Epic Insights
More Epic Level Prestige Classes
By Andy Collins

The two new prestige classes here offer exciting options for your epic-level character. The first transforms your divine spellcaster into a celestial being, while the second turns you into a veritable . . . wait, where'd he go? He was here a minute ago. . . .

Celestial Paragon

The celestial paragon embodies the divine power of good and righteousness. She channels the holy power of the Upper Planes in her battles against the forces of evil. Eventually, a celestial paragon transcends her normal form and becomes a celestial being.

Most celestial paragons are paladins or good clerics, though an occasional druid or ranger aligned with the forces of good follows the path. Multiclass fighter/clerics or monk/clerics make excellent celestial paragons. Other classes either lack the divine connection to the holy powers or aren't interested in such pursuits.

NPC celestial paragons are champions of good. At lower levels, they may work with other similarly minded individuals, but by higher levels they often serve at the right hand of their deities.

Hit Die: d8.

Requirements

To qualify to become a celestial paragon, a character must fulfill all the following criteria.

Alignment: Any good.
Skills: Knowledge (the planes) 10 ranks, Knowledge (religion) 25 ranks.
Feats: Extended Lifespan.
Spells: Able to cast 4th-level divine spells.
Special: Must pledge to serve the greater cause of good.

Class Skills

The celestial paragon's class skills (and the key ability for each skill) are Concentration (Con), Diplomacy (Cha), Heal (Wis), Knowledge (the planes) (Int), Knowledge (religion) (Int), Profession (any), Sense Motive (Wis). See Chapter 4: Skills in the Player's Handbook for skill descriptions.

Skill Points at Each Level: 2 + Int modifier.

Class Features

All of the following are class features of the celestial paragon prestige class.

Weapon and Armor Proficiency: The celestial paragon gains no proficiency in armor or weapons.

Spells per Day/Spells Known: At every odd-numbered level, the celestial paragon gains new spells per day as if she had also gained a level in a divine spellcasting class to which she belonged before adding the prestige class level. If already an epic spellcaster, the character gains only the benefit noted under the Spells entry for that epic class. She does not, however, gain any other benefit a character of that class would have gained (such as improved turning or lay on hands ability). If the character had more than one divine spellcasting class before becoming a celestial paragon, the player must decide to which class to add the new level for the purpose of determining spells per day (though she must choose a class in which she can cast at least 5th-level divine spells).

Planar Diplomacy (Ex): The celestial paragon may add her class level to any Diplomacy checks made to adjust the attitude of an intelligent creature native to the Upper Planes.

Radiant Aura (Su): A celestial paragon radiates bright light (equivalent in effect to the daylight spell cast by a character whose level equals the celestial paragon's divine caster level) at all times. The radius of this radiant aura is equal to 10 feet per class level. The celestial paragon can douse or relight this aura as a standard action.

Aura of Menace (Su): Beginning at 2nd level, a righteous aura surrounds a celestial paragon when she fights or gets angry. Any hostile creature within a 20-foot radius of her must succeed at a Will save (DC 20 + celestial paragon level + Cha modifier) or be shaken for one day or until it successfully hits the celestial paragon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by that celestial paragon's aura for one day.

Celestial Metamagic (Su): Once per day, a celestial paragon of 3rd or higher level can treat any good spell she casts as if it were maximized. This has no effect on the spell's spell level or casting time. She can use this ability one additional time per day for every three levels gained above 3rd.

Holy Strike (Su): Beginning at 4th level, the celestial paragon deals +1d6 points of damage whenever she strikes an evil creature with a melee attack. This bonus damage increases by an additional +1d6 for every four levels gained above 4th.

Healing Touch (Su): A 5th-level celestial paragon can heal injuries and other afflictions with her touch. Treat this as a heal spell, except that it cures 100 + 10 per class level hit points of damage instead of restoring all hit point damage. The celestial paragon may use her healing touch one additional time per day for every five levels gained above 5th.

Timeless Body (Ex): After achieving 7th level, the celestial paragon no longer suffers ability penalties for aging and cannot be magically aged. Any penalties she may have already suffered, however, remain in place. Bonuses still accrue, and the celestial paragon still dies of old age when her time is up.

Divine Transformation: At 10th level, the divine paragon becomes a native outsider. Her type changes to outsider, though she may still be raised or resurrected as normal. She also gains the good subtype. Thanks to this transformation, the celestial paragon gains SR equal to 31 + her class level.

Ex-Celestial Paragons

A celestial paragon who becomes nongood or who willingly commits an evil act loses all features of the celestial paragon class and cannot progress in levels as a celestial paragon. She regains her abilities and may continue to advance in the class if she atones for her violations in the presence of a good deity.

The Celestial Paragon

Level

Special Spellcasting
1 Radiant aura, planar diplomacy +1 level of existing divine spellcasting class
2 Aura of menace
3 Celestial metamagic 1/day +1 level of existing divine spellcasting class
4 Holy strike +1d6
5 Healing touch 1/day +1 level of existing divine spellcasting class
6 Celestial metamagic 2/day
7 Timeless body +1 level of existing divine spellcasting class
8 Holy strike +2d6
9 Celestial metamagic 3/day +1 level of existing divine spellcasting class
10 Divine transformation, healing touch 2/day

Void Incarnate

The void incarnate specializes in "not being." He trains himself in the art of avoiding detection and escaping danger, and he steels his body and mind to resist harm. Eventually, the void incarnate extends this ability to the point where he can simply ignore a wide variety of physical and mental effects -- much as if he weren't there at all. Void incarnates are sometimes referred to as "blanks" or "untouchables."

Rogues and shadowdancers make the most common void incarnates. Few other characters have the talents to become a blank, though ex-monks who meet the prerequisites often find this class to their liking.

NPC void incarnates might as well not exist, for all that anyone can remember about them. You could live right next door to a void incarnate and not only would you be unaware of his talents, but you also might not even know you had a neighbor at all.

Hit Die: d6.

Requirements

To qualify to become a void incarnate, a character must fulfill all the following criteria.

Alignment: Any nonlawful.
Skills: Bluff 24 ranks, Escape Artist 24 ranks, Hide 24 ranks.
Feats: Great Fortitude or Iron Will or Lightning Reflexes.
Epic Feats: Dexterous Fortitude or Dexterous Will.
Special: Evasion class feature, slippery mind class feature.

Class Skills

The void incarnate's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Escape Artist (Dex), Hide (Dex), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Tumble (Dex), and Use Magic Device (Cha). See Chapter 4: Skills in the Player's Handbook for skill descriptions.

Skill Points at Each Level: 6 + Int modifier.

Class Features

All of the following are class features of the void incarnate prestige class.

Weapon and Armor Proficiency: The void incarnate gains no proficiency in armor or weapons.

Blank Aura (Ex): The void incarnate (and any equipment he wears or carries) radiates no aura of any kind. Detect chaos, detect magic, and similar spells simply register him as a blank. The void incarnate cannot lower this aura.

For every four levels gained above 1st, the void incarnate can share this aura with one additional willing creature (and its equipment) within 30 feet of the void incarnate. Granting the blank aura to one or more creatures within range is a standard action; the effect lasts for 24 hours or until the void incarnate dismisses the aura as a free action. A creature sharing the aura must remain within 30 feet of the void incarnate (regardless of line of effect) to receive the benefit of the effect. If a creature sharing the aura leaves the range of the effect, the effect on the creature fades for the amount of time spent away from the void incarnate; moving back into range allows the creature to once again gain the aura's benefits for the remainder of the 24 hours or until the creature leaves the area again, whichever comes first.

Improved Evasion (Ex): At 2nd level and higher, when subjected to an effect that allows a Reflex save for half damage, the void incarnate takes only half damage on a failed save (and no damage on a successful save, just as with evasion). Improved evasion can be used only if the void incarnate is wearing light armor or no armor.

Void Presence (Ex): Opponents of a void incarnate unconsciously ignore the void incarnate's presence starting at 3rd level. They are always treated as flat-footed to the void incarnate (and thus may not apply their Dexterity modifier to AC). This lasts until the void incarnate attacks the opponent, but resumes again at the start of the void incarnate's next turn. This is a mind-affecting effect.

You can also use Bluff to create a diversion to hide as a move-equivalent action, rather than as a standard action.

This ability has an interesting side effect. Anyone attempting to use Gather Information or similar methods to learn about a void incarnate finds the task very difficult. Increase the DC of such tasks by 20 plus the target's void incarnate class level.

Mettle of Fortitude (Ex): Beginning at 4th level, if exposed to any effect that normally allows a character to attempt a Fortitude save for a partial or half effect (such as slay living), the void incarnate suffers no effect with a successful saving throw.

Blank Mind (Ex): At 5th level, the void incarnate is protected by a mind blank effect at all times. The void incarnate cannot lower this aura, even to accept a harmless mind-affecting spell.

For every four levels gained above 5th, the void incarnate can share this effect with one additional willing creature (and its equipment) within 30 feet of the void incarnate. Granting the blank mind to one creature is a standard action; the effect lasts for 24 hours or until the void incarnate dismisses the aura as a free action. A creature sharing the effect must remain within 30 feet of the void incarnate (regardless of line of effect) to receive the benefit of the effect. If a creature sharing the effect leaves the range of the effect, the effect on the creature fades for the amount of time spent away from the void incarnate; moving back into range allows the creature to once again gain the effect's benefits for the remainder of the 24 hours or until the creature leaves the area again, whichever comes first.

Mettle of Will (Ex): If exposed to any effect that normally allows a character to attempt a Will save for a partial or half effect (such as an inflict wounds spell), the 6th-level void incarnate suffers no effect with a successful saving throw.

Null Strike (Ex): Once per day, a 7th-level void incarnate can declare any melee or ranged attack he makes to be a touch attack. He may use this ability one additional time per day for every 4 levels gained above 7th.

Improved Mettle of Fortitude (Ex): By 8th level, if subjected to an effect that allows a Fortitude save for a partial or half effect, the void incarnate takes only the partial or half effect on a failed save (and no effect on a successful save, just as with mettle of fortitude).

Empty Form (Ex): A 9th-level void incarnate has a permanent freedom of movement effect (as the spell) on him at all times. The character also becomes immune to force effects. Such effects either deal no damage (such as magic missile), don't exist for the void incarnate (such as wall of force, which the void incarnate can simply walk through), or otherwise fail to affect the void incarnate (such as mage armor).

For every four levels gained above 9th, the void incarnate can share this effect with one additional willing creature (and its equipment) within 30 feet of the void incarnate. Granting the empty form to one creature is a standard action; the effect lasts for 24 hours or until the void incarnate dismisses the aura as a free action. A creature sharing the effect must remain within 30 feet of the void incarnate (regardless of line of effect) to receive the benefit of the effect. If a creature sharing the effect leaves the range of the effect, the effect on the creature fades for the amount of time spent away from the void incarnate; moving back into range allows the creature to once again gain the effect's benefits for the remainder of the 24 hours or until the creature leaves the area again, whichever comes first.

Improved Mettle of Will (Ex): Beginning at 10th level, if subjected to an effect that allows a Will save for a partial or half effect, the void incarnate takes only the partial or half effect on a failed save (and no effect on a successful save, just as with mettle of will).

Ex-Void Incarnates

A void incarnate who becomes lawful may not progress in levels as a void incarnate. He retains all class abilities.

The Void Incarnate

Level

Special
1 Blank aura
2 Improved evasion
3 Void presence
4 Mettle of fortitude
5 Blank mind
6 Mettle of will
7 Null strike
8 Improved mettle of fortitude
9 Empty form
10 Improved mettle of will

About the Author

Andy Collins served as the lead developer for the Revised Player's Handbook and was a co-designer of the Epic Level Handbook. He thanks all the visitors to www.andycollins.net.


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