Review my framework

The power requires some chicanery. You can’t take powers from another being, you can just transfer what you know to someone else. You can schism, fusion, and then psychic chirurgery for a few thousand xp a power to yourself.

Gaining ES mod powers without the messiness or XP cost seems worthwhile to me.

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I’m not sure what you mean by that. How can you schism or fusion yourself new powers via psychic chirurgery?

If you think its worthwhile, I have no real objection. Its far less powerful than Advanced Spell Research.

Ah, yes. There still is no insight to the inner workings of my brain unless I express them in words. :pensive:

I meant you can find a willing/unwilling being and follow that (or another, similar fashion) routine to impart the powers. It’s a send only function.

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Well, regardless, you want want advanced psionic research I’m cool with it. The point about XP being obviated is taken.

I’ll add it in a bit. If you can find worthwhile/justifiable counterparts elsewhere, I’ll consider it, as long as it doesn’t touch DCs, which I have found to be a slippery slope and which advanced beings should be able to pump by other means.

As requested.

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.

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Farcluun

Defiler 5/Arch Defiler 7/Telepath 1/Athasian Cerebremancer 10/Psiologist 4/Master of the Way 5/Mindbender 1

LE medium Athasian dragon stage II (advanced being, augmented humanoid, psionic)

Init +6 Senses darkvision 60ft., low light vision; Listen +5 Spot +5

Languages Common, Tyrian; tongues

AC 16 (+6 dex), touch 16, flat-footed 10

hp 648 (33 HD, 4+27d4(67.5)+5d6 (15.5)+330+(7*33))

Immune disease, sleep, energy drain, ability drain, paralysis, polymorphing, petrification, or any other attack that alters form

Fort +13+7+11 (+31), Ref +11+6+11 (+28), Will +30+5+11 (+46)

Speed 30 ft.

Space 5 ft.; Reach 5 ft.

Melee dagger +20/+15/+10/+5 1d4+4 19-20/x2

Base Atk +16; Grp +20

Atk Options Dragon Magic, Extend Power, Metapotency, Quicken Power, Raze Feats (Agonizing Radius, Distant Raze)

Special Actions

Combat Gear

Abilities Str 8+5e+6 [19] (+4), Dex 12+5e+6 [23] (+6), Con 14+5e+6 [25] (+7), Int 15+7 level + 5 enhancement + 6 [33] (+11), Wis 10+5e+6 [21] (+5), Cha 13+5e+6 [24] (+7)

SQ ageless, meta-crafting, meta-mastery

Salient Feats Superior Species, Floating Feats, Rapid Feat Acquisition (Practiced Manifester, Practiced Spellcaster; Dragon Magic, Metapotency, Far Reaching), Mystical Reservoir, Master Manifester, Master Spellcaster, Spell/Power Resistance, Superior Skill Focus, Superior Spell Capacity, Superior Toughness, Undying, Immortal Grace, Superior Skill Focus, Rapid Feat Acquisition (Multispell, Multipower; Arcane Augmentation, Psionic Raze, Far Reaching 2), Perfect Preparation

Epic Feats Epic Manifesting, Epic Spellcasting, Epic Improved Spell Capacity (10th), Psionic Enchanter, Dragon Metamagic

Feats Great Fortitude, Freedom, Extend Spell, Agonizing RadiusB, Craft Wand, Path SinisterB, Skill Focus: Knowledge (Psionics), Distant RazeB, Enlarge PowerB, Psionic Affinity, Craft Wondrous Item, Psionic Endowment, Skill Focus: Psicraft, Quicken Power

Skills

Possessions combat gear plus _,

Spellbook spells prepared plus all

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Farcluun needs an evolution score in his statblock and SR/PR. Both should be 37. CL and ML is 33. Mystical Reservoir comes in at 3900 XP per day for spellcasting/manifesting and 3900 XP per month for item creation.

At 37 evolution score, his evolution score bonus is +13.

I decided to back into Farcluun using the updated material. Finishing out Master of the Way, taking Arch Defiler to the next class feature, and tacking on Mindbender as an Arcane Spellcaster brought base CL and ML each to 20. Athasian Cerebremancer’s Twin Wells makes this 24, and the Salient Feats (Rapid Feat Acquisition for Practiced Spellcaster/Manifester, then Master Spellcaster/Manifester) boosted this to CL 37.

Spell selection and powers selection take the most time, so I’ll figure that out one day.

Observations in no particular order:

  1. Superior Toughness is amazing.

  2. Superior Species is less fun than the earlier editions with its flat +6, vs the +20/+20/+x/+y, etc. and maybe less fun than the epic array. This leads to lower DC’s on the whole, as well as Saves (requiring Immortal Grace).

  3. Rapid Feat Acquisition is a huge gap-filler that makes up for feat investments required to get cool class features.

  4. Floating Feats is still amazing. (They are not selected in the stat block)

  5. I liked Undying for this character because he goes toe-to-toe with a SM and still manages to escape.

  6. I also like the LoA versions of Metamorphosis spells significantly less than the ones you have elsewhere on the site. I will consider what the differences are and if they should be included (or what they would do to the build).

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Ah yes! Twin Wells. I forgot to include that. Indeed, CL/ML is 37. Sweet!

That’s true. They’ll have to find other ways to pump the DCs.

The dragon metamorphosis will have to be fixed in the higher ranks to bring it more into line with an actual dragon rather than a gimped version. But in terms of features from my original metamorphosis work, all of them have been recreated as Salient Feats.

Very frustrating for Abalach-Re, who has likely ganked Farcluun multiple times.

Yeah. Any advanced being with superior toughness is goj f to be able to take a lot of punishment before going down.

The floating feats can be great fun. You never know what you’ll be up against when you’ve got an advanced being with floating feats.

About the character levels for advanced beings in the Dark Sun setting. What kind of character level range do you think applies to the Sorcerer Monarchs + Dragon?

Noticing the ‘lack’ of great psionic enchantments and the 2/3 acquisition rate, something along the lines of granting 5 choices between feats and psionic enchantments with a minimum of one from each would keep this more relevant than eventually choosing Far Reaching 12. I’ll review again. The ACere meta mastery eliminates the need for the ones to cross pollinate metamagic feats and requires you pick up meta-potency for max gains.

I’m not sure. I’ve thought a lot about this during the build. Farcluun is a mad dash to power - once he obtains the required levels to cast the first metamorphosis spell (character level 27), the boost in power is astronomical.

Then you have to consider some of the Salient Feats are only open to those with elemental vortices, and they would need a higher ES to allocate to those (in levels, mainly, since few have more metamorphosis spells under their belts).

Then what other ‘tricks’ are available to SM’s that they would undertake? Would they develop an epic version of the Fusion + Astral Seed trick that did not require death and rebirth? Is this what Hamanu did in Abbey’s book to make himself whatever the hell that was as the guardian of the land?

Or would adding, say, 15 levels of a stranger mix of classes/PrC’s more adequately represent skill set, interests, and boosting the ES appropriately? Any of these may apply.

I still believe some mechanic akin to circle magic would/should be available to the SM’s to boost their DC’s beyond the ken of other AB’s.

Another random note, a preserver version of this is less fun because the preserver PrC’s are boring.

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Legends of Athas never left beta! It’s the reason why I started working on my framework. The metamorphosis itself may be boring, but the salient feats should make up for it in theory. You just have to think that the salient feats are part of the metamorphosis itself (each rank of metamorphosis nets +2 ES, which is equal to 1 salient feat).

The preserver metamorphosis spells are interesting.

For prestige classes, though, a Defilers lead into Arch Defiler for casting time metamagic at character level 8 is a no brainer. Recouping feat investments by AD 5 also makes sense.

The ones available to Preservers are. . . Lacking. I can appreciate the why and the setting’s influence on the disparate features, but ‘Twin Casting’ from Veiled One is awful.

I believe a Preserver’s path to metamorphosis would lean the other way- Psion 5+ then adding in Preserver and ACere, where the arcane caster level is lighter than the psionic manifester level.

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Also, extra levels to grab helpful class features matters less when spells/powers known level exceeds 20. Some PrC’s become more useful, especially those that grant class features you wouldn’t consider in a 1-20 game without a ML trade off. Master Spellcaster/Manifester makes this an even easier decision because you’re not losing ML, you’re just picking up features.

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That’s why it’s there. So the rule of cool can prevail. There are some really bad PrCs out there simply because they do not progress spellcasting much. If that wasn’t a problem, you could see some funky, heterogeneous builds instead of the same builds all the time.

Example: Master of the Unseen Hand. Requires spellcasting but does not progress spellcasting. Considered awful from an optimization perspective.

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I jotted down a Hamanu idea. He would have martial oriented Classes.

It would still be heavy Defiler/Arch Defiler + Egoist or Shaper + Athasian Cerebremancer as a base.

Abjurant Champion 5 and Slayer 5-10 and/or Warmind X-Y should be included. Advancing Abjurant Champion with Legacy Champion would be stupid good (and something that would be interesting).

Borys with Legacy Champion around the Scourge of Rkaard makes some sense. Quickened 9th level abjurations with burning 18th level spell slots for some of the abilities to gain +36 damage on physical strikes seems like fun.

This would put the standard SM’s in the upper 40’s range in my head. Borys would be 3-7 levels higher? Plus his full 10 metamorphosis spells.

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Legacy Champion is 10 levels at medium BAB. Abjurant Champion is only 5.

And the superior attack salient feat for 20th level fighter base BAB. Synergizes well with Abjurant Champion, although ultimately it won’t mean a higher caster level in this build.

In evolution score or class levels? Borys at 10 ranks of metamorphosis has an evolution score of his HD + 20.

The way that 2E worked is Borys had the highest class level, but it’s not clear to me that this need be the case in 3.5e, and that it’s better to think about the total evolution score as the measure of power instead of class levels. These consideration impact the Challenge Ratings.

A potential rule of thumb is to calculate CR as HD + the evolution score bonus. For example, your Farcluun would have CR of 46 (33 HD + 13 ESB). Then you use this calculation to reverse engineer the relative power levels of the Sorcerer Monarchs.

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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.