New Prestige Class ARCHON You are on the path to become the living embodiment of the Theocracy. Combing your belief in yourself and your natural psionic gift, and a strong belief in the divine structure of Otor’s Theocracy, you dedicate your life to evolving out of your mortal form and into that of a higher divine being. Alignment: Any Hit Die: d8 Requirements: • Races: Humans, Elves, Serpentia, Kobolds and Gnomes • Spellcasting: Ability to cast 3rd level Divine spells • Psionics: Ability to manifest 3rd level Psionic powers • Feats: Leadership • Knowledge (Divine): 23 ranks Class Skills: Bluff (Cha), Concentration (Con), Craft (Int),Diplomacy (Cha), Disguise (Cha), Knowledge (any)(Int), Profession (any)(Wis), Psicraft (Int), Sense Motive (Wis), Spellcraft (Int). Weapon and Armor Proficiency: No new weapon or armor proficiencies. Skill Points per level: 2 + Int modifier Level |Title |HD |DR |STR |CON |Spell Res |Power Lvl |Power Points |Powers Known |SCSL |SCPD |Domains |Class Abilities | ------|------------|----|------|----|----|----------|----------|-------------|-------------|------|-----|--------|------------------------------------------| 1 |Bishop |d8 |-- |-- |-- |10 |+0 |+10 |+2 | |1 |+0 |Turning(Extra) | 2 | |d8 |-- |-- |+2 |12 |+0 |+20 |+2 | |1 |+0 |Timeless Body | 3 |Lord-Bishop |d8 |-- |-- |+2 |16 |+1 |+30 |+2 |0-1 |2 |+1 | | 4 | |d8 |5/Mag |-- |+2 |18 |+1 |+50 |+4 |2 |4 |+2 | | 5 |Arch-Bishop |d10 |5/Mag |-- |+4 |20 |+1 |+70 |+4 |3 |6 |+2 |Death Blow to advance | 6 |Lesser God |d10 |5/Mag |+2 |+6 |22 |+2 |+90 |+6 |4 |8 |+2 |Immortality, Quasi-Diety, 2 Theosis Feats | 7 |God-King |d10 |10/+1 |+4 |+6 |24 |+2 |+110 |+6 |5 |10 |+3 |2 Theosis Feats | 8 |True God |d12 |10/+1 |+6 |+10 |26 |+3 |+140 |+8 |6 |14 |+4 |2 Theosis Feats | 9 |Great God |d12 |15/+2 |+8 |+12 |28 |+3 |+170 |+8 |7 |16 |+4 |2 Theosis Feats | 10 |Elder God |d12 |25/+3 |+10 |+14 |32 |+4 |+210 |+12 |8-9 |20 |+5 |Theosis Feat | SCSL - Spontaneous Cast Spell Levels (Cleric) SCPD - Spontaneous Casts per Day * Turning: As Cleric ability. If the Archon already has turning, this counts as the extra turning feat. * Timeless Body: As Druid/Monk Ability. * Immortality: Immune to disease, poison, stunning, sleep, paralysis, death effects. * Quasi-Diety: The Archon now draws more power from the followers under them than the powers above them in the heirarchy. They can no longer have their abilities revoked by members of the hierachy. They also gain cleric and templars as follower who can be granted spells and domains in line with what the archon can spontaneously cast. * Communication: Know all languages * Remote Communication: Mental communication with any worshipper or anyone within 1 mile of holy site. * Remote Sensing: Within 1 mile of worshiper or anyone for 1 hour who speaks the Archon's name. The archon can maintain a number of remote sensings equal to level divived by 2. * Aura: You create an aura of fear around you. those who don’t share an aspect of your alignment must make a saving throw or be feared.The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within the radius are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + character level + dragon’s Cha modifier) remains immune to that dragon’s frightful presence for 24 hours. On a failure, creatures with 14 or less HD become panicked for 4d6 rounds and those with 15 or more HD become shaken for 4d6 rounds. * Immune to Force (Ex): A force dragon cannot be harmed by any force effect, including magic missiles, explosive runes, mage’s sword,the sphere spells, or any other spell or effect with the Force descriptor. It can move freely through barriers made of force, such as a wall of force. * Deflecting Force (Su): A force dragon is protected by a shield of force that provides a deflection bonus to its AC. The deflection bonus is equal to the dragon’s Charisma bonus. Theosis Feats As the archon gains power the divine energy starts to reshape their physical form. Most take on fantistical or horrific beastal forms. Others become ethereal clouds of positive or negative divine energy. Some choose to channel this energy into artefacts to maintain their human form at the risk of having their power stolen. Incorporeal: Natural Armor: Human looking skin: +5AC , Scales, Fur, etc: +15AC, Heavy Shell: +25AC, -10 Dex, 1/4 movement speed. Size Increase: +1 Size Category, +1 more if the archon sacrifices bipedal form. Speed: x4 Speed to all movement forms. Cannot get with heavy shell natural armor. Flight: Like 3rd level spell, but at will Wings: Lesser form of Flight & +1 secondary natural attack (wing buffet) Natural attacks: any 2, 1 primary one secondary. Bite, Claws, Tail, Horns. half damage if retractable. Breath Weapon/Energy Beams (Usually hand or eyes) Energy Drain Disease Touch Extra Heads: +1 head based attack Extra Arms: +1 arm based attack Bound Weapon (+10 weapon for Archon, an intelligent weapon trying to meet the archons goals for others) Bound Armor (+10 armor for Archon, an intelligent weapon trying to meet the archons goals for others) Bound Animal Companion (Like Druid animal compaion lvl 20), can choose a swarm or creatures instead of a single one. Old --- Natural Attacks - At 8th level, you gain 2 claws (2d6 , primary both get full Str), a bite attack (1d8, secondary +1/2 str). At 9th level, you gain tail slap (3d6, secondary +double Str) and 2 wing slams (1d8, secondary +1/2 str) . These natural weapons are treated as epic weapons. Tail Sweep (Ex): This special attack allows the dragon to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet , extending from an intersection on the edge of the dragon’s space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the dragon. A tail sweep automatically deals 3d6 +double Str. Affected creatures can attempt Reflex saves to take half damage DC 50. Breath Weapon - At tenth level you Gain the ability to breathe a cone of force that tears through creatures and objects in its area to devastating effect. 50d12 creatures caught in the area can attempt Reflex saves to take half damage; the DC 50 NOTES ----- A couple general comments: FInd replace dragon archon. I think all Archons should get Aura. I believe the physical changes are permanent correct it is not an alternate form so much as the conection to the divine changes there true form. A paragraph about that under the Theosis Feats heading could be cool. I would also let archons bind the power to items creating artefacts for your angel archteype characters. I would target the following archetype forms: Dragon (including hydras and kirin type beasts) Angel/Warrior (Think Thor type) Large animals (like Elephant, Bull or Wolves gods, Think Aslan) Undead (Mummy, Lich, Vampire types,think Mumra) Then We give them each abilities: Dragon- Wings, Flight, Bite, Claws, Tail, Horns, Extra Heads, Breath Weapon, Natural Armor Angel/Warrior- Wings, Flight, Bound Weapon, Bound Armor, Extra Arms Large animals- Varies alot Natural Armor, Bite, Claws, Tail, Horns, Wings, Speed, summon(animals)Undead (Mummy, Lich, Vampire types,think Mumra) Energy Drain, Disease Touch, Natural Armor, summon(swarms) Abilities they should all have: Aura, Immune to Force, Deflecting Force It might be worth redistributing the feat progression a little bit.