (5th, 8th, etc.), the character's Damage Reduction improves by another 5 points.
Uncanny Dodge (Ex): Starting at 2nd level, a Guardian of the Dragon Vale gains the extraordinary ability to react to danger before his or her senses would normally allow the character to even be aware of it. The character retains his or her DEX bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker that somehow escapes the Guardian's draconic Blindsense. The Guardian still loses the DEX bonus if somehow immobilized. If the character already had Uncanny Dodge from another class (for instance, from Rogue levels), then the Guardian automatically gains Improved Uncanny Dodge (see below).
Evasion (Ex): At 3rd level, a Guardian gains Evasion. If exposed to any effect that would normally allow a Reflex saving throw for half damage (such as a damaging breath weapon), he or she takes no damage with a successful save. The Evasion ability can only be used if the character is wearing Light armor or no armor.
Subduing Breath (Su): At 3rd level, the Guardian gains the ability to deal subdual damage with his or her breath weapon instead of its normal damage type. This ability only affects breath weapons that deal damage, and works like a Metabreath feat, though it does not increase the recharge delay the way normal Metabreath feats do- that is, the character still requires only 1d4 rounds to regain the ability to use his or her breath weapon after using a Subduing Breath. The character may further modify the Subduing Breath with other Metabreath feats if desired, for instance, with Heighten Breath or Maximize Breath (both popular choices among Guardians). This ability is most often used to bring draconic fugitives to the Elders for justice, though Good-aligned Guardians sometimes use it on nondragons who attempt to break the Edict of Isolation.
Trapfinding (Ex): At 4th level, a Guardian has had enough experience with traps dragons set up to guard their lairs to be able to recognize signs of them that others would miss, and accordingly gains the ability to find traps by Searching when the DC is higher than 20, just as a Rogue can. The character is now able to find magical and psionic traps as well, which have Search DCs equal to 25 + the spell or power level used to create the trap. Finally, once this ability is gained, the Guardian is able to use Disable Device to disarm all sorts of traps, including magical and psionic ones. A magic or psionic trap has a Disable Device DC of 25 + the spell or power level. A Guardian who beats the Disable DC of any trap by 10 or more can study it, figure out how it works, and bypass it (along with any companions) without disarming it.
Improved Uncanny Dodge (Ex): At 5th level, the Guardian can no longer be flanked, since he or she can react to opponents on opposite sides as easily as a single attacker. This ability denies Rogues (and others with the Sneak Attack ability) the ability to Sneak Attack the Guardian with flanking attacks. The exception to this is that a Rogue at least 4 levels higher than the Guardian can flank the character (and thus Sneak Attack him or her). If the Guardian already had Uncanny Dodge from another class (for instance, from Rogue levels), then the character automatically gains Improved Uncanny Dodge, and the levels from those classes stack to determine the minimum Rogue level required to flank him or her.
Improved Evasion (Ex): At 6th level, the Guardian of the Dragon Vale gains Improved Evasion. This ability works like Evasion (see above), except that the character now takes half damage even with a failed saving throw.
Hold Monster (Sp): Starting at 6th level, a Guardian of the Dragon Vale gains Hold Monster as a spell-like ability usable once per day per level in this prestige class. The save DC of this ability is 14 + the Guardian's CHA modifier, but dragons save with a -10 circumstance penalty due to resonating effects with the Guardian's aura.
Freedom (Sp): At 9th level, a Guardian of the Dragon Vale receives the "keys to the prison" as it were, and is able to use Freedom as a spell-like ability once per day on any subject of the Imprisonment spell (only). The Guardian must know the subject's name and be standing on the exact spot the creature was Imprisoned from to use this ability, just as normal for the spell. This spell-like ability cannot be used to overcome other forms of impedance or imprisonment the way the actual Freedom spell can. The save DC for this ability (should it matter) is 19 + the Guardian's CHA modifier.
Imprisonment (Sp): At 9th level, a Guardian of the Dragon Vale can punish transgressors with the full authority of the Elder Council, sending them into timeless, extradimensional Imprisonment as that spell. This is a spell-like ability usable once per day. The save DC is 19 + the Guardian's CHA modifier, but dragons save with a -10 circumstance penalty due to resonating effects with the Guardian's aura.

Code of Conduct: A Guardian of the Dragon Vale is a member of the elite police force of the Elder Dragons, and must therefore obey the Elders in all things. If a member of the Elder Dragon Council gives the character an order or makes a request, then the Guardian must do his or her best to carry out the order with all speed. If two different Elders give the character conflicting orders (rare, but possible), then the Guardian may choose which Elder to obey, but otherwise the character is not allowed a choice of whether to follow orders, even if the order is likely to lead to the Guardian's own death. Failure to comply with this restriction means the character immediately loses both the Guardian Aura and access to the Clerical Domains listed in the Guardian Spells entry (though not the actual spellcasting levels gained), and can no longer advance levels in this prestige class. This penalty lasts until the character somehow regains the favor of the Elders, often requiring an Atonement spell among other things. A Guardian who is forced to disobey an order by compulsion magic or effects, such as Dominate Monster, is generally granted forgiveness as soon as the Council learns of the effect which caused the transgression and not required to undergo Atonement, but is still levied the penalties explained above until he or she actually goes before them to request it.

Guardian of the Dragon Vale Epic Progression.

The Epic Guardian of the Dragon Vale
Class
Level
Special
11th Damage Reduction +5/magic
12th Bonus feat
13th Defensive Stance 5/day
14th Damage Reduction +5/magic
15th Bonus feat
16th Defensive Stance 6/day
17th Damage Reduction +5/magic
18th Bonus feat
19th Defensive Stance 7/day
20th Damage Reduction +5/magic

Defensive Stance (Ex): At every third level past 10th, the Epic Guardian of the Dragon Vale gains another daily use of the Defensive Stance.
Damage Reduction: At every third level past 8th (i.e. 11th, 14th, etc.), the Epic Guardian's Damage Reduction improves by 5 more points.
Bonus Feats: The Epic Guardian of the Dragon Vale gains a bonus feat (selected from the following list) at every third level past 9th (i.e., 12th, 15th, etc.).
    Epic Guardian of the Dragon Vale Bonus Feat List: Additional Magic Item Space, Armor Skin, Bulwark of Defense, Damage Reduction, Devastating Critical, Dire Charge, Energy Resistance, Epic Damage Reduction, Epic Endurance, Epic Fortitude, Epic Prowess, Epic Reflexes, Epic Reputation, Epic Spell Penetration, Epic Toughness, Epic Will, Fast Healing, Improved Combat Casting, Improved Darkvision, Improved Low-Light Vision, Improved Spell Resistance, Legendary Tracker, Mobile Defense, Overwhelming Critical, Perfect Health, Spell Opportunity, Spell Stowaway, Spellcasting Harrier, Superior Initiative, Tenacious Magic, Trap Sense.
    In addition to the feats on this list, an Epic Guardian of the Dragon Vale may select any Metabreath or Metamagic feat that he or she does not already have and meets the prerequisites for, as a bonus feat.

The Hive Guardian

One of the most powerful and respected mutant races on Taera today is the Thri-Kreen, the insect-descendents who live in deserts on Anyrk, Arcia, and Nakhu. One reason for the Thri-Kreen's success is that, although they are descended from social insects with a standard hive social structure, they have grown beyond the need for castes and can now be as flexible in their professional lives as any other race on the planet. That said, deep down the Thri-Kreen still possess many of the primitive hive instincts that served their ancestors so well. One example of this is the racial Hive Queens they still have and usually follow today; these Hive Queens link the entire race telepathically, and ensure that the Thri-Kreen people as a whole are able to react to threats of epic scale with speed and efficiency that would shame or frighten other races. Another example, less known by those outside Thri-Kreen society but arguably no less helpful to the race's survival, is the Hive Guardians- a warrior tradition incorporating the hive protection instincts that normal hive insects exhibit in their soldier castes. While Hive Guardians are not well known outside of Thri-Kreen society, they are invariably respected by the few who do know of them, and it is often a contingent of Hive Guardians who turn the tide of battle around a Thri-Kreen hive city in the insectoids' favor when the battle is particularly fierce. Though they are not a soldier caste in the traditional hive-insect sense, Hive Guardians are nevertheless a strong bulwark of defense for their people against a hostile and unforgiving world.

Hit Die: d8.

Requirements:

Class Skills: The Hive Guardian's class skills (and associated abilities) are Autohypnosis (WIS), Bluff (CHA), Craft (INT), Escape Artist (DEX), Hide (DEX), Intimidate (CHA), Jump (STR), Listen (WIS), Move Silently (DEX), Sense Motive (WIS), Spot (WIS), and Tumble (DEX).

Skill Points at each level: 2 + INT modifier.

The Hive Guardian
Class
Level
Base Attack
Bonus
Fortitude
Save
Reflex
Save
Will
Save
Special
1st +1 +2 +2 +0 Defensive Stance 1/day, Guard Post, Sandcrystal Bonding
2nd +2 +3 +3 +0 Hivemind Fighting +1, Uncanny Dodge
3rd +3 +3 +3 +1 Evasion, Mettle
4th +4 +4 +4 +1 Defensive Stance 2/day, Hivemind Fighting +2
5th +5 +4 +4 +1 Hidden Guardian, Improved Uncanny Dodge
6th +6 +5 +5 +2 Hivemind Fighting +3, Improved Evasion
7th +7 +5 +5 +2 Defensive Stance 3/day, Ether Guardian
8th +8 +6 +6 +2 Dimensional Guardian, Hivemind Fighting +4
9th +9 +6 +6 +3 Defensive Roll, Greater Sandcrystal Bonding
10th +10 +7 +7 +3 Defensive Stance 4/day, Hivemind Fighting +5

Class Features: All of the following are class features of the Hive Guardian prestige class.
Weapon and Armor Proficiency: Hive Guardians are proficient in Light, Medium, and Heavy armors, and Shields. They are proficient in all Simple and Martial weapons, including those (normally Exotic) weapons which become Martial for them because of their racial Weapon Familiarity ability (for example, the T'Klatka).
Defensive Stance (Ex): Upon becoming a Hive Guardian, a character gains the ability to become a bulwark of defense. In this Defensive Stance, the character gains extra strength and durability, but cannot move from the spot he or she is defending. The Guardian gains +2 STR, +4 CON (with attendent hit point increase), a +2 resistance bonus to all saves, and a +4 dodge bonus to AC. While in the Defensive Stance, the Guardian cannot use skills or abilities that would shift his or her position, such as Move Silently or Jump. A Defensive Stance lasts for a maximum of 3 rounds + one round per point of the character's (newly improved) CON modifier, but the Guardian can end it prematurely if desired. At the end of the Defensive Stance, the Guardian is winded, and suffers a -2 penalty to STR for the next 1d4 minutes. A Guardian can only use a Defensive Stance a certain number of times per day as determined by his or her level; at 1st level, the character can use it once per day, and an additional daily use is gained every 3 levels after 1st (i.e. 2 uses at 4th level, 3 at 7th, etc.). Using the Defensive Stance takes no time itself, but the Guardian can only do so during his or her action- the character cannot, for example, use it when struck by an arrow in order to gain the extra hit points from increased CON.
Guard Post (Ex): Hive Guardians must take advantage of their primitive hive-protection instincts in order to gain the full benefits of their training. Of course, this means that they need something to guard- and their training incorporates this fact. A Hive Guardian connects with these instincts by choosing a specific location or area to guard, which is any desired location up to 50 feet in radius per Hive Guardian level (for example, a 5th-level Hive Guardian can guard an area up to 250 feet in radius), A Hive Guardian designates this special "Guard Post" area by first familiarizing him- or herself with it- he or she must see every portion of ground within the area to be designated before completing the ritual. After becoming familiar with the area, the character then goes to the center of it and meditates for 10 minutes, after which time the area becomes his or her designated Guard Post until he or she spends the time and effort to designate a different location. Though this does not have any game effect at 1st level, several abilities the Hive Guardian gains at later levels may only be used within the bounds of his or her designated Guard Post- for example, the Evasion and Ether Guardian abilities. A Hive Guardian need not remain within the bounds of the designated Guard Post while it is so designated, but loses the dependent abilities while not within it. Adventuring Hive Guardians typically use this ability to guard their party's campsite during rest periods.
Sandcrystal Bonding (Ex): A Hive Guardian has a deep connection with the same racial instincts that allowed Thri-Kreen to create Sandcrystal, and feels a deep bond with anything crafted of the substance as a result. Perhaps the most important effect of this bond is that the Guardian can use Sandcrystal weapons and armor better than others can. While items crafted of Sandcrystal are heavier than their counterparts constructed of other materials, a Hive Guardian is able to use them with greater speed and precision than normal-material versions. The character can treat any one-handed weapon made of Sandcrystal as a Light weapon, for effects which depend on them such as multi-weapon fighting. Furthermore, the character can treat Sandcrystal armor as one category lighter for the purpose of effects which depend on armor category- for example, a Hive Guardian wearing Sandcrystal Chainmail is able to use Evasion if he or she has that ability (see below). This latter point also reduces armor check penalties from Sandcrystal armor by 1, and the arcane spell failure chance by 10%, when worn by a Hive Guardian. For example, a Sandcrystal Chain Shirt has an armor check penalty of -1 and an arcane spell failure chance of 10% when worn by a Hive Guardian, instead of the normal -2 armor check penalty and 20% spell failure chance. Finally, if the character uses armor or weapons crafted by him or her personally, the items are even more closely bonded; when the character uses a personally-crafted Sandcrystal weapon, the weapon has +1 on attack and damage rolls. When the character is wearing personally-crafted Sandcrystal armor, the armor check penalty is reduced by a further 1 point, and the arcane spell failure chance is reduced by a further 10%.
Hivemind Fighting (Ex): Each Hive Guardian trains long and hard in techniques of fighting that avoid interference with allies, and incorporate their techniques into the Hive Guardian's own. At 2nd level, this training begins to show tangible benefits. The Hive Guardian can move into and through the spaces of allies without penalty during combat, even to the point of being able to Charge if the only straight line available passes through an ally's space. Furthermore, while the character has at least one ally fighting within 30 feet, he or she is inspired to fight better by the same racial protect-the-hive instincts that are the basis of the Hive Guardians today. This grants the character a +1 dodge bonus to AC, and a +1 morale bonus to attack rolls when flanking an opponent (that stacks with the usual flanking bonus). At every even-numbered level, these bonuses improve, going to +2 at 4th level, +3 at 6th, and so on.
Uncanny Dodge (Ex): Starting at 2nd level, a Hive Guardian gains the extraordinary ability to react to danger before his or her senses would normally allow the character to even be aware of it. The character retains his or her DEX bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. The Hive Guardian still loses the DEX bonus if somehow immobilized. If the character already had Uncanny Dodge from another class (for instance, from Rogue levels), then he or she automatically gains Improved Uncanny Dodge (see below).
Evasion (Ex): At 3rd level, a Hive Guardian gains Evasion, but only while within his or her designated Guard Post. If exposed to any effect that would normally allow a Reflex saving throw for half damage (such as a Fireball spell or damaging breath weapon), he or she takes no damage with a successful save. The Evasion ability can only be used if the character is wearing Light armor or no armor.
Mettle (Ex): At 3rd level, a Hive Guardian within his or her designated Guard Post can resist magical and unusual attacks with great willpower or fortitude. If the character makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (for example, a spell with a Saving Throw entry of "Will partial" or "Fortitude half"), then the effect is completely negated instead of having the lesser effect. The character must be conscious in order to use Mettle.
Hidden Guardian (Ex): While within his or her Guard Post, a Hive Guardian of 5th level or higher is able to hide much more effectively than normal. The character can use the Hide skill within the Guard Post regardless of whether the area has any terrain or features granting cover or concealment. Also, the character can use the Hide skill even while being directly observed. Finally, the Hive Guardian has a bonus on Hide checks within his or her Guard Post equal to his or her Hive Guardian level.
Improved Uncanny Dodge (Ex): At 5th level, the Hive Guardian can no longer be flanked, since he or she can react to opponents on opposite sides as easily as a single attacker. This ability denies Rogues (and others with the Sneak Attack ability) the ability to Sneak Attack the Guardian with flanking attacks. The exception to this is that a Rogue at least 4 levels higher than the Hive Guardian can flank the character (and thus Sneak Attack him or her). If the Guardian already had Uncanny Dodge from another class (for instance, from Rogue levels), then the character automatically gains Improved Uncanny Dodge, and the levels from those classes stack to determine the minimum Rogue level required to flank him or her.
Improved Evasion (Ex): At 6th level, the Hive Guardian gains Improved Evasion. This ability works like Evasion (see above), except that the character now takes half damage even with a failed saving throw. As with Evasion, a Hive Guardian only gains the benefit of Improved Evasion while within his or her designated Guard Post.
Ether Guardian (Su): While within his or her designated Guard Post, a Hive Guardian of 7th level or higher is able to become ethereal for up to 1 round/Hive Guardian level per day, as though using the Ethereal Jaunt spell- but he or she can jump between the Etheral Plane and his or her original plane as a move action at will, and only rounds spent within the Ethereal Plane count against the effect's duration. Should the character change the location of his or her designated Guard Post during the 24-hour period after using the first round of this power during a day, then he or she does not gain more rounds of etherealness; that is, the ability to become ethereal "recharges" daily regardless of how many Guard Posts the character designates during a particular day.
Dimensional Guardian (Psi): A Hive Guardian of 8th level or higher can use Dimension Door as a psi-like ability, at will as a move action. The manifester level of this ability, for effects which depend on manifester level, equals the Hive Guardian's character level. The character's starting and destination points when using Dimension Door must both be within his or her designated Guard Post.
Defensive Roll (Ex): A 9th-level Hive Guardian can roll with a potentially lethal blow to take less damage from it than he or she otherwise would. Once per day, when the character would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not from a spell or other supernatural effect), he or she can roll with the damage. To use this ability, the Hive Guardian makes a Reflex save against a DC equal to the damage dealt by the attack; the character's Hive Guardian level is added as a bonus to this save. If the save succeeds, the Guardian takes only half damage from the blow; if it fails, the full damage is dealt. The character must be aware of the attack and able to react to it in order to execute the Defensive Roll- if he or she is denied the DEX bonus to AC, for example, the ability cannot be used. Note that since the attack would not normally allow a Reflex save for half damage, the Hive Guardian's Evasion or Improved Evasion ability (if he or she is within his or her Guard Post) do not apply.
Greater Sandcrystal Bonding (Ex): At 9th level, the Hive Guardian's Sandcrystal Bonding ability improves further. The character may wield two-handed Sandcrystal weapons in one hand (though he or she may not treat them as Light weapons), and may wield oversized versions of two-handed Sandcrystal weapons (for example, a Huge-sized Sandcrystal Greatsword) as if they were properly-sized two-handed weapons. Finally, the character now treats Heavy armor as Light armor. The armor check penalty of all Sandcrystal armor the character wears is now reduced by 2 (or 3 if he or she personally crafted the armor worn), and its arcane spell failure chance is reduced by 25% (or 35% if the character crafted it personally).

Hive Guardian Epic Progression.

The Epic Hive Guardian
Class
Level
Special
11th Bonus feat
12th Hivemind Fighting +6
13th Defensive Stance 5/day
14th Hivemind Fighting +7
15th Bonus feat
16th Defensive Stance 6/day, Hivemind Fighting +8
17th  
18th Hivemind Fighting +9
19th Bonus feat, Defensive Stance 7/day
20th Hivemind Fighting +10

Defensive Stance (Ex): At every third level past 10th, the Epic Hive Guardian gains another daily use of the Defensive Stance.
Hivemind Fighting (Ex): The Epic Hive Guardian's Hivemind Fighting bonuses continue to improve, granting the character another +1 bonus to AC and flanking attacks at every even-numbered level.
Bonus Feats: The Epic Hive Guardian gains a bonus feat (selected from the following list) at every fourth level past 7th (i.e., 11th, 15th, etc.).
    Epic Hive Guardian Bonus Feat List: Additional Magic Item Space, Armor Skin, Bulwark of Defense, Combat Archery, Damage Reduction, Devastating Critical, Dire Charge, Energy Resistance, Epic Endurance, Epic Fortitude, Epic Prowess, Epic Reflexes, Epic Reputation, Epic Toughness, Epic Will, Fast Healing, Improved Cambat Reflexes, Improved Manyshot, Improved Whirlwind Attack, Legendary Wrestler, Mobile Defense, Overwhelming Critical, Penetrate Damage Reduction, Perfect Health, Perfect Multiweapon Fighting, Self-Concealment, Spellcasting Harrier, Storm of Throws, Superior Initiative, Swarm of Arrows, Two-Weapon Rend, Uncanny Accuracy.

The Silicon Dragon

While Gamma Knights are the modern version of the military orders of the Golden Age, there is another form of Ancient military discipline that still survives on Taera today. Dragons were part of the Ancient world too, and their formidable power was often even more valuable to Ancient armies than those of ordinary soldiers (even soldiers equipped with powered armor and energy weapons). Even so, the Ancients found that dragons, too, required enhancements to survive long on the battlefields they fought, and thus their scientists created processes and devices to enhance the Taeran dragons' already ferocious abilities. Dragons who underwent these processes became known as Silicon Dragons, regardless of their original racial stock, and were among the most devastating shock troops the Ancients could bring to bear. Since the Gamma Knights have persisted in their dogged adherence to the Ancient ways, it should come as no surprise that there are dragons who choose to undergo the transformation to Silicon Dragons, even today, and even though it means binding themselves to Ancient military traditions (and perhaps more importantly, non-dragon superiors) the same way Gamma Knights do.

Hit Die: d12.

Requirements:

Class Skills: The Silicon Dragon's class skills (and associated abilities) are Autohypnosis (WIS), Balance (DEX), Climb (STR), Concentration (CON), Craft (Technology) (INT), Heal (WIS), Intimidate (CHA), Jump (STR), Knowledge (Arcana, Ancient Technology, or History) (INT), Listen (WIS), Open Lock (INT), Search (INT), Spellcraft (INT), Spot (WIS), Survival (WIS), Swim (STR), Tumble (DEX), and Use Ancient Device (WIS).

Skill Points at each level: 2 + INT modifier.

The Silicon Dragon
Class
Level
Base Attack
Bonus
Fortitude
Save
Reflex
Save
Will
Save
Special
1st +1 +2 +2 +0 Technical Proficiency, Command Robot
2nd +2 +3 +3 +0 Mechanical Infusion (+2)
3rd +3 +3 +3 +1 Energy Sheath (Bite)
4th +4 +4 +4 +1 Mechanical Infusion (+4)
5th +5 +4 +4 +1 Deflect Energy
6th +6 +5 +5 +2 Mechanical Infusion (+6)
7th +7 +5 +5 +2 Energy Sheath (Claws)
8th +8 +6 +6 +2 Mechanical Infusion (+8)
9th +9 +6 +6 +3 Energy Breath
10th +10 +7 +7 +3 Mechanical Infusion (+10)

Class Features: All of the following are class features of the Silicon Dragon prestige class.
Weapon and Armor Proficiency: Silicon Dragons gain no proficiency in any weapons, armor, or shields except as noted below.
Technical Proficiency (Ex): Upon meeting the prerequisites for this Prestige Class, a Silicon Dragon is proficient in all forms of Ancient weapons, and all medical and communication equipment as well. The character must still make Use Ancient Device checks when encountering any device for the first time, but receives a +20 bonus to any falling within the above-given categories, and need not make a second roll for such a device unless the first one fails drastically (with a natural 1).
Command Robot (Ex): Ancient robots of all sorts were designed to automatically recognize commands from certain classes of organic beings and citizen AIs. In some situations, such commands could override whatever else the robot was doing beforehand, causing it to literally stop its current task in mid-stride and start working to complete the new command. Silicon Dragons were one of the highest possible classes in this scheme, and as a result any recognized Silicon Dragon has a certain level of control over robots. This ability works essentially as the spell Dominate Person, except that it is not magical or psionic, only works on noncitizen robots, and whether or not a given command is self-destructive is irrelevant (though, certain robots may not be able to perform certain tasks no matter what, and will say so if ordered to perform such tasks). Civilian-level robots can always be commanded with this ability, but military robots are a special case. Military robots have ranks just like nonrobot soldiers do, and a robot with a higher rank than the commanding Silicon Dragon will ignore the character's commands (and in fact, may decide to take action against the character for insubordination). Rank as a Silicon Dragon is, for game purposes, measured with levels in the class, with 1st-level Silicon Dragons being able to control little more than civilian robots, and 10th-level Silicon Dragons being able to command almost any sentient machine.
Mechanical Infusion (Ex): As the Silicon Dragon gains the trust of his or her superior officers, the character is granted an infusion of Ancient cybernetics specifically designed for dragons. These cybernetics do not make the character a full Cyborg, nor do they grant the special abilities of that template. They do, however, grant the dragon two important enhancements. First, each infusion grants the character a +2 natural armor bonus; this bonus stacks with the bonus granted by Dragon levels. Second, it grants the character 2 points of Fast Healing per round, which stacks with any other Fast Healing or Regeneration the character already has. The first infusion happens at 2nd level, and further infusions occur at each even-numbered level after that; thus, a 6th-level Silicon Dragon has +6 natural armor and Fast Healing 6.
Energy Sheath (Ex): At 3rd level, the Silicon Dragon's cybernetic enhancements include devices which project an energy sheath onto the character's teeth. The energy thus projected may be one of two types chosen by the dragon upon first gaining this ability; once chosen, the energy types are set and cannot be changed later. The first chosen type must be one of the five common energy types- Acid, Cold, Electricity, Fire, or Sonic. If the character has a special vulnerability to one of those types, then that energy type may not be chosen for this ability- for instance, a Red Dragon could not choose Cold. The second chosen energy type must be one of the seven "Advanced" energy types- Disruption, Electromagnetic, Force, Gelid, Particle, Plasma, or Radiation.
    Whatever the two chosen energy types are, the Silicon Dragon can now create a sheath of either of the two types (though not both at the same time) around his or her teeth as a free action. The character can also switch to the other energy type, or deactivate the sheath entirely, as a free action. While sheathed, the character's Bite attack is treated as being magical for the purpose of penetrating Damage Reduction; if the character already has a similar "phantom bonus" (for instance, from Damage reduction granted by Dragon levels), then the character gains no additional benefit. In addition to the effective magical bonus, the Bite deals extra damage of the chosen energy type, based on the dragon's size: Medium-size dragons deal +1d6 points of energy damage, Large +1d8, Huge +1d10, and Gargantuan and larger, +2d6 points. Each type of energy sheath may be activated for a maximum of 1 minute per Silicon Dragon level per day- thus, a 4th level Silicon Dragon may activate each energy type for up to 4 minutes (40 combat rounds) per day.
    At 7th level, the Silicon Dragon gains similar devices which sheath his or her Claws; in this case, the Claw attack gains exactly the same effective enhancement and damage bonuses that the character's Bite gets from the energy sheath. The claw sheath devices are extensions of the tooth-sheath ones, so the character is not allowed to pick two new energy types for the claws; however, the time limit on the claws is seperate from the time limit for the teeth (thus, a 7th-level Silicon Dragon can gain up to 28 minutes of energy sheathing each day if it alternates energy types and never activates claws and bite at the same time).
Deflect Energy (Ex): At 5th level, the Silicon Dragon's energy-channelling devices infuse his or her claws. While this does not immediately grant the ability to create an Energy Sheath around the claws, it does allow the character to turn aside energy of the same type by careful positioning of the energy-containment portions of the devices. In effect, the dragon is now allowed to deflect ranged attacks using either type of energy picked for the Energy Sheath ability (see above), whether they are technological, magical, or psionic. Area attacks such as Fireball and Cone of Cold cannot be Deflected with this ability, only ranged attacks or ranged touch attacks; furthermore, only one such attack per round can be Deflected. To use this ability, the dragon must have one claw free, be aware of the attack, and not flat-footed. If the attack would normally hit the Silicon Dragon, then he or she makes a Reflex save (DC 30); if the save succeeds, the attack is deflected harmlessly. If the save fails, the attack strikes as normal. Though a dragon need not have the Deflect Arrows feat to gain and use this ability, a dragon who does have that feat gains a +5 competence bonus to the save used to Deflect Energy.
Energy Breath (Su): At 9th level, the Silicon Dragon's energy-production devices reach their peak potential, granting the character a new breath weapon. This new breath weapon can be used up to three times per day, and it creates a Cone of whatever advanced energy type the character chose for the Energy Sheath ability, dealing the same number of dice of damage as the character's normal breath weapon (using d8s for the damage dice). Thus, an 18th-level Red Dragon/9th-level Silicon Dragon who chose Radiation as the technological energy type would deal 13d8 points of Radiation damage with the new breath weapon. Other statistics of the new breath weapon, such as range and the save DC, are as normal for the dragon's size and Dragon class level. The example Red would therefore blow a 50-foot cone of Radiation, with a save DC of 21 plus the dragon's CON modifier.

Code of Conduct: As members of an army, a military order, Silicon Dragons are expected to hold to their rank at all times. Though they need not have any particlar alignment, nor are they expected to uphold any particular standard in life outside the Silicon Dragon bases, they must always obey orders from beings of higher rank (whether Silicon Dragons, Gamma Knights, or some other Ancient VIP) regardless of what those orders may mean. Superiors are not supposed to order lesser-ranked Silicon Dragons to perform obviously suicidal missions or actions, but if they do, then the lower Dragons are bound to carry them out. Failure to follow orders to the best of the character's ability, or refusing to report for duty at all, brands the character a renegade and a traitor, and such a dragon can never again advance levels in the Silicon Dragon Prestige Class (though renegades do keep existing abilities granted by Silicon Dragon levels). Furthermore, all Silicon Dragons and Gamma Knights in good standing who find a renegade and become aware of the character's status are duty-bound to do their best to bring the traitor back to a base for questioning, or failing that, to kill the traitor. Needless to say, most renegade Silicon Dragons don't live very long after leaving the order!
Multiclassing: Silicon Dragons must devote themselves fully to the order until they reach the highest ranks (10th level in the Prestige Class for game purposes). If the character takes a level in any class other than Silicon Dragon before that point, he/she/it is cast out of the order and is treated as a renegade (as above) for all purposes. Silicon Dragons who advance to 10th level may again multiclass freely, and at that time have no penalties for doing so other than whatever standard rules dictate for them. For obvious reasons, Chaotic dragons rarely become Silicon Dragons, though they are not actually prohibited from doing so.

Silicon Dragon Epic Progression

The Epic Silicon Dragon
Class
Level
Special
11th  
12th Mechanical Infusion (+12)
13th Bonus feat
14th Mechanical Infusion (+14)
15th  
16th Bonus feat, Mechanical Infusion (+16)
17th  
18th Mechanical Infusion (+18)
19th Bonus feat
20th Mechanical Infusion (+20)

Mechanical Infusion (Ex): At every second level past 10th, an Epic Silicon Dragon gains a further infusion of protective and restorative devices. The character's natural armor bonus rises by another +2 with each one, and the dragon's Fast Healing ability increases to the listed level.
Bonus Feats: The Epic Silicon Dragon gains a bonus feat (selected from the following list) at every 3rd level past 10th.
    Epic Silicon Dragon Bonus Feat List: Alternate Energy Breath, Alternate Energy Sheath, Breath Projectile, Damage Reduction, Devastating Critical, Dire Charge, Distant Breath, Energy Resistance, Energy Sheath Expansion, Epic Endurance, Epic Fortitude, Epic Leadership, Epic Prowess, Epic Reflexes, Epic Toughness, Epic Will, Exceptional Deflection, Fast Healing, Improved Darkvision, Improved Low-Light Vision, Improved Spell Resistance, Infinite Deflection, Overwhelming Critical, Perfect Health, Polyglot, Spellcasting Harrier, Superior Initiative, Uncanny Accuracy.

The Timewalker

Timewalkers are a mysterious and ancient sect of warriors who use knowledge of the workings of time and space to accomplish stunning feats of speed, power, and endurance. Legend has it that the sect was founded during the early Golden Age, before even the rise of superior technology, but Timewalkers have never confirmed nor denied these stories, nor do they share their own knowledge of their group's history (if they still know it). They are greatly respected and feared by those not of their sect who actually know about them, even those few who manage to hire one for a special mission or two. Never gathering all at once in a single place, Timewalkers are wanderers, forever on the move.

Hit Die: d8.

Requirements:

Class Skills: The Timewalker's class skills (and associated abilities) are Balance (DEX), Concentration (CON), Escape Artist (DEX), Hide (DEX), Jump (STR), Knowledge (Arcana or History) (INT), Listen (WIS), Spot (WIS), and Tumble (DEX).

Skill Points at each level: 2 + INT modifier.

The Timewalker
Class
Level
Base Attack
Bonus
Fortitude
Save
Reflex
Save
Will
Save
Special
1st +0 +2 +2 +0 Quick Draw, Sense Fate
2nd +1 +3 +3 +0 Combat Foresight, Haste self 1/day
3rd +2 +3 +3 +1 Free Attack, Trap Sense +1
4th +3 +4 +4 +1 Improved Foresight +2, Evasion
5th +3 +4 +4 +1 Haste self 2/day, Superior Deflect Arrows
6th +4 +5 +5 +2 Improved Foresight +3, Steal Time, Trap Sense +2
7th +5 +5 +5 +2 Improved Evasion, Improved Free Attack
8th +6 +6 +6 +2 Haste self 3/day, Improved Foresight +4
9th +6 +6 +6 +3 Event Shift, Timeless Body, Trap Sense +3
10th +7 +7 +7 +3 Time Walk

Class Features: All of the following are class features of the Timewalker prestige class.
Weapon and Armor Proficiency: Timewalkers gain proficiency in all simple and martial weapons, but no armor, other than what they had before.
Quick Draw: A Timewalker gains Quick Draw for free as a bonus feat at 1st level.
Sense Fate (Su): Timewalkers have a dim perception into other times, and usually use this ability to find out what the future holds. With this ability, a Timewalker perceives a possible future, and attempts to change it before it happens. Once per day, the character is allowed to reroll any one roll that he or she has just made. The result of the second roll must be taken, even if it's worse than the original roll. If the character has levels of Cleric with the Luck Domain, this ability stacks with that Domain's granted power (effectively granting an extra daily use).
Combat Foresight (Ex): The Timewalker's awareness extends a fraction of a second into the future, allowing the character to land better blows against opponents. This ability grants a +1 insight bonus to attack rolls.
Haste (Sp): Starting at 2nd level, a Timewalker is able to accelerate his/her perceptions and movements in a manner equivalent to the spell Haste, with a caster level equal to the Timewalker's character level. This ability may be used only once per day at 2nd level, but as a Timewalker gains levels, the ability may be used more often (see the table above).
Trap Sense (Ex): A 3rd-level Timewalker's perception of the future is heightened for personal danger. The character gains a +1 dodge bonus to Reflex saving throws made against traps, and a +1 dodge bonus to AC against their attacks as well. The Timewalker's Trap Sense continues to improve as the character gains levels, gaining another +1 bonus at every 3rd level past 3rd- i.e., +2 at 6th level, and +3 at 9th. Trap Sense bonuses gained from multiple classes (for instance, Rogue or Barbarian) stack.
Free Attack (Su): Once per day per level, a Timewalker may make a single melee attack as a free action, using his/her full attack bonus. This ability may only be used with weapons the character has taken the Weapon Focus feat with. Only one attack may be made with this ability, so characters who wish to attack with more than one weapon can only attack with the primary weapon as a free action (attack with the other weapon is a standard action as normal). It is possible to use this Free Attack and a Full Attack action in the same round (the Full Attack is made as normal). This ability may not be used while wearing any Medium or Heavy armor, as such encumbrance slows the character down too much to allow it. Finally, even though the Free Attack is a free action, only one may be made per round, no matter how many remaining daily uses the character has when it is used.
Improved Foresight (Ex): The Timewalker's Combat Foresight ability improves with level, granting the bonuses listed in the table above. Furthermore, an insight bonus equal to the listed bonus - 1 (i.e., +1 at 4th level, +2 at 6th) is applied to damage rolls the character makes for successful attacks.
Evasion (Ex): A 4th-level Timewalker 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.
Superior Deflect Arrows (Ex): The Timewalker character's perception of time speeds up enough that he or she is able to see incoming projectiles and deal with them before they hit. The character gains the Deflect Arrows feat for free, even if he or she does not meet the prerequisites for it. Also, when using the feat, the character does not need to have a hand free- it is possible (and in fact, normal) for Timewalkers to hit arrows aside with their weapons in addition to swatting them with free hands. Finally, the feat may be used once per round per Timewalker level, rather than just once per round.
Steal Time (Sp): At 6th level, a Timewalker gains the ability to use the Haste power by "stealing time" from another creature. This requires the Timewalker to make a touch attack on the intended victim; if successful, the victim must make a Will save vs. DC 10 + the Timewalker's class level + the Timewalker's WIS modifier. If the save fails, the Timewalker immediately enters Hasted mode, and the touched creature is Slowed as if by a caster of the Timewalker's character level. This ability consumes a use of the Timewalker's Haste ability when it is used, but the character may still use the Haste ability in the normal way if desired. For instance, during one day a 6th-level Timewalker can use the Haste ability twice, Haste once and Steal Time once, or Steal Time twice.
Improved Evasion (Ex): At 7th level, the Timewalker's Evasion ability improves. This is exactly like the Monk and Rogue ability of the same name.
Improved Free Attack (Su): A Timewalker with this ability improves the original Free Attack ability, to allow him or her to make one Full Attack action per round as a free action. This ability replaces the Free Attack ability described above, but 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. As with the lesser Free Attack ability, however, only one 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.
Event Shift (Su): A 9th level Timewalker can see enough of futures and pasts to be able to select the best one for him/herself. Once per day, a Timewalker with this ability may reroll any one roll a number of times equal to his or her WIS modifier (minimum of 1 reroll), and select which result out of all the possibilities (including the original roll) actually occurs. It replaces the Sense Fate ability gained at 1st level.
Timeless Body (Ex): At 9th level, the Timewalker 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.
Time Walk (Sp): This ultimate evolution of the Free Attack is the signature ability of Timewalkers, the one that most supports their fearsome reputation and causes whispers to spread. Once per day, as a full-round action, a Timewalker can use a special form of Time Stop (with caster level equal to the Timewalker's character level, if it is relevant) which allows the Timewalker 1d4 rounds of apparent time, plus a number of rounds equal to his or her WIS bonus if that is positive (minimum bonus of +1). During this special type of stopped time, the Timewalker 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 Timewalker 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 Timewalker 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 at earlier levels, the Timewalker may not use special abilities such as Haste and Free Attacks to increase the number of attacks available within the Time Walk timeframe, though some legendary Timewalkers are said to be capable of such feats.
    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 Timewalker 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 Timewalker 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 Timewalker takes 4 points of temporary STR and DEX damage once finished. These points are restored after at least 8 uninterrupted hours of sleep.

Timewalker Epic Progression

The Epic Timewalker
Class
Level
Special
11th Haste self 4/day
12th Trap Sense +4
13th  
14th Bonus feat, Haste self 5/day
15th Time Walk 2/day, Trap Sense +5
16th  
17th Haste self 6/day
18th Bonus feat, Trap Sense +6
19th  
20th Haste self 7/day, Time Walk 3/day

Haste (Sp): The Epic Timewalker gains another daily use of the Haste power at 11th level, and every 3rd level after that. The character's daily uses of Steal Time increase simultaneously.
Trap Sense (Ex): The Epic Timewalker's Trap Sense ability continues to improve, gaining another +1 bonus at 12th level and every 3rd level thereafter.
Time Walk (Sp): An Epic Timewalker gains another use of the eponymous Time Walk at every 5th level past 10th.
Bonus Feats: The Epic Timewalker gains a bonus feat (selected from the following list) at every 4th level past 10th.
    Epic Timewalker Bonus Feat List: Backstep, Blinding Speed, Dire Charge, Epic Dodge, Epic Foresight, Epic Reflexes, Epic Speed, Exceptional Deflection, Extended Life Span, Fast Healing, Improved Combat Reflexes, Improved Reactive Round, Improved Temporal Slice, Infinite Deflection, Instant Reload, Reactive Round, Reactive Walk, Reflect Arrows, Self-Concealment, Storm of Throws, Superior Initiative, Swarm of Arrows, Temporal Endurance, Temporal Slice, Time Plateau.