Review my framework

Perhaps a good comparison would be Farcluun vs a 46th level wizard (with PrCs like archmage etc), and seeing if Farcluun measures up at CR 46. I suspect that he does.

Class levels. The evolution score is bonus/gravy. Class levels because of the extra salient feats required by lore (Genocidal Focus), and those they have because they have templars.

A bridge between padding the SM’s with levels to achieve the right salient feat mix and being generally skinny on advancement is a template (which is the Champion of Rajaat route). A modified template would provide the genocidal focus, some ability boosts (for those DC’s and saves!), and the vortex. This limits PC’s to somehow finding the Dark Lens or some other shenanigans to co-opt a vortex and get the additional template without it being generally accessible.

LA may or may not be better than just having more levels and getting a higher ES that way.

I’ll have to think about it.

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I thought about the a template granting these things, but in the end, decided on handling it all through salient feats. So take your Farcluun, for example. He goes and finds a vortex, or creates one himself somehow, but he still needs to take the Sorcerer Monarch salient feat to channel this power to his followers. I feel that’s a more elegant way of handling it than a template.

Just give them more levels, I think. Let the evolution system handle the rest.

I don’t think that the Sorcerer Monarchs are earning much XP these days. They are such high level and there are few encounters that can earn them a lot of XP. So its easier for someone like Farcluun to race ahead, until he hits the wall too.

What about Borys? He is the real outlier. The +20 to evolution score gives 10 salient feats. If he had a similar class level to the other Sorcerer Monarchs, he’d still be substantially more powerful.

Putting this here so an online AI can read it.

New Trait Advanced Being

There are no gods on Athas or the planes surrounding Athas. You are an advanced being, the most puissant creature evolved on Athas or the planes.

Benefit: You gain an evolution score. You can take the salient feats exclusive to advanced beings. Additionally, you have the following immunities and traits:

Immunities (Ex): You are immune to disease, sleep, energy drain, ability drain, paralysis, polymorphing, petrification, or any other attack that alters your form. You can voluntarily lower your immunities as a move action.

Traits (Ex): You have darkvision out to 60 feet and low-light vision. You are proficient with your natural weapons.

Drawbacks: None.

What are Salient Feats?

Salient feats are powerful abilities that can be taken by advanced beings, such as the Sorcerer Monarchs, in the campaign setting of Athas. These feats are typically 2-4 times as powerful as epic feats, and are only available to creatures with an evolution score. This score is calculated by adding the character’s level and any ranks in preserver or defiler metamorphosis. The evolution score is used to determine how many salient feats a creature can take and the bonuses provided by some salient feats.

It is up to the Dungeon Master to determine which creatures have access to salient feats in their campaign. The system for salient feats is modular, meaning it can be easily adapted to different settings and advanced beings. For example, a Dungeon Master could allow cleric/psion combinations to take salient feats, or use the system for their own series of psionic enchantments. The flexibility of the system allows for customization and unique options in gameplay.

Evolution Score

The evolution score is calculated by adding the character’s level and any ranks in defiler or preserver metamorphosis, known as evolution ranks. Each rank in defiler or preserver metamorphosis provides a +2 bonus to the evolution score. The evolution score is used to determine how many salient feats a creature can take and the bonuses provided by some salient feats. In some cases, the evolution score functions like an ability score, following the same bonus progression. When a bonus is provided by the evolution score, it is called an evolution bonus.

Evolution Score Salient Feats
21 7
23 8
25 9
27 10
29 11
31 12
33 13
35 14
37 15
39 16
41 17
43 18
45 19
47 20
49 21
51 22
53 23
55 24
57 25
59 26
61 27
63 28
65 29
67 30

Acquiring Salient Feats

A creature with an evolution score of 21 starts with 7 salient feats and gains an additional feat for every 2 evolution ranks they have beyond 21. For example, a creature with an evolution score of 25 would have 9 salient feats. Additional salient feats can only be gained by increasing the creature’s evolution score.

Advanced Spell Research [Salient]

You are able to learn spells unique to other classes.

Prerequisites: Evolution score.

Benefit: When you take this feat, you learn some spells from the spell list of any spellcasting base class, whether arcane or divine. You choose a number of spells equal to your evolution score bonus and add these spells to your list of spells known. If your evolution score increases after taking this feat, you may select additional spells to your list of spells known in accordance with the increase in your evolution score bonus.

Advanced Psionic Research [Salient]

You are able to learn powers unique to other classes.

Prerequisites: Evolution score.

Benefit: When you take this feat, you learn some powers from the power list of any manifesting base class. You choose a number of powers equal to your evolution score bonus and add these powers to your list of powers known. If your evolution score increases after taking this feat, you may select additional powers to your list of powers known in accordance with the increase in your evolution score bonus.

Normal: You must use psychic chiurgery and pay an XP cost to learn powers from other lists.

Belated Specialist [Salient]

It’s never too late to be an arcane specialist. Your choice to be a generalist early in your arcane career does not prevent you from being a specialist now.

Prerequisites: Evolution score. Generalist wizard.

Benefit: You gain the benefits of school specialization and do not gain any prohibited schools for your generalist wizard class, and are now considered a specialist wizard. Henceforth, you no longer gain any prohibited schools for that class even if a class feature or feat indicates that a prohibited school is gained.

Normal: A specialist wizard has prohibited schools.

Demiurge [Salient]

You attempt to usurp the place of the rumoured gods of old. You can create living creatures by taxing your own energies.

Prerequisites: Evolution score.

Benefit: As a full round action you may create a mortal creature with Hit Dice or class levels of half your evolution score or less. If the creature has a higher CR than HD or has LA, you must add the difference between the CR/LA and HD to the calculation of half evolution score. You may not create a creature with an opposed alignment. For example, a lawful creator could not create a chaotic creature and an evil creator could not create a good creature.

The created creature is free willed and under no obligation to follow the commands of the creator, although the creature could be compelled to follow commands by other means.

Creation of life is very taxing. You must pay 500 XP times the CR of the resultant creature. In addition, you suffer a penalty -6 on all of your ability scores, skills, difficulty classes, and caster level/manifester level 1 day per every 2 CR (round down) of the resultant creature. If additional creatures are created while you are suffering these penalties, an additional -6 penalty is accrued for each creature, and additional days of time affected by the penality are added as appropriate

For example, the mad Sorcerer King Daskinor in one of his delusional states uses this ability to create a creature. Daskinor creates a human with 10 class levels and the Fragment (inner demon) template, which has a +3 to CR. This means that Daskinor must pay 13 times 500 XP (6500 XP), and Daskinor additionally suffers a penalty of -6 on all of his ability scores, skills, difficulty classes, and caster level/manifester level for 6 days. As an involuntary action resulting from his psychosis, Daskinor does not perceive the connection between his creations (which is does not realize he is actually creating) and the penalties resulting from the creation, which he sees as an “illness” caused by shadowy enemies plotting against him.

Normal: You need to use an epic spell to create creatures, such as Origin of Species: Achaierai.

Domain Magic [Salient]

The Sorcerer Kings have long experimented with the elemental vortices but have been unable to directly access the elemental energies to fuel their own spells. However, they have been able to access some spells based on the domains that they provide to their templars.

Prerequisites: Evolution score. Elemental energy vortex.

Benefit: Select a clerical domain from which you provide spells to your templars. You may now add those domain spells to your list of known spells. In addition, you receive the domain power. If the domain power relies on or references cleric level, then your effective cleric level is equal to your evolution score.

Special: This feat may be taken multiple times, each time applying to a different domain.

Evolved Leader [Salient]

An advanced being has leadership qualities far beyond ordinary creatures. Creatures are naturally drawn to the advanced being.

Prerequisites: Evolution score. A leadership score (such as from the Leadership feat, etc).

Benefit: You receive an evolution bonus to your leadership score equal to the evolution score bonus. Furthermore, you never get a penalty to leadership for any reason, including failure, aloofness, cruelty, having a familiar, special mount or animal companion, etc.

Furthermore, your followers are of greater quality than normal. Where the leadership table indicates 1st level followers, your followers are 2nd level, and where the table indicates your followers are 2nd level, they are actually 3rd level and so on through the table. You do not have 1st level followers.

Evolved Manifester [Salient]

Your manifesting abilities are linked to your august status as an advanced being.

Prerequisites: Evolution score.

Benefit: For the purpose of determining maximum psionic powers level and bonus power points, your primary manifesting ability is your evolution score, as if the evolution score was an ability score. If you have more than one manifesting class, the bonus applies to only one of those classes. Your power save DCs are not affected by this change.

Special: You may take this feat more than once to apply to a different manifesting class.

Evolved Spellcaster [Salient]

Your spellcasting abilities are linked to your august status as an advanced being.

Prerequisites: Evolution score.

Benefit: For the purpose of determining bonus spells per day and maximum spell level your primary spellcasting ability is your evolution score, as if the evolution score was an ability score. If you have more than one spellcasting class, the bonus applies to only one of those classes. Your spell save DCs are not affected by this change.

Special: You may take this feat more than once to apply to a different spellcasting class.

Extra Sorcerer Monarch Domain [Salient]

You are able to provide an additional domain to your templars.

Prerequisites: Evolution score. Elemental energy vortex.

Benefit: You can select one additional divine domain to the selection of domains from which your templars may choose, so long as this new domain does not contradict your nature (for example, the chaos domain when you are lawful).

Special: You may select this feat multiple times, each time adding an extra domain.

Normal: A Sorcerer Monarch has only four domains.

Focused Discipline Power [Salient]

Through hard training and your status as an advanced being, you have a strong affinity for powers from a psionic discipline.

Prerequisites: Evolution score. Psionic discipline specialization. Ability to manifest 9th level powers. Master Manifester.

Benefit: You gain a bonus that to your effective manifester level to powers from your psionic discipline specialization only, equal to the ability modifier of your evolution score when manifesting powers from your specialized discipline. For example, an advanced being telepath psion with a manifester level of 30 and 30 ranks of evolution gets an evolution bonus of +10 to manifester level when manifesting telepathic powers, thus having a manifester level of 40 in that discipline.

Focused Spell Power [Salient]

Through hard training and your status as an advanced being, you have a strong affinity for spells from your specialist school.

Prerequisites: Evolution score. Specialist wizard (or having a salient feat that makes the character a specialist). Ability to cast 9th level spells and manifest 9th level powers. Master Spellcaster.

Benefit: You gain a bonus to your effective caster level for spells in your specialist school only, equal to the ability modifier your evolution score. For example, an advanced being with a caster level of 30 and 30 ranks of evolution gets an evolution bonus of +10 to caster level in its specialist school of magic, thus having a caster level of 40 in that school.

Immortal Grace [Salient]

You’ve become more resilient as a result of your transformation into a more advanced being.

Prerequisites: Evolution score.

Benefit: You get a bonus equal to your evolution score bonus on all saving throws.

Item Creator [Salient]

You have many item creation feats.

Prerequisites: Evolution score. Any item creation feat.

Benefit: You gain any eight item creation feats for which you qualify. These feats cannot be traded out for other feats or retrained in any manner.

Special: This feat can be selected multiple times, each time granting any eight item creation feats for which you qualify.

Floating Feats [Salient]

Advanced beings possess flexibility unknown to mere mortals. When they put their mind to it, they may tap into abilities that they do not normally possess.

Prerequisites: Evolution score.

Benefit: You gain floating feats. You gain 2 non-epic and 1 epic feat as floating feats. At the start of each day, you can choose to change each of your floating feats to any other any other 2 non-epic and 1 epic feat for which you meet the prerequisites. You may, if you desire, choose a non-epic feat instead an epic feat.

Special: You may only select this feat once.

Note: This is a highly flexible feat but may not be used for mechanical abuse, such as using floating feats to get extra spells through the extra spell feat, or for qualifying for prestige classes.

Genocidal Focus [Salient]

You have chosen to exterminate an entire species of creatures.

Prerequisites: Evolution score.

Benefit: Genocidal Focus (Su): One race of creatures is your sworn enemy. Damage-dealing spells and powers deal +4d6 bonus damage to members of the designated race. Any weapon you use in combat is considered a dread weapon against members of that race. If you stop using the weapon, it loses its dread ability. When used against members of your enemy race, the weapon’s effective enhancement bonus is +4, and it deals +4d6 points of bonus damage.

You choose your enemy race from among those listed under the Type (subtype) Table 2–4: Athasian Ranger Favored Enemies, in the Dark Sun Core Rules 3.5, page 52 - 53.

Special: This salient feat is associated with the Champions of Rajaat.

Evolved Immunities [Salient]

You have developed additional Immunities.

Prerequisites: Evolution score.

Benefit: Select one of the following: ability damage, death effects, fear, poison, stunning, disintegration.

You are now immune to what you have selected. You may take this feat multiple times, each time selecting a different immunity.

You can voluntarily lower your immunities as a move action.

Learned Spell Immunity [Salient]

You cannot be harmed by the same spell from the same spellcaster twice.

Prerequisites: Evolution score.

Benefit: Learned Spell Immunity (Su): If you are affected by a hostile spell cast by a particular spellcaster, you thereafter become immune to that spell when cast by that spellcaster for a number of months equal to your evolution score bonus. You may lower your learned spell immunity as a free action.

Master Manifester [Salient]

Your manifesting has reached epic heights. Choose a class in which you have the epic practiced manifester feat.

Prerequisites: Evolution score. Practiced Manifester.

Benefit: Your caster level for the chosen manifesting class increases by 12, effectively quadrupling the benefit gained by the practiced manifester feat, for a total of +16. This benefit can’t increase your manifester level to a value higher than your Hit Dice. However, even if you can’t benefit from the full bonus immediately, if you later gain Hit Dice in levels of non-manifesting classes, you might be able to apply the rest of the bonus. For example, a human 15th-level psion/7th-level fighter who selects this feat would increase his psion manifester level from 15th to 26th (since he has 26 Hit Dice). If he later gained a fighter level, he would gain the remainder of the bonus and his psion manifester level would become 27th (since he now has 27 Hit Dice). A character with two or more manifesting classes must choose which class gains the feat’s effect. This feat does not affect your spells per day or spells known. It increases your manifester level only, which would help you penetrate power resistance and increase the duration and other effects of your powers.

Special: You may select this feat multiple times. Each time you choose it, you must apply it to a different manifesting class. For instance, a 20th-level psychic warrior/17th-level psion who had selected this feat twice would manifest psychic warrior powers as an 36th-level manifester and manifest psion powers as a 33rd-level manifester.

Master Spellcaster [Salient]

Your spellcasting has reached epic heights. Choose a class in which you have the epic practiced spellcaster feat.

Prerequisites: Evolution score. Practiced Spellcaster.

Benefit: Your caster level for the chosen spellcasting class increases by 12, effectively quadrupling the benefit gained by the practiced spellcaster feat, for a total of +16. This benefit can’t increase your caster level to a value higher than your Hit Dice. However, even if you can’t benefit from the full bonus immediately, if you later gain Hit Dice in levels of non-spellcasting classes, you might be able to apply the rest of the bonus. For example, a human 15th-level sorcerer/11th-level fighter who selects this feat would increase his sorcerer caster level from 15th to 26th (since he has 26 Hit Dice). If he later gained a fighter level, he would gain the remainder of the bonus and his sorcerer caster level would become 27th (since he now has 27 Hit Dice). A character with two or more spellcasting classes (such as a bard/sorcerer or a ranger/druid) must choose which class gains the feat’s effect. This feat does not affect your spells per day or spells known. It increases your caster level only, which would help you penetrate spell resistance and increase the duration and other effects of your spells.

Special: You may select this feat multiple times. Each time you choose it, you must apply it to a different spellcasting class. For instance, a 20th-level cleric/17th-level wizard who had selected this feat twice would cast cleric spells as an 36th-level caster and wizard spells as a 33rd-level caster.

Mystical Reservoir [Salient]

As an advanced being your well of power is deep indeed. You can draw on this well of power to fuel spells, powers, and magical item creation.

Prerequisites: Evolution score.

Benefit: An XP cushion of 300XP times the ability modifier your evolution score per day to be used for spellcasting or psionic manifesting costs, whether epic or non-epic. For example, an advanced being with evolution score of 30 ranks has an evolution bonus of +10 and therefore has a mystical reservoir of 3000XP per day. As the evolution bonuses increases, so does the size of the mystical reservoir. In addition, the mystical reservoir allows for item creation equal the size of the mystical reservoir once per month. The advanced being in the example would have a mystical reservoir for item creation of 3000XP per month.

Phylactery [Salient]

You have a phylactery for keeping your soul safe, like the phylactery of a lich in other worlds, except that you need not be undead.

Prerequisites: Evolution score. Craft Wondrous Item feat.

Benefit: Death in battle or by other means is not the end of you. If you die, your soul returns to a prepared phylactery, and your body is rebuilt next to your phylactery over 2d10 days minus your evolution score bonus (minimum 1 day). You are killed if your phylactery is destroyed while your body is being rebuilt, or if your phylactery was destroyed before you were destroyed. If your phylactery is destroyed but you are still alive (or undead), you can rebuild it. The phylactery costs 120,000 gp and 4,800 XP to create and has a caster level equal to your caster level at the time of creation.

Special: Phylactery cannot be combined with the undying feat.

Rapid Feat Acquisition [Salient]

You get bonus feats and bonus psionic enchantments.

Prerequisites: Evolution score.

Benefit: When you take this salient feat you get 2 bonus feats (normal or epic) and 3 bonus psionic enchantments for which you meet the prerequisites.

You may not select the improved spell capacity feat, any item creation feat, salient feat, or any feat that increases an ability score as a bonus feat.

Special: You may select this feat multiple times. Each time you get an additional 2 feats and 3 psionic enchantments.

Recuperation [Salient]

You are never caught off-guard without spells and psionic powers, for you can recover them with a short rest.

Prerequisites: Evolution score.

Benefit: The character may rest for 4 hours and regain a number of hit points equal to half its full hit points (up to a maximum of its full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). Recuperation never applies to the mystical reservoir, superior metamagican or superior metapsionicist salient feats.

Rule Undead [Salient]

Creatures that can be turned or rebuked are in awe of the advanced being. The advanced being turns or rebukes creatures with ease.

Prerequisites: Evolution score. Ability to turn or rebuke creatures

Benefit: You receive an evolution bonus to Effective Turning Level equal to your evolution score bonus.

In addition, your apparent Hit Dice for commanding undead is increased by your evolution score bonus. For example, an advanced being with 30 HD and an evolution score bonus of +10 is treated as being 40 HD for the purpose of commanding undead, and thus may command an undead creature with as high as 20 HD.

Peerless Initiative [Salient]

As an advanced being, you are almost always ready for action.

Prerequisites: Evolution score. Superior Initiative.

Benefit: You get a +16 bonus on initiative checks. This bonus overlaps (does not stack with) the bonus from Improved Initiative and Superior Initiative.

Salient Fast Healing [Salient]

You rapidly heal injuries.

Prerequisites: Evolution score. Fast Healing 3.

Benefit: Your already existing fast healing is supercharged. Your fast healing per round is equal to equal to your evolution score bonus. For example, an advanced being with 30 evolution ranks gets Fast Healing 10. This replaces (does not stack) with your existing fast healing.

Signature Spells [Salient]

You have complete mastery of a handful of spells.

Prerequisites: Evolution score. Able to cast 9th level spells.

Benefit: Signature Spells (Sp): You choose a number of spells equal to your evolution score bonus (chosen from among your known spells). These chosen spells become your signature spells. You can channel spell energy into signature spells that you did not prepare ahead of time. You can “lose” any prepared spell in order to cast one of these signature spells that is of the same spell level as the prepared spell or lower (just like a cleric can lose prepared spells in order to cast cure spells of the same level or lower). If you have metamagic feats, you may choose signature spells that have metamagic feats applied, but metamagic reducers do not apply and cannot reduce the spell level. If your evolution score increases after taking this feat, you may select additional spells to be your signature spells in accordance with the increase in your evolution score bonus.

Perfect Preparation [Salient]

You have discovered the secret to preparing spells without having to refer to outside sources.

Prerequisites: Evolution score.

Benefit: You no longer need to prepare spells from a spellbook. Any spell that you have previously prepared can now be prepared without a spellbook. You still must spend the normal amount of time preparing spells. You may keep or discard your spellbook.

Spell/Power Resistance [Salient]

You gain resistance to spells and powers.

Prerequisites: Evolution score.

Benefit: You gain spell/power resistance equal to your evolution score. If you have spell/power resistance from another source, you may choose instead to have a bonus equal to your evolution bonus to that spell resistance if that would produce a higher degree of spell/power resistance.

Soma Summons [Salient]

The creatures that you conjure do not leave after the spell reaches the end of its normal duration. The conjured creatures feed on the addictive psychic resonance provided, and thus cannot help but serve the advanced being that conjured them.

Prerequisites: Evolution score. Ability to cast 9th level spells and manifest 9th level powers. Extend Spell. Improved Augment Summoning.

Benefit: When you apply the extend spell feat to any of the following spells—summon undead I - V, summon monster I - IX , or summon nature’s ally I – IX—one of the creatures you summon is forced to remain to serve you for a number of minutes equalling your evolution score bonus after the spell reaches the end of its normal duration. You may select which one of the creatures is to remain at the time of casting.

You may use ability a number of times a day equal to your equal to your evolution score bonus.

Sorcerer Monarch [Salient]

You can supply spells to templars that have sworn loyalty to you.

Prerequisites: Evolution score. Elemental vortex.

Benefit: You have templars, to whom you can provide spells. You can select four divine domains from which to provide you templars, so long as these domains do not contradict your nature (for example, the chaos domain when you are lawful).

A Sorcerer Monarch does not respond to prayers or grant spells like a D&D deity does. Instead, each Sorcerer Monarch controls a conduit to the elemental planes and can grant or deny a templar access to spells with a simple ritual. However, a Sorcerer Monarch isn’t aware of which spells a templar is requesting or casting. Sorcerer Monarchs can only grant or deny access to the conduit – they don’t directly control how the energy passing through the conduit is used.

Superior Attack [Salient]

The transformation into a more advanced being allows you to relentlessly attack foes.

Prerequisites: Evolution score. Strength 30. Constitution 30.

Benefit: Your Base Attack Bonus is now +20/+15/+10/+5 (as a 20th level fighter), after which you follow the normal Epic Attack Bonus progression. This replaces the Base Attack Bonus from your classes and racial HD (if you have any).

Superior Hit Dice [Salient]

You have greater Hit Dice and Hit Points than your character classes would indicate.

Prerequisites: Evolution score. Metamorphosis rank 7.

Benefit: All your HD from classes increases to d12, and you have maximum HP per die.

Planar Slavery [Salient]

You can force outsider creatures into bad deals.

Prerequisites: Evolution score.

Benefit: You have a way with words when dealing with extraplanar forces called to the Material Plane to serve you. When bargaining with creatures called via a planar binding or similar spell, you add a bonus equal to your evolution bonus on Charisma checks against the called creature and on caster level checks to prevent the creature from escaping your magic circle. A roll of 1 on the Charisma check does not allow the creature to automatically escape.

Superior Skill Focus [Salient]

An advanced being with this feat finds within its own nature the effortless use of skills to a high degree of proficiency with only a small amount of knowledge. Its abilities are boosted when making skill checks.

Prerequisites: Evolution score.

Benefit: The Advanced Being receives an evolution bonus to all skill checks equal to the evolution score bonus. For example, an advanced being with 30 evolution ranks gets an evolution bonus of +10 to skill checks. Additionally, all skills are considered class skills for the advanced being.

Superior Skills Cap [Salient]

Your cap for skills is higher than that of ordinary creatures.

Prerequisites: Evolution score.

Benefit: Instead of your cap for skill ranks being your HD + 3, your cap for skill ranks is equal to your evolution score ability bonus. For example, an advanced being with an evolution score of 30 has a skill ranks cap of HD +10. As your evolution score increases, your skill ranks cap increases also.

Normal: Skill ranks are capped at your HD +3.

Superior Species [Salient]

As an advanced being, only the long-vanished divinities can rival your strength and wisdom.

Prerequisites: Evolution score.

Benefit: You gain a boost to all of your ability scores of +6. This does not stack with any previous positive ability adjustments from race or templates. For example, Arik has a +8 racial bonus to Strength. In this case, Arik does not receive any boost to his ability score as his racial bonus to Strength already exceeds the bonus from this feat. If on the other hand Arik had a +4 racial bonus to Strength, then Arik would get +2 Strength from this feat.

Inherent bonuses and character level bonuses remain.

Superior Spell Capacity [Salient]

Your capacity for spells above 10th level is vastly superior to that of mortal spellcasters.

Prerequisites: Evolution score. Improved Spell Capacity.

Benefit: You gain spell slots above level 10, like Improved Spell Capacity. This feat is identical to Improved Spell Capacity, except that it grants four iterations of that feat. For example, Arras has Improved Spell Capacity (10th level spell slots), and then takes Superior Spell Capacity. As Superior Spell Capacity provides for four iterations of Improved Spell Capacity, Arras now has spell slots of up to 14th level.

Special: You may select this feat multiple times, each time providing the equivalent of four Improved Spell Capacity feats.

Superior Toughness [Salient]

You are far tougher than anything else.

Prerequisites: Evolution score.

Benefit: For every Hit Die you possess you receive a bonus to your hit points equal your evolution score bonus. For example, an advanced being with 30 evolution ranks gets an evolution bonus of +10 to hit points for each Hit Dice it possesses. The number of bonus hit points changes retroactively as the evolution score bonus increases.

Turn/Rebuke Undead [Salient]

Your advanced magical and psionic abilities, as well as your status as an advanced being, give you control over the undead. You gain the ability to turn undead or rebuke them.

Prerequisites: Evolution score.

Benefit: Rebuke Undead (Su) or Turn Undead (Su): The advanced being can turn or rebuke undead as a cleric of level equal to its evolution score. The advanced being can turn or rebuke undead a number of times per day equal to 3+ its Charisma modifier. If the advanced being could already turn or rebuke undead, this ability increases its effective turning level equal to its evolution score but otherwise has no effect. The advanced being chooses whether it will turn or rebuke undead upon taking this feat, and this choice may not be changed.

Undying [Salient]

It is very difficult to destroy you completely. Unless special measures are taken, you will return from your apparent death.

Prerequisites: Evolution score.

Benefit: You can only be permanently destroyed if you are reduced to minus 10 hit points, then subjected to a wish, reality revision, or miracle spell or power to keep you dead. If you are not subjected to these spells/powers, you return from your apparent death in full health in 2d10 days minus your evolution score bonus (minimum 1 day).

Special: A custom version of undying can be created by DM or player in collaboration with the DM. The method of the special death should not be impossible, just as difficult as what is given above. It could even be something as simple as “a druidical burial”, something that could possibly be discerned through divination magic or other means, but likely impossible to guess.

Undying cannot be combined with the phylactery feat.

Unconventional Specialist [Salient]

No longer do you look on in envy at specialist wizards. You are now a specialist for arcane or divine classes that normally do not have specialization.

Prerequisites: Evolution score. Any class that does not normally have specialization (warmage, beguiler, dread necromancer, cleric, and so on).

Benefit: Select a class that does not normally have specialization (and does not currently have any prohibited schools). You gain the benefits of school specialization even though you are not a wizard, and do not gain any prohibited schools. Henceforth, you no longer gain any prohibited schools for that class even if a class feature or feat indicates that a prohibited school is gained. You are not considered a specialist wizard, even though you have the same benefits as a specialist wizard.

Special : You may select this feat multiple times. Each time you select this feat it must apply to a different class that does not normally have specialization.

Unrestricted Specialist [Salient]

You no longer have barred schools due to your arcane specialization.

Prerequisites: Evolution score. Any number of prohibited schools.

Benefit: Select a class that you have specialized in and has prohibited schools. You are no longer subject to the limitations of school specialization, and may freely learn and cast spells from all your prohibited schools, and use magical items of these schools, as if you had no prohibited schools at all. Henceforth, you no longer gain any prohibited schools for that class even if a class feature or feat indicates that a prohibited school is gained.

Warlock Monarch [Salient]

You have been able to reverse engineer warlock pacts through extensive experimentation with your elemental vortex. If you wish, you may have warlocks as templars.

Prerequisites: Evolution score. Elemental vortex.

Benefit: You can serve as a patron for warlocks, in addition to your normal templars.

Epic Feats

Immunity To Turning [Epic]

Not only are you an advanced being, but you are an undead creature of monstrous power. You cannot be turned or rebuked.

Prerequisites: Evolution score. Undead creature. Improved turn resistance.

Benefit: You cannot be turned or rebuked.

Normal: Undead creatures may normally be turned.

Psionic Enchantments

[Psionic Enchantment] feats allow you to combine magic and psionics in interesting and powerful ways. A psionic enchantment feat can be taken just like other feats if you meet the prerequisites. The more powerful psionic enchantment feats herein have an evolution score as a prerequisite, and as such are reserved for advanced beings.

Arcane Augmentation [Epic] [Psionic Enchantment]

Prerequisites: Ability to cast 9th level spells and manifest 6th level powers.

Benefit: You can spend a prepared spell slot to increase your limit for augmenting psionic powers during manifestation. Using arcane augmentation is a free action that does not provoke an attack of opportunity. Add the level of the spell slot to your manifester level for purposes of determining the maximum amount of power points you can spend while manifesting a single power. For example, Nethas, an avangion with 20 manifester levels, spends an 8th level spell slot to increase the maximum power points it can spend to augment a power by 8 to a total of 28. These additional points cannot be used to apply additional metapsionic feats.

Far Reach [Epic] [Psionic Enchantment]

Prerequisites: Ability to cast 9th level spells and manifest 6th level powers.

Benefit: You can use touch spells and powers on targets up to 30 feet away. Far reach can be selected more than once. Each time it is selected, it increases the touch range by an additional 30 feet, to a maximum of 90 feet.

Metamixture [Epic] [Psionic Enchantment]

Prerequisites: Ability to cast 9th level spells and manifest 6th level powers.

Benefit: You choose one metapsionic feat you possess. You can now apply that feat to our spells. Using metamixture is a free action that does not provoke an attack of opportunity. Treat the spell as a psionic power of equivalent level for purposes of determining the power point cost. You cannot spend more power points than your manifester level. Note: If the metapsionic feat has the same effect as a metamagic feat already applied to the spell, there is no additional effect. Metamixture can be selected more than once. Each time it is selected, it applies to a different metapsionic feat. Its effects do not stack, i.e. only one metapsionic feat can be applied to a spell using metamixture.

Metapotency [Epic] [Psionic Enchantment]

Prerequisites: Ability to cast 9th level spells and manifest 6th level powers.

Benefit: You choose a metapsionic feat and a metamagic feat you possess that grant the same effect on numeric variables, e.g. Extend Spell and Extend Power, and gains synergistic bonuses. When applying either feat, its effects are multiplied by 1.5, e.g. the effect of extending a spell or power increases its duration by 150% percent. If applied to Empower Spell and Empower Power, metapotency increases the spell or power’s damage by 75%. Metapotency has no effect on Maximize Spell and Maximize Power. Metapotency can be selected more than once. Each time it is selected, it applies to a different pair of matching feats.

Path of Least Resistance [Epic] [Psionic Enchantment]

Prerequisites: Ability to cast 9th level spells and manifest 6th level powers.

Benefit: You use the lower of targets’ spell resistance and power resistance if you know both the psionic and arcane equivalent of a power or spell (e.g. charm person and psionic charm person). Whether you use the power or spell, use the lower of targets’ SR and PR when making a spellcaster check to overcome resistance. Path of least resistance applies to all spells and powers for which you know both a psionic and arcane variant.

Exceptional Beckons [Epic] [Psionic Enchantment]

Your understanding of the way of blending magic with psionics shows you how to tempt even more powerful beings into your service with a taste of psionic nectar.

Prerequisites: Ability to cast 9th level spells and manifest 6th level powers. Improved Augment Summoning.

Benefit: The normal HD limit for your gate, planar ally and planar binding spells (including lesser and greater versions) increases by 2. If multiple creatures are conjured, only one of the creatures is advanced.

Note: This feat may be taken multiple times, once for each 10 manifester levels you possess in your highest manifester level psionic manifesting class (round down). Each time it increases the Hit Dice of the creatures affected or conjured by 2 HD.

Avangion Magic [Psionic Enchantment]

You have learned the rudiments of avangion magic, the practice of gently drawing energy for spellcasting from your own life force, using sorcerous and psionic means.

Prerequisites: Able to cast 6th level arcane spells. Able to manifest 6th level powers.

Benefit: You learn to supplement the energy you draw for spellcasting with your own internal renewable energy. This has the effect of having any spell you cast be treated as if it were cast in one terrain type better than the actual terrain, up to abundant. You can also cast spells where there is no plant life (such as in the Obsidian Plains, The Black and The Grey), but in this case the spell is cast as if it were cast in desolate terrain.

Dragon Magic [Psionic Enchantment]

You have learned the rudiments of dragon magic, the practice of drawing magical energy for spellcasting from animal life, using sorcerous and psionic means.

Prerequisites: Able to cast 6th level arcane spells. Able to manifest 6th level powers.

You may choose to use animal life energy in place of, or to supplement, your defiling of plant life to power your arcane spells. You can attempt to drain animal life within the defiler radius as you gather energy for your spellcasting. This can be done in addition to defiling the plant life, which has the effect of having any spell you cast be treated as if it were cast in one terrain type better than the actual terrain, up to abundant. This also means you can choose to cast spells without draining from the plant life at all, but in this case, the spell is cast as if it were casting desolate terrain. All living creatures, save you, within the radius must make a Fortitude save (DC 10 + 1/2 your arcane caster level + your Cha modifier), or take 1 point of Con ability damage. The use of this ability requires a perfect obsidian orb, of no less than 1,000 gp value, as a focus.

Replenish Land [Epic] [Psionic Enchantment]

Your use your psionics bolstered arcane energy to restore the land.

Prerequisites: Ability to cast 9th level spells and manifest 6th level powers.

Benefit: You can reverse the effects of defiling magic. You can sacrifice an arcane spell to revitalize the area by increasing terrain type by one category in a 5-foot radius per spell level sacrificed (a defiled area becomes desolate).

Psionic Raze [Epic] [Psionic Enchantment]

You can drain psionic will while defiling.

Prerequisites: Ability to cast 9th level spells and manifest 6th level powers.

Benefit: You can amplify the effects of your defiling radius to drain the psionic strength of creatures. When casting a spell, you can opt for your defiling radius to drain 1 power point per level of the spell slot expended from all creatures caught in the defiling radius. Using psionic raze costs 1 power point per two spell slot levels, rounded up. For example, an 8th level spell requires you to spend 4 power points and causes all victims to lose 8 power points.

Curious what its responses were.

Also, while I see heavy influence of Mind Mage on Athasian Cerebremancer, do you envision that both classes and the standard (less fun) Cerebremancer are also available - as long as they are not used in the same build? I am thinking through stats for the SM’s on the newest available, and they look boringly the same at the core.

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Yes, they have to coexist. For one, SRD cerebremancers have already been used extensively in material published here at Athas dot org. Therefore, in my fluff I am calling this cerebremancer variant class “prenomancer”. Cerebremancer and prenomancer are different approaches to the same thing. The cerebremancer gets dual 9s more quickly than the prenomancer, but the prenomancer gets some nifty magic-psionic transparency abilities.

Phrenomancer (Variant Cerebremancer)

The phrenomancers belong to a tradition within cerebremancy, and to outsiders the differences are so opaque as to be non-existent. Cerebremancers are called phrenomancers and vice versa by the uninitiated. The phrenomancer being a variant cerebremancer, a character selecting one of these classes must choose whether to be a standard cerebremancer or phrenomancer. Selecting one precludes taking levels in the other.

Phrenomancy emerged as a heresy within the Order. Around 500 years ago, an Order psion, her name stricken from history by the Order, advocated the blended use of magic and psionics. Although cerebremancy was already known for millennia, this Order psion, today known only as the First Phrenomancer, taught a slower, more holistic approach to cerebremancy and called it phrenomancy.

The First Phrenomancer resigned the Order and created the Phrenic Order of Magists. She gathered many followers, but within 5 years of creating her new order, the Phrenic Order of Magists was crushed by the Order as heretics. Despite the Phrenic Order of Magists being forever dismantled, knowledge of phrenomancy was out in the world, passing from master to student over the centuries.

The blending of psionics with magic, whether arcane or divine, has been a longstanding practice. Phrenomancers (and cerebremancers) face levels of oppression from the Sorcerer Monarchs greater than even that of single-classed wizard defilers and preservers. For whatever reason, preventing the blending of arcane magic and psionics is of particular interest to the Sorcerer Monarchs, possibly because they are known to be cerebremancers also. Only the thrallherd is hunted more than the phrenomancer, and for that reason phrenomancers are even more careful to hide their arcane abilities than other arcane casters. Even the defiler servants of the Sorcerer Monarchs are forbidden from following the path of the phrenomancer. Those that do so do it quietly.

This fluff isn’t set in stone and is just an example to justify the existence of this variant class.

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A mighty new salient feat. Now an advanced being can look cool while still benefitting from wearable items. Adapted from the demilich ability.

Item Transference [Salient]

This ability allows you to remotely benefit from magic items that are kept inside a specially prepared magical circle, even if you and the circle are far apart from each other.

Prerequisites: Evolution score.

Benefit: Item Transference (Su): If you keep headbands, belts, rings, cloaks, or other wearable items inside a specially prepared magical circle costing 10,000 cp to create, you will transfer all their benefits to yourself no matter how far apart you and the circle are located. However, if the magical circle is disturbed, it is destroyed, and the item transference ceases to function until the circle is recreated. Recreating the magical circle requires an additional 10,000 cp and 5 days of preparation time. For example, by keeping bracers of armor, a headband of intellect, a pink Ioun stone, a ring of wizardry, a ring of protection, or gloves of Dexterity inside the circle, you can remotely benefit from them.

The standard limits on types of items utilized simultaneously still apply.

Another - now we know how Dregoth survived as an undead creature.

Death to Undeath [Salient]

Being killed will not result in oblivion. Instead, you become an undead creature.

Prerequisites: Evolution score.

Benefit: Select an undead template (such as kaisharga). When you are killed, instead of passing on, you become a templated undead creature of your choice. You return from death as an undead creature regardless of the condition of your body in 2d10 days minus your evolution score bonus (minimum 1 day).

Special: This feat cannot be combined with undying. It can be combined with phylactery, but not if the phylactery feat is taken before this feat.

Salient Damage Reduction [Salient]

You are difficult to injure.

Prerequisites: Evolution score.

Benefit: You have damage reduction/epic equal to your evolution score bonus. For example, an advanced being with 30 evolution ranks gets DR 10/epic. This does not stack with other sources of damage reduction.

Ascendant Weapon [Salient]

You have the power to create a powerful weapon that can grow with you, becoming stronger as you do.

Prerequisites: Evolution score. Craft Magic Arms and Armor feat.

Benefit: You can create an Ascendant Weapon, a weapon that can be imbued with magical power as you become stronger. This weapon is treated as a part of the advanced being’s body and is always treated as if it is drawn. The advanced being can mentally call its Ascendant Weapon to its hand as a free action. The advanced being can mentally activate and deactivate its Ascendant Weapon as a free action.

You may choose the form of the weapon, for example longsword, mace, or longbow, once every 24 hours. In addition, you may select what special abilities it has every 24 hours as long as the total cost does not exceed your evolution bonus. At least 1 point must be dedicated to an enhancement bonus. The cost of each special ability is based on the Base Price Modifier in the SRD.

For example, Ayrik has an evolution score of 30, which means an evolution bonus of +10. Ayrik can imbue his ascendant weapon with up to 10 points worth of special abilities, and at least 1 point must be dedicated to an enhancement bonus. Ayrik decides this time that he wants a +1 longsword (1 point) that is keen (1 point), vorpal (5 points), and has a speed effect (3 points), for a total of 10 points.

If the weapon is somehow destroyed, such as by disjunction, it can reform in 24 hours.

This is a Supernatural (Su) ability.

Ascendant Armor [Salient]

You have the power to create powerful armor that can grow with you, becoming stronger as you do.

Prerequisites: Evolution score. Craft Magic Arms and Armor feat.

Benefit: You can create Ascendant Armor, armor that can be imbued with magical power as you become stronger. This armor is treated as a part of the advanced being’s body and is always worn. The advanced being can mentally activate and deactivate its Ascendant Armor as a free action.

You may choose the form of the armor, for example plate mail, chainmail, or leather armor, once every 24 hours. In addition, you may select what special abilities it has every 24 hours as long as the total cost does not exceed your evolution bonus. At least 1 point must be dedicated to an enhancement bonus. The cost of each special ability is based on the Base Price Modifier in the SRD.

For example, Ayrik has an evolution score of 30, which means an evolution bonus of +10. Ayrik can imbue his ascendant armor with up to 10 points worth of special abilities, and at least 1 point must be dedicated to an enhancement bonus. Ayrik decides this time that he wants +1 full plate (1 point) that has glamered (2 points), fortification, heavy (5 points), and spell resistance (13) (2 points), for a total of 10 points.

If the armor is somehow destroyed, such as by disjunction, it can reform in 24 hours.

This is a Supernatural (Su) ability.

Already exists, it’s called the Expanded Knowledge feat. It allows one to select any one psionic power from any list.

There are now 54 unique salient feats, and I believe I’ve just created the last one that I intend to create. Every advanced being can have diverse and interesting powers. None will be cookie cutter.

I should probably place the last of the 54 here.

Empowered Stride [Salient]

You can explosively increase your movement rate.

Prerequisites: Evolution score.

Benefit: As a free action, you can activate this ability to gain an evolution bonus to your base speed for all movement types equal to 5 feet times your evolution bonus. This speed increase lasts for a number of rounds equal to your evolution bonus. You can use this ability a number of times per day equal to your evolution bonus. This is a Supernatural (Su) ability.

Natural Telepath [Salient]

Your transformation into a more advanced being has granted you the ability to communicate telepathically naturally.

Prerequisites: Evolution score.

Benefit: Telepathy (Ex). You gain the ability to communicate telepathically with any creature within a range of 10 feet per point of your evolution score bonus, as long as the creature has a language. If you already have telepathy from another source, the range of your existing telepathic ability stacks.

This is an Extraordinary (Ex) ability that works in dead magic or dead psionic zones, and even inside antimagic fields.

Charge Item [Salient]

With this ability, you can harness the energy from your mystical reservoir to recharge magical items.

Prerequisites: Evolution score. Any 5 crafting feats. Mystical Reservoir.

Benefit: You gain the power to recharge a magical item, using 300XP per charge from your Mystical Reservoir, up to the item’s maximum capacity. However, this ability cannot be used on items containing spells with an XP cost. For every round that you use this ability, you place one charge in the item, using the XP from your Mystical Reservoir that is normally allocated for casting spells.

This ability is only effective on items for which you possess the corresponding crafting feat. If you try to recharge an item without the necessary crafting feat, your attempt will have no effect. The XP used for recharging items is deducted from your Mystical Reservoir’s daily spellcasting XP.

I thought I was done then had an idea to flesh out the leadership side of the salient feats.

Versatile Companions [Salient]

Advanced beings with the ability to tap into various abilities can extend this power to their trusted cohorts and lieutenants, granting them a flexible advantage.

Prerequisites: Evolution score, Evolved Leader, Floating Feats [Salient], Leadership feat, Recruit Lieutenant feat (if lieutenants are to be affected).

Benefit: All your cohorts and lieutenants gain one floating feat, which can be either non-epic or epic. At the start of each day, each cohort and lieutenant can choose to change their floating feat to any other non-epic or epic feat for which they meet the prerequisites. Additionally, if you possess the Mystical Reservoir [Salient] feat, your cohorts and lieutenants can draw from your mystical reservoir to cover the XP costs of their spellcasting. However, they do so at double the cost, as mystical energies are lost in transmission. You must approve the transmission and open the spigot of power for each request. The versatile companion must inform you somehow about the request; otherwise, it is denied. This feature cannot be used to craft items. Any XP used by your versatile companions is not available for you to use.

Special : You may only select this feat once. This feat affects all current and future cohorts and lieutenants you have while you possess this feat. If a cohort or lieutenant leaves your service, they lose the benefits of this feat.

This feat has been updated.

I had to get rid of elite squad because I couldn’t find a way to balance it. Replaced with Mass Recruit Lieutenant.

Mass Recruit Lieutenant [Salient]

You gain four loyal lieutenants.

Prerequisites: Evolution score. Recruit Lieutenant. Evolved Leadership. Legendary Commander.

Benefit: This feat is identical to Recruit Lieutenant, except that it grants four iterations of that feat.

Special: You may select this feat multiple times. Each time you gain the services of an additional four leiutenants.

Of course, you’ll need this non salient feat.

Recruit Lieutenant [Epic]

Strength in numbers is vital for successful conquest.

Prerequisite: A leadership score.

Benefit: You gain a loyal lieutenant who will follow and assist you in battle and other endeavors. The lieutenant functions similarly to a cohort or thrall, but is less powerful. The maximum level of your lieutenant is equal to half your character level.

Special: You can take this feat multiple times, gaining an additional lieutenant each time.

A salient feat for advanced beings that hold themsleves as above the morals and ethics of mere mortals.

Ethical Ambiguity [Salient]

You embrace moral fluidity to transcend conventional constraints.

Prerequisites: Evolution score.

Benefit: Ethical Ambiguity (Ex): You have an alignment, but your alignment does not result in any negative consequences. You can gain access to alignment-restricted spells, feats, and spell descriptors without restrictions or repercussions. Attempts to detect your alignment return the correct result, but any effects that would penalize or hinder you based on your alignment have no effect on you. If you’re the target of a spell or effect that is based on alignment, you’re treated as the most favorable alignment when determining the spell’s effect on you. Any effects that alter alignment have no effect on you unless you willingly choose to accept the change.

You can also use items with alignment requirements without restrictions or repercussions, as if you had the most favorable alignment for the purpose of using the item. However, this ability does not fool artifacts, including attacks from artifacts that target specific alignments. In such cases, your true alignment is used when determining the effects of the artifact.

Aptitude Mastery [Salient]

You effortlessly adapt combat expertise across various weapon types.

Prerequisites: Evolution score. Proficiency with at least one weapon. Weapon Focus with at least one weapon. Base Attack Bonus +20.

Benefit: Your aptitude mastery allows you to apply your expertise with one type of weapon to any other weapon you wield. When wielding a weapon you are proficient with, you can apply the benefits of Weapon Focus, Greater Weapon Focus, Weapon Specialization, and other similar feats you have for a different weapon type to the weapon you are currently wielding.

Chronal Sovereign [Salient]

You have resistance to abilities that would use time against you and can even usurp control of some time-based effects.

Prerequisites: Evolution score. Ability to cast time stop. Ability to manifest the time travel epic power. Must have fought a phane and been attacked by a temporal duplicate.

Benefit: You gain resistance to spells, supernatural effects, and time-based attacks that manipulate metabolism or time (such as slow, temporal stasis, time stop, and time-based attacks by phanes). When you would be affected by a slow or temporal stasis spell or a similar effect from another caster or supernatural ability, you can attempt to negate the effect by making an opposed caster level check, with an evolution bonus equal to the bonus from your evolution score applied to your check. If you succeed, the spell is negated entirely.

If you would be affected by a time stop spell or a similar effect from another caster or supernatural ability, you can attempt to usurp the time stop effect by making an opposed caster level check, with an evolution bonus equal to the bonus from your evolution score applied to your check. If you succeed, you gain all the benefits of the time stop effect as if you were the original caster, while the original caster becomes a subject of the effect, losing any benefits they would have gained.

If both the caster and the targeted character possess this feat, the resultant temporal paradox causes the time stop spell or supernatural ability to fail.

Additionally, your timeline is safeguarded against time travel manipulation. Your lifeline, which connects your past, present, and future selves, is severed from your past. Consequently, attempts to alter your past, such as traveling back in time and killing your past self, will not impact your current or future existence. Your present and future selves are rendered independent of any changes made to your past, ensuring continuity and stability throughout your life.

Moreover, your unique temporal nature prevents the creation of temporal paradoxes when you encounter your past self through time travel. As a result, you can interact with your past self without causing any disruptions, inconsistencies in the timeline, or destruction to the timestream due to contact with past or future selves.

Example in play: Zara and Xander face off, their eyes locked in a fierce battle of wills. Xander confidently begins casting time stop, believing that he’ll have the upper hand once he freezes time. As he finishes the spell, the power of Zara’s Chronal Sovereign feat automatically comes into play, making an opposed caster level check. Zara, with a base caster level of 35 and an additional +10 evolution bonus from her evolution score, has a total of 45 before rolling. She then rolls a 15 on her d20, which is added to her total. This results in a final caster level check result of 60 (35 base + 10 evolution bonus + 15 rolled).

Xander, on the other hand, has a base caster level of 50. He rolls a 9 on his d20, which is added to his total. This gives Xander a final caster level check result of 59 (50 base + 9 rolled).

Zara successfully usurps the time stop effect. For Xander, it seems as if time has continued without any interruption, while Zara is now operating within the time stop. Zara takes advantage of the situation by casting several spells to put Xander at a disadvantage. First, she casts greater invisibility on herself, making her unseen to Xander when time resumes. Then, she casts a wall of force around Xander, limiting his movement and trapping him within. Finally, she casts a persistent image of herself a few feet away, as a diversion to draw his attention.

When the time stop ends and time resumes its normal flow, Xander is surprised to find himself trapped within a wall of force, unable to see Zara. He catches sight of her illusory image and, believing it to be the real Zara, focuses his attention on it. Little does he know that the true Zara is lurking nearby, invisible and ready to strike. The tables have turned, and now Xander is the one in a precarious position, a testament to the power of the Chronal Sovereign feat.

Since Chronal Sovereign mentions phanes, I have was thinking about what might happen if one of the Sorcerer Monarchs or other advanced being’s like Farcluun came across a phane. Most likely the would try to replicate the phane’s signature power as an epic spell. Here it is.

Summon Temporal Duplicate
Conjuration (Summoning)

Spellcraft DC: 78 (unmitigated base)[regular version], 55 (with Chronal Sovereign feat), 36 (mitigated)[Farcluun’s version]
Components: V, S
Casting Time: 1 standard action
Range: 75 ft.
Effect: One summoned temporal duplicate of a foe
Duration: 20 rounds (D)
Saving Throw: None (see text)
Spell Resistance: None (see text)

To Develop: 702,000 gp; 15 days; 28,080 XP. Seed: summon (DC 14). Factors: summon non-outsider (+10 DC), summon up to CR 25 creature (+46 DC), temporal creature summoning (+4 DC), summoning HD-appropriate equipment (+4 DC) [unmitigated base subtotal: DC 78].
Mitigating factors: Chronal Sovereign salient feat (-30% of unmitigated base DC = -23) [subtotal: DC 55], expend epic psionic power slot (-19 DC) [mitigated total: DC 36].

This spell allows the caster to summon a temporal duplicate of one of their foes from a parallel alternate past, including outsiders. The stolen time duplicate has the same stats, abilities, and skills as the original, but its HD is reduced by 2 compared to the original, capped at a maximum of 25 HD, simulating a less experienced version of the original.

The temporal duplicate’s equipment is HD-appropriate, ensuring that it does not possess overpowered items or artifacts that the original might have. Due to the different timeline, the temporal duplicate may have radically different experiences from the original, and thus, does not necessarily possess the secrets of the original. However, it still serves the caster loyally like any summoned creature.

If the temporal duplicate is slain, the original is not harmed because the duplicate was pulled from a parallel past. However, the original does not necessarily realize this, and must make a Will save (DC 30) or be shaken for 1d4 rounds after witnessing the death of a duplicate for the first time.

Flavour Text

Farcluun, the malevolent wizard-psion, stood atop a raised platform, his eyes gleaming with sinister intent. The walls of Farcluun’s lair were shrouded in an ancient darkness, as if the stones themselves had absorbed the weight of centuries-old secrets. Moss and lichen clung to the cold surfaces, while overhead, jagged stalactites hung like the fangs of some great, slumbering beast. Far beyond the chamber, the surrounding lands were twisted and blighted, bearing the unmistakable mark of the malevolent wizard-psion’s influence. He was a man of fearsome intellect and wickedness, commanding both arcane and psionic might. He had studied the group of adventurers who now entered his lair, savoring the anticipation of the torment he was about to inflict upon them.

The chamber was dimly lit, shadows flickering ominously against the rough stone walls. The air was heavy with the scent of ancient secrets and decay. As the adventurers cautiously stepped inside, Farcluun’s gaze locked onto them, and a malevolent grin spread across his face. “Welcome, my dear adversaries,” he taunted, his voice echoing through the room. “I trust you’re prepared for the surprise I have in store for you.”

Without warning, Farcluun began to weave intricate patterns in the air, his fingers dancing with precision and grace. He uttered an eldritch incantation, his voice low and resonant, his eyes burning with the power of the spell he was about to unleash. The very fabric of time and space seemed to bend to his will as he completed the casting.

A maelstrom of temporal energy erupted before the party, the air crackling with the force of Farcluun’s power. From the vortex, eerie doppelgängers of the adventurers emerged, their faces and forms strikingly familiar, yet subtly different, as if drawn from earlier moments in their lives. The original party members stared in horror at their otherworldly counterparts, who stood before them with an unsettling devotion to the twisted mage.

Farcluun’s laughter reverberated through the chamber, his sadistic delight in the party’s anguish palpable. “What better torment than to face the shadows of your own past?” He ordered the temporal duplicates to attack, reveling in the cruel irony of his scheme.

The ensuing battle was a maelstrom of clashing weapons, the air thick with the tension of a deeply personal conflict. Each adventurer grappled with the uncanny presence of their duplicate, forced to confront not only their own past selves but the fears and vulnerabilities that came with it.

As the adventurers fought, the room seemed to come alive with the energy of their struggles. Swords clashed, spells crackled, and the very air was charged with the intensity of their emotions. In the heat of battle, one of the adventurers was gripped by a sudden flashback. A memory of a time when their fellowship was whole, and a dear comrade fought by their side. But that comrade was now lost to the darkness, ensnared by Farcluun’s insidious manipulation. The memory stung, like salt in a fresh wound, and it fueled the adventurer’s resolve to fight even harder against the forces that had torn their friend away. Through the chaos of battle, the heroes found themselves drawing upon their hard-won experience, using their newfound skills and abilities to ultimately best their temporal counterparts.

When the final duplicate fell, the adventurers were left to face the bitter truth of their own mortality. They had witnessed the deaths of versions of themselves, plucked from alternate pasts and twisted to serve a malevolent master. Some found themselves shaken to their core, struggling to maintain their composure, while others steeled their resolve, determined to avenge the suffering they had endured.

With renewed determination, the party turned their attention back to Farcluun, their eyes blazing with anger and defiance. However, the sinister wizard-psion was far from finished with his torment. His laughter echoed through the chamber, cold and mocking, as he prepared to unleash his twisted power once more.

“Oh, you think you’ve bested me?” Farcluun sneered, his voice dripping with malice. “You’ve merely played into my hands. I’ve seen your strengths, your weaknesses, and now you will face the full extent of my mastery over time itself.”

As the adventurers braced themselves for whatever fresh horror Farcluun had in store, he began another incantation, his fingers weaving complex patterns in the air. The room vibrated with the power of his spell, and once again, the vortex of temporal energy roared to life.

From the maw of the swirling portal, new duplicates emerged, their appearances reflecting the very essence of the party’s past selves. Exhausted and battered from their previous battle, the adventurers now faced the daunting prospect of fighting once again against the shadows of their own history.

Farcluun’s maniacal laughter rang out as he sent the newly summoned duplicates into the fray, eager to watch the heroes struggle against the mirror images of their former selves. The weary adventurers steeled themselves for the grueling battle ahead, each drawing upon their deepest reserves of strength and determination.

As the clash of steel and the crackle of magical energy filled the chamber once more, the adventurers were forced to confront not only the physical manifestations of their pasts but the emotional turmoil that accompanied them. The weight of their past mistakes and hardships threatened to overwhelm them, but they knew they could not falter in the face of Farcluun’s cruelty.

With each swing of their weapons and each spell unleashed, the heroes fought not only for their lives but for the redemption of their past selves. Through the chaos and the pain, they stood united, drawing upon the bonds forged in the heat of countless battles to push back against the darkness that sought to consume them.

Farcluun’s expression shifted subtly as he observed the heroes battling their duplicates with fierce determination that defied his expectations. The adventurers, though battered and wearied, refused to yield, their resolve unbroken by the twisted sorcerer’s machinations.

As the battle raged on, the wizard-psion’s frustration gradually morphed into sinister glee, his grin widening and his eyes glinting with malicious delight. Sensing the opportune moment, he raised his hands, effortlessly silencing the clamor of the chamber, and addressed the party with a voice that chilled them to the bone.

“You fools!” he spat, reveling in their growing despair. “Do you really think you can defeat me? I have journeyed beyond the boundaries of space and time, fought and bested beings that lurk in the shadows between worlds, and learned the secrets of existence that you cannot even fathom. In the face of such power, you are like insects crawling across the pages of eternity.”

Farcluun’s eyes blazed with an unholy light as he continued, his voice echoing through the chamber like a curse. “Your struggles are meaningless, your victories fleeting. Time itself is my plaything, and with each passing moment, I grow stronger while you wither and fade like the mortals you are. You may stand before me now, defiant and proud, but know that in the end, you are nothing more than shadows cast by the flickering flame of existence.”

With a final, scornful laugh, Farcluun gestured once again, and the vortex of temporal energy swirled back to life. The adventurers could only watch in horror as even more duplicates stepped through the portal, their faces contorted with the same dark purpose as their master.

As they steeled themselves for the next wave of battle, they realized that, for now, they had no choice but to flee. The twisted wizard-psion had pushed them to their limits, and with the newly summoned duplicates bearing down upon them, escape was their only hope of survival.

The party scrambled, using every ounce of their remaining strength to break free from the chamber, as Farcluun’s maniacal laughter echoed in their ears. As the party fled, Farcluun’s chilling laughter followed them through the dark corridors. Just as they were about to disappear from his sight, the twisted wizard-psion called out to them with a voice that seemed to creep into their very souls.

“Run, little insects!” he hissed ominously. “Run as far and as fast as you can! But remember this: I am the master of time itself. You may evade me today, but I can find you yesterday, and every day before that. There is no escape from my reach, and our paths will cross again!”

His sinister words reverberated through the air, filling the adventurers with a dread that clung to them as they continued their desperate flight. They knew that Farcluun’s threat was no idle boast, and that as long as he remained at large, they would never be truly safe from his malevolent influence.

How is Farcluun summoning four temporal duplicates at once? Let’s take a look.

Farcluun’s Summon Temporal Heroes
Conjuration (Summoning)
Spellcraft DC: 312 (unmitigated base), 220 (with Chronal Sovereign feat), 145 (post-mitigation)
Components: V, S, F, XP
Casting Time: 1 standard action
Range: 75 ft.
Effect: Four summoned temporal duplicates, one of each of up to four different foes
Duration: 20 rounds (D)
Saving Throw: None (see text)
Spell Resistance: None (see text)

To Develop: 1,059,000 gp; 22 days; 42,360 XP. Seed: summon (DC 14). Factors: summon non-outsider (+10 DC), summon up to CR 25 creature (+46 DC), temporal creature summoning (+4 DC), summoning HD-appropriate equipment (+4 DC) [subtotal: DC 78], summon four creatures (x4 DC = 312 unmitigated base DC).
Mitigating factors: Chronal Sovereign salient feat (-30% of unmitigated base DC = -92) [subtotal: DC 220], 200,000 gp time crystal focus (-20 DC), use of an epic psionic power slot (-19 DC), expend 3,600 XP (-36 DC).

Focus: A time crystal worth 200,000 gp. The time crystal is not expended during casting but cannot be used for this particular spell again for 1,000 years.

XP Cost: 3,600 XP.

This spell allows the caster to summon four temporal duplicates, one of each of up to four different foes from a parallel alternate past, including outsiders. The stolen time duplicates have the same stats, abilities, and skills as the original, but their HD is reduced by 2 compared to the original, capped at a maximum of 25 HD, simulating a less experienced version of the original.

The temporal duplicates’ equipment is HD-appropriate, ensuring that they do not possess overpowered items or artifacts that the original might have. Due to the different timeline, the temporal duplicates may have radically different experiences from the original, and thus, do not necessarily possess the secrets of the original. However, they still serve the caster loyally like any summoned creature.

If a temporal duplicate is slain, the original is not harmed because the duplicate was pulled from a parallel past. However, the original does not necessarily realize this, and must make a Will save (DC 30) or be shaken for 1d4 rounds after witnessing the death of a duplicate for the first time.

Having the Chronal Sovereign salient feat allows the caster to manipulate time more effectively, resulting in a 30% reduction in the Spellcraft DC before other mitigating factors. The use of a time crystal as a focus, worth 200,000 gp, also contributes to lowering the DC further. The time crystal is not expended during casting but cannot be used for this particular spell again for 1,000 years.

A potentially brutal ability for an advanced being or Sorcerer Monarch. It comes at a high cost however.

Supernatural Spell [Salient] [Metamagic]

You harness the raw essence of magic to imbue your spells with supernatural power, transcending the limitations of ordinary spellcasting.

Prerequisites: Evolution score. Ability to cast 9th-level spells, Ignore Material Components feat, Still Spell feat, Silent Spell feat, Spellcraft 24 ranks.

Benefit: When you apply the Supernatural Spell metamagic feat to a spell, it retains its original casting time, but once cast, it takes effect with some of the characteristics of a supernatural ability. The spell functions as it normally would and is expended normally, but you do not require any verbal, somatic, or material components, it does not provoke attacks of opportunity, and it ignores the target’s spell resistance, just as if you were using a supernatural ability instead of a spell.

Casting a supernatural spell requires using a spell slot 8 levels higher than the spell’s actual level. If the spell has an XP cost, the cost must still be paid when casting the spell as a supernatural ability.

For example, if you want to cast a supernatural version of a 5th-level spell, you would need to expend a 13th-level spell slot.

Link to the latest version below.

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