Epic Destinies

####  Extraordinary Power

Compared to a class or archetype, an epic destiny grants few benefits, but those it bestows are exceptional. Certain laws of the universe work differently for you—and some don’t apply at all.

Your race, class, occupation, and other character elements might define what you can do, but your epic destiny defines your place in the universe.

#### Immortality

Each epic destiny defines your lasting impact on the world or even the universe: how people forever afterward remember and talk about you.

Some people achieve lasting fame or notoriety without achieving an epic destiny, but that’s a fleeting thing. Inevitably, those people are forgotten, lost in the murky depths of history. Your epic destiny ensures that your name and exploits live on forever.

Keep in mind that the path to immortality presented in each epic destiny is merely a suggestion to inspire you. While you may feel free to take what is there, your character ultimately will end on your terms.

## Archmage

*The most studious among those in your craft, you raise yourself beyond the capabilities of your peers. You have begun your absolute mastery over the arcane arts, but your path is the one less traveled and as such much is to be learned from your own trial and error. You may become a pioneer of magic or rediscover magic long lost. You will step beyond the threshold so many others have dared not.*

**Requirements:** 21st level; Ability to cast Arcane Spells and 21 Ranks in Spellcraft

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**Improved Spell Perfection (Ex):** At 21st level the Archmage’s studies and practice cultivate in the Improved Spell Perfection ability. The spell you have spell perfected now gains triple the numerical bonuses from feats which allow you to apply a set numerical bonus to any aspect of this spell instead of double. Your Spell Perfection also applies to a second spell.

**Spell Pool (Su):** At 21st level, The Archmage has learned how to make the most of his spell slots. He gains a pool equal to his HD of Arcane Mastery Points per day. They may pull from this pool as a standard action to restore a number of spell levels equal to the number of points pulled from the pool.

For example, if they choose to pull 6 points from the pool, they may restore up to 6 spell levels in the form of 6 level one spells, 2 level 3 spells or so on.

**Greater Familiar (Ex):** At 24th level, the Archmage’s connection with his familiar has strengthened, allowing it to cast spells for it’s master. Once per round, your familiar can cast spells from your spells known or prepared. The familiar consumes a slot three higher than the original level of the spell. (IE a level 1 spell would use a 4th level slot.) The spell uses your DCs, feats, and abilities.

When using spells or abilities such as Duplicate Familiar, only the original familiar may cast as mentioned above.

**Arcane Experimentalist (Su):** At 27th level, the Archmage is never done with its trials. Even now he continues to try new things. An Archmage can combine spells in a manner unlike any seen before. They may choose to combine the effects of different spells when selecting the same targets, using the highest casting time, the shortest range, the lowest number of targets of all the combined spells, and using a total spell level slot equal to (the total spell level of the combined spells multiplied by 1.5 rounded up). This spell may not have metamagics applied to it in any manner.

**Metamagic Master (Su):** At 30th level, the Archmage’s mastery of metamagics has peaked. You may apply all your metamagic feats to a spell perfected spell without raising the slot required for the spell. You may do this three times a day

**Immortality of the Arcane:** *When you complete your final quest, you retreat from the world to give your full time and attention to the study of the ultimate arcane formula, the Demispell, whose hyper planar existence encompasses all the lesser spells there ever were or ever will be.*

## Archpriest

*In recognition of your faith, holiness, courage, and piety you are elevated to sainthood. From the day you embark on this destiny, you can lay claim to the title of Saint. Through dreams, omens, or angelic visitations, your deity makes your sainthood known to followers around the world. Those who share your faith hold you in the highest regard, while the enemies of your god naturally view you like the most terrible of foes. You might be a great crusader, a mighty prophet, or a revered sage. You set a sterling example of your deity's values and goals.*

**Requirements:** 21st level; Ability to cast divine spells or channel energy

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**Divine Link (Ex):** At 21st level the Archpriest’s devotion to their god makes them harder to sway to others will. They gain a +5 bonus to saving throws against enchantment (compulsion). The Archpriest cannot be dominated or charmed and on a failed save on any attack or effect that would dominate the are staggered for the duration of the ability instead.

**Healing Surge (Su):** At 21st level, the Archpriest has developed the highest form of healing and gain the Healing Surge ability. ½ HD per day you gain the ability to heal yourself or an ally for 10 per HD as a standard action. This can not be used to harm.

**Sustained by Faith (Su):** At 24th level, the Archpriest’s prayers surround them in an insulating warmth gaining the Sustained by Faith feature. As an immediate action when an ally within 30 feet reaches or falls below 0 hit points, you can use a Healing Surge, ending one condition currently affecting them, and teleport up to 50 feet.

**Undying Healer (Su):** At 27th level, the Archpriest’s convictions are eternal. Whenever you fall unconscious or die, a ghostly image of you manifest from out of your body. On your turn each round, this image can fly up to 30 feet and use your ability to lay on hands to heal, channel energy to heal, Healing Surge, or cast any conjuration (healing) spell that you could cast. This consumes these abilities as normal. Abilities used by the image can’t benefit you.

This image lasts a number of rounds equal to 1/2 your HD. This ability can be dispelled, using your HD as the caster level. If you regain consciousness, the image immediately ends. You can use this ability once per day.

**Divine Intervention (Su):** At 30th level, the Archpriest’s faith surmount others and earn their god’s ear. As an immediate action three times a day you let out a plea to your god for a more favorable outcome. Roll a d100 and if you roll lower than your hit dice your god intervenes on your behalf. The results of this intervention is up to the GM but can vary from a simple cure to your god reaching from the heavens and sucker-punching your enemies.

**Immortality of the Divine:** *Upon completing your ascension, you become the conduit of your deity, a cornerstone of their influence on the Material Plane. Your most glorious battles are recorded in the holy text and preachings of your deity and recounted when those of your faith seek to inspire faith and courage. However, you await silently, elevated by your god to immortality, to serve in the planes beyond the material to further reaches of your faith and its goals.*

## Artifact Lord

*The power of magic items lures you, and you learn to command them with great ease. When you hold an item, you can trace the paths of the magic that formed it, and understand it like no one else -- not even its creator, unless the creator also is an artifact lord -- is able to. The more you use magic items, the closer your connection to them, and you gain the ability to protect them and even place your very soul within them. Eventually, even artifacts consider you their master.*

**Requirements**: 21st Level; At least one minor artifact in your possession.

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**Impossible Activation (Ex)**: At 21st level, you disregard effects that prevent you from activating magic items. For example, you can speak a command word even when silenced, or activate a mental command item while dominated or unconscious. This does not apply to items for which you don't meet the requirements, but you automatically get a result of 20 on all Use Magic Device checks.

In addition, you never provoke attacks of opportunity for activating a magic item.

**Charge Item (Ex)**: At 21st level, you get the most out of your magic items. Once per day as a swift action, you can add one charge to an item that has charges or get an extra use out of an item that has a limited number of uses per day. If the item has multiple functions that have charges (such as a staff) or multiple functions that have a number of uses per day, you choose which one to increase or restore.You can use this ability once per day plus 1 every 2 levels after 21st.

**Disjunction Ward (Su)**: At 24th level, magic items you possess are protected against magical disjunction. If an effect would cause an item you hold, wear, or have on your body to become non-magical, you can choose to negate that effect (for your items only) and to cause the effect's caster (if within line of effect) to suffer the effect himself. This feature also offers some protection to items you own, but don't have with you. An item you own that is not being worn or held by someone else gets a bonus on its saving throws equal to half your HD.

**Soul Transfer (Su)**: At 27th level, you can transfer your soul to an item when you die. This ability functions once per day. When you are reduced to 0 hit points, choose a magic item you possess. Your body blazes with cold blue light, then transforms into adamantine as the object becomes your soul's new home. As the object you have a fly speed of 30 feet (perfect), though if you transfer into an item your body's wearing, you won't be able to move. You can cast spells in this form, activate the item, and attack with it if it's a weapon (or similar item). Anything you do using this item functions as it normally would, and you still count the bonuses for magic items your body's wearing. Constructs are not a viable target for this ability.

In this form, you can be attacked only as an item, not a creature (mind-affecting effects are an exception). If the item is destroyed, you die.

**Artifact Dominion (Su)**: At 30th level, you can call upon the power of various artifacts. An artifact called by artifact dominion appears, assists you briefly, then returns to the location from which it came. Choose three of the options from the list below. You can activate each effect once per day as a swift action. If at any time you possess one of these artifacts, you gain one extra use of the listed effect (and the artifact dominion effect doesn't prevent you from using the artifact normally).

*Jawbone of the Venerable Galevius*

*Scepter of Ages*

*Scepter of Alaznist*

*Scepter of Shibaxet*

*Shard of Envy*

*Shard of Gluttony*

*Shard of Greed*

*Shard of Lust*

*Shard of Pride*

*Shard of Sloth*

*Shard of Wrath*

*Shelana the Mother Deck*

*Shield of Aroden*

*Shield of Xin-Undoros*

**Immortality of Metal and Stone**: *With your destiny complete, you can rest in a new form that can survive for eons, through any sort of calamity. You disperse your essence into artifacts of your own design. Perhaps you transfer fragments of your persona to twelve amulets that wait to be picked up by the next generation of epic heroes. Or you could become an adamantine vessel that travels the skies, using supernatural senses to seek out danger and end it. Maybe your bones become artifacts, imbuing those who come upon them with some of your power.*

## Blade of Ragnarok

*When powerful forces desire to end the world or to snuff out existence, you will be there. With power that is destined to be under your command, you can fight off any threat. There is no danger you cannot face, and on the battlefields where the fate of everyone and everything is decided, you will stand victorious. You can fight the most powerful of creatures -- those regarded as invincible by almost everyone.*

**Requirements**: 21st level, Non-evil alignment

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**Unbreakable Body (Ex)**: At 21st level, you gain damage reduction 10/-. Unlike most damage reduction, this stacks with all other DR.

**Weapon of Ruin (Su)**: At 21st level, your attacks have abilities that let them bypass some damage reduction. You may bypass 10 DR on all your attacks, bypassing an additional 5 every 2 levels after 21st.

You can also emulate a material type on all your attacks. Only one can be in effect at a time, and changing it is a swift action. The effect is continuous. You can treat your attacks as adamantine, siccatite, cold iron, or silver (with no damage penalty).You may instead of a material type have your attacks function as a certain alignment that you choose upon activating this ability (Good, Evil, Lawful, Chaotic).

You also gain the ability to make a Sense Motive check (opposed by the target's Bluff) to determine the damage reduction type (but not amount) of a creature you can see.

**Slayer's Fury (Su)**: At 24th level, you gain the ability to make devastatingly accurate attacks. Twice per day as a swift action, you gain a +20 luck bonus on all attack rolls you make on your current turn, and your critical hit range is doubled. Furthermore, you suffer no miss chance on the attacks and can re-roll any 1 you roll on an attack or damage roll.

**Unstoppable Tenacity (Ex)**: At 27th level, you can fight when you should be dead. You don't die when you reach your negative constitution in hit points. Instead, you die when you have negative hit points equal to half your full normal hit points.

Furthermore, you can keep fighting when you are below 0 hit points. When reduced to -1 or fewer hit points, you automatically become stable and can choose to keep fighting. If you keep fighting while below 0 hit points, you take a -1 for every 25 hit points below 0 penalty on attacks, saves, and checks.

**Destiny Strike (Su)**: At 30th level, you can make attacks that strip away the defenses of powerful enemies. You can use this ability once per day. Before making an attack, you can declare it to be a Destiny Strike (a free action). If you hit all of the following the creature possesses: damage reduction (Including, fast healing, immunities, miss chance, regeneration, resistance to energy, spell resistance, and channel resistance are known. You suppress all of those benefits for 3 rounds and applies the effects of dimensional anchor to the creature.

**The Long Wait of Immortality**: Y*our destiny quest has been fulfilled. Most likely, you fought off an evil that could have destroyed your world, your plane, or all of creation. Your work done, you pass into hibernation in an unknown place, sleeping until you are needed once more. You've become a legendary, godlike figure. The one who is prophesied to return when needed once again. When another threat arises that is as powerful as the last, you might rise to stop it . . . but you might need to be awakened. A group of adventurers could seek you out to tap into the deep well of your martial power. And perhaps your new character can be one of these brave souls.*

## Eternal Hero

*Over many eons, in many bodies, with many names, you have adventured and conquered. In an endless cycle of death and rebirth, you have attained the name "hero" in many lands and many incarnations. When you die, you always return again, as a new hero. You might be very different in each form, but a common thread binds one soul to all these manifestations. You learn to draw on the strength and resolve of your past selves to fight off death itself.*

**Requirements**: 21st level and Grave-Risen or Won’t Stay Dead Capstone

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**Continual Resurrection (Su)**: At 21st level, you gain the ability to return from the dead. At dawn each day, if you are dead, you are restored to life (as true resurrection). You can set a place where you want to be resurrected. (You must be standing in that place when you make the choice.) When you are resurrected, you can choose to be resurrected in the place you choose or in the place you died. You can choose a new location for your place of resurrection once per level.

**Death Denied (Ex)**: At 21st level, you become resistant to attacks that would instantly kill you. You gain a +5 luck bonus on saving throws against necromancy spells, SLA’s that mimic necromancy spells, and death effects. If you succeed on a save against one of these effects or spells, you suffer no effect, even if you would normally suffer a partial effect.

**Quickening (Ex)**: At 24th level, your body begins to heal at an amazing rate. At the start of your turn, you gain fast healing equal to your level.

**Eternal Renewal (Su)**: At 27th level, you gain the ability to immediately come back from death's door. When you take damage that reduces you to below 0 hit points, you can use this ability as an immediate action. You go to 0 hit points, then regain a number of hit points equal to half your maximum hit points. You can use this ability twice per day, increasing to four times per day at 30th level.

**Nexus of Many Lives**: At 30th level, you can tap into the power of one of your past incarnations. You can use this ability three times per day. When you do, choose which incarnation to activate and use the effect listed. Upon gaining this class feature, you must choose a weapon type for the warrior incarnation, the arcane spell for the arcanist incarnation, the divine spell for the disciple incarnation, and up to three options for the traitor incarnation.

*The Warrior (Su)*: Make a full attack as a standard action. For the purpose of this attack, you have a +25 base attack bonus, a +14 Strength modifier, and a magic weapon with up to a +5 enhancement bonus and special properties equaling up to a total +5 bonus equivalent (you must choose the weapon's bonus and properties when you gain this epic destiny feature). You can apply any spells affecting you or feats you have to these attacks.

*The Arcanist (Sp)*: Duplicate the effect of any 8th-level arcane spell or lower from any class list.

Your caster level is equal to your character level for this spell. While casting this spell, you do not suffer arcane spell failure, you automatically succeed on Concentration checks, and you gain a +10 bonus on caster level checks to overcome spell resistance.

*The Disciple (Sp)*: Duplicate the effect of any 8th-level divine spell or lower from any class list. Your caster level is equal to your character level for this spell. While casting this spell, you automatically succeed on Concentration checks and you gain a +10 bonus on caster level checks to overcome spell resistance

*The Traitor (Sp)*: Duplicate the effect of any 9th-level evil spell or lower from any class list. This can include spells that can attain the evil descriptor if used in certain ways, such as summon monster spells, but must be cast as the evil version if used in this way. When you use the traitor manifestation, you might become evil if you are not already. Make a Charisma check (DC 11+ your Cha mod) after you use the manifestation. If you fail, your alignment takes one step toward evil. Your caster level is equal to your character level for this spell. While casting this spell, you automatically succeed on Concentration checks and you gain a +10 bonus on caster level checks to overcome spell resistance.

**Immortality in Rebirth**: *Despite your ability to avoid it, you will eventually face death. It might be from a foe too powerful to overcome, but whom you might face again in another life. Or, you might have finished your destiny quest and realized your work is done in this body and it is time to move on. In either case, your soul returns to its true essence, and you experience, briefly, knowledge beyond all mortal ken. Then, you find yourself once again in a new body. Does this manifestation know anything about its past lives now or will it learn more later on? Does this form resembles the last or are they far different?*

## Force of Nature

*Your connection to nature has always been strong, but now it grows deeper still. Wherever you go, your essence infuses the landscape all around you, and you are likewise affected by your surroundings. You can manifest the power of the weather and call upon all the animal and plant life of the terrain to defend you or strike your foes. The strength of stone, the fluidity of water, and the life force of the trees are all a part of you. In time, it becomes difficult to separate you from the land, as it and your soul merge into one.*

**Requirements**: 21st Level, Wild Shape Class Feature

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**Boon of Nature (Su)**: At 21st level, you gain a continuous benefit that gets better in certain types of environments. You have access to two of the different boons listed below (chosen when you acquire this class feature), and can swap out boons as a swift action. The benefit applies in both your normal form and when wild shaped.

*Boon of Life*: At will, you can use a swift action to heal a creature within close range (25 ft. + 5 ft./2 levels). This effect cures 150 hit points. While you are in an area where plant growth is pervasive (such as a forest or meadow), you have fast healing 10.

*Boon of Stone*: You have DR 20/adamantine while this boon is active. If you have the ability to wild shape into an elemental, you can wild shape into any elemental with the earth subtype (within the normal size and HD restrictions). If you're in an area where stone is common (such as a mountain or stone-walled structure), you can trigger a minor tremor as a swift action. The range is long (400 ft. + 40 ft./level) and affects any creature standing on the ground within a 30-foot-radius spread. An affected creature must make a Reflex save (DC 10+1/2 HD+ your Wisdom modifier) or fall prone.

*Boon of Storms*: At will, you can use a swift action to tap into the power of lightning or wind. You can call down a streak of lightning against a creature within medium range. It requires a ranged touch attack to hit and deals 1d6 points of electricity damage per two character levels. If you have the ability to wild shape into an elemental, you can wild shape into any elemental with the air subtype (within the normal size and HD restrictions). If you're under an open sky, you gain concealment (50% miss chance) while this boon is active.

*Boon of Water*: While this boon is active, you gain DR 30/magic and resistance to fire 30. If you have the ability to wild shape into an elemental, you can wild shape into any elemental with the water subtype (within the normal size and HD restrictions). While you are in an aquatic environment, you gain the benefits of water breathing and gain the Vortex special ability as per a Water Elemental.

**Improved Boon of Nature**: At 24th level, you gain access to one additional boon of nature.

**Storm Suffusion (Su)**: At 27th level, you take on the form of an immense storm when you are in danger of dying. When you are reduced to 0 hit points or fewer, you become a storm. This duplicates the effects of a storm of vengeance, with the radius of the effect centered on the square where you were. Use your character level for the caster level or your own caster level if higher, and your Wisdom modifier for the ability bonus for determining the DC. This effect lasts for 5 rounds (it's not dismissable when used this way), at which time you return to your natural form at 0 hit points and becomes stable. You can use this ability once per day.

**Environment Shape (Su)**: At 30th level, you can assume the form of the terrain around you when you wild shape. When you do so, choose one of the forms listed below that is applicable in your current environment. You fuse with the terrain, taking up a 15-foot cube of space within the terrain type you choose (this cube must be adjacent to you when you change shape). This makes you fill the same amount of space as a Huge creature, and attacks against you can target any square in that space (though you don't take any of the modifiers for being Huge).

You can "move" at your normal speed, though you're actually moving your essence from one part of the environment to another. Consequently, this movement doesn't provoke attacks of opportunity.

Unlike with other uses of wild shape, your physical ability scores do not change and gear you wear still functions, though you can't activate items. If you are targeted by a spell that would affect the terrain (such as transmute rock to mud or whirlwind), you get a Fortitude saving throw. If you fail, you return to your natural form in a square adjacent to the space you occupied as the terrain.

*Form of Life*: You must be in an area where plant growth is pervasive. You gain the benefits of boon of life (see above). You can make a grapple check as a swift action that doesn't provoke attacks of opportunity. You can use a slam attack as a swift action or a standard action. You can use control plants and entangle at will, as supernatural abilities.

*Form of Stone*: You must be in an area where stone is common. You gain the benefits of boon of stone (see above). You gain a melee touch attack that knocks the target prone. You can use this attack as a swift action or a standard action. You can use earthquake as a supernatural ability, using your character level as the caster level. You can do this once while in this form. You can also cast spells with the earth descriptor normally while in this form (as the Natural Spell feat), and you use them as though you were three caster levels higher.

*Form of Storms*: Only while under an open sky, you gain the benefits of boon of storms (see above), plus the following additional features. You gain a slam attack that deals 2d8 (plus your Strength modifier) points of damage and knocks the target back 20 feet. You can use this slam attack as a swift action or a standard action. You can use call lightning storm as a supernatural ability while in this form. You can also cast spells with the air or electricity descriptor normally while in this form (as the Natural Spell feat), and you use them as though you were three caster levels higher.

*Form of Water*: You must be in an aquatic environment. You gain the benefits of boon of water (see above). You gain a slam attack that deals 2d10 (plus your Strength modifier) points of damage and knocks the target back 10 feet. You can use this slam attack as a swift action or a standard action. You can use geyser as a supernatural ability, using your character level as the caster level. Unlike the normal spell, this geyser deals 3d8 damage on a failed saving throw, the creature is trapped on top of the geyser for 1d3 rounds, taking an additional 3d6 fire dmg per round. You can also cast spells with the water descriptor normally while in this form (as the Natural Spell feat), and you use them as though you were three caster levels higher.

The DC’s of these supernatural abilities are (DC 10+1/2 HD+ your Wisdom modifier)

I**mmortality of the Earth and Planes**: *Your life force pulses with the rhythms of the natural world, and in time you can no longer tell which is which. Your essence flows from place to place in the world, and from plane to plane. You see many things, but care little for events that don't harm the plants and animals of the planes. Over the eons, your name becomes forgotten -- heard only in the rustle of leaves, the crash of thunder, and the babbling of brooks.*

## Legendary Shadow

*Legends of your exploits have traveled the world, but they seem so unreal that most consider your very existence a rumor. An enemy might, if he's lucky, catch a glimpse of you in the shadows before he feels your blade in his back. Those who bring the fight to you find you an elusive opponent -- almost impossible to keep in one place or to hit effectively. Being a mythic shadow means you won't get all the glory you deserve, so you'll have to take comfort in being the one person who knows how good you really are.*

**Requirements:** 21st Level, Sneak Attack Class Ability

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**Umbral Precision (Ex)**: At 21st level, any attack you make that gets sneak attack, becomes more powerful. When you confirm a critical hit, add half of your sneak attack dice to the additional damage dealt. This is not modified by the crit multiplier of the weapon used and no static modifiers are added to this additional damage.

**Phantom Visage (Su)**: At 21st level, you gain the ability to become a true phantom of reality, becoming ethereal for a number of rounds equal to ½ your HD. You take half damage from all physical attacks and subsequently deal half damage with physical attacks. Your sneak attack and additional weapon dice are not affected by this reduction. You can activate or deactivate this ability as a swift action.

**Spectral Stride (Su)**: At 24th level, you gain the ability to move through solid objects. Doing so requires you to have a 10-foot running start. Additionally, you treat these objects as difficult terrain (each square of movement counts as 2 squares, each diagonal square counts as 3), and you can't end your movement inside a solid object. This movement provokes attacks of opportunity normally, but you have total concealment (50% miss chance) against such attacks.

**Spurn Death (Su)**: At 27th level, you can usually avoid being killed or disabled. Once per day if you would be reduced to 0 hit points or fewer by an attack or die from a death effect, you can use an immediate action to attempt to spurn death. You have a 50% chance to avoid all damage from the attack.

**Shadow Strike**: At 30th level, your underhanded tactics have caused you to be able to access a pocket of the shadow plane, allowing you to subvert even the strongest defenses. You treat sneak attack immunity as if the creature had fortification instead (50% negation chance). This ability stacks with anatomical savant to a total of light fortification (25% negation chance).

**Immortality in the Shadows**: *Many characters who achieve their epic destinies leave the world, but you might not want to. Ageless and always concealed from sight, you can find out many things you're not supposed to know. There are still so many places to go and things to see that you might not tire of earthly delights for some time. Occasionally, you might even hear a story about yourself and your exploits. Perhaps you'll even spread a few rumors of your own. There's something satisfying about watching tales of your legendary deeds grow and become well-known legends, and if there are a few exaggerations here and there, who does it hurt? When the bards sing tales of your first adventures, even if you're actually 3 feet shorter than they say and you didn't really kill 800 orcs with one swing of your blade, it still feels like old times. In time, as your tale becomes taller and taller, you can no longer remember whether you're a real person, or just an old story.*

## Keybearer

*The multiverse is a source of endless fascination for those who can understand the scope of it. The Keybearers are those whose love of exploration meant that their awareness of the planes was a source of pure joy, promising them an infinity of realms to explore as they see fit. For the mightiest of these mystical travelers, soon, even the planes are not enough. Alien planets, alternate realities, even time itself can open up for the most determined Keybearer.*

**.Requirements:** 21st level, ability to travel between planes as a spell, spell-like ability, or supernatural ability

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**Part of Two Worlds (Su):** At 21st level, the Keybearer has established homes all over the multiverse gaining the ability to be native to two additional planes of existence of your choice. Once chosen this cannot be changed. You’re also the effects of a constant Planar Adaptation spell.

**Unfettered Passage (Su):** At 21st level, the Keybearer laughs at any attempt to nail him down to any place or time gaining the Unfettered Passage ability. You now ignore all difficult terrain and are under the constant effects of freedom of movement. You also ignore any material or focus components of any teleportation ability or spell.

**Traveler’s Tricks (Su):** At 24th level, the Keybearer understands the best place and time to do anything. With the Traveler's Tricks feature, they teleport 5 feet as a free action whenever they confirm a critical hit on an attack roll, finding the best angle to approach the problem.

**Outside Time (Ex):** At 27th level, the Keybearer’s control on planar travel and time becomes infinite. Spells with the conjuration school no longer affect the Keybearer unwillingly. In addition, the Keybearer’s time can not be contorted by others, ignoring the effects of time stop, slow, haste, and magical aging effects when cast on them by another creature, including a familiar.

**Reality Distortion (Su):** At 30th level, the Keybearer’s finesse on space and time shifts and deviates the space around them. You gain the Reality Distortion ability, which lets you spend a standard action to create a 10-foot radius that lasts for 8 rounds. This zone moves with you when you move, ensuring you remain at its center. While you remain in this zone, you gain an extra move action but any other creature that starts its turn within the zone must roll 1d6 to see what happens to it. Will save DC 10+1/2HD+Con to negate each round they remain in the aura. You can use this ability three times per day.

1- The target blinks out of existence until the start of its next turn. When it reappears, it returns to the space it left or the closest available space outside of the aura.

2- The target is dazed and loses all movement for the round.

3- The target is slowed as per the spell for 1d4+1 rounds.

4- The target goes last in the initiative order.

5- The target goes first in the initiative order.

6- The target is teleported, as if via dimension door, so that they randomly shift places. If this places a creature in an area too small to accept its space, it instead appears in the closest adjacent space that can contain it. It teleports a number of feet equal to 150ft in a random direction.

**Immorality of the Multiverse:** When you reach the end of your destiny quest, you have mastered space and time beyond mortal means. But is it enough? The Keybearer always yearns to learn and see more. They wander the multiverse always on that quest for experience.

## Lord of Chaos

*In the ancient days of the world, a human-like race of people who revered personal freedom, expression, and artistry above all things, and who were all natural Wild Mages - abandoned the material realms to pursue the power that could be found in the Elemental Chaos. Here, they learned to master the purest form of chaos magic, the power to create, transform, and destroy with the purest thought. This discovery elevated them to a race of living godlings; self-centered, capricious, and driven only by their desire to experience new sensations and outdo each other in creative works. The brightest of this race foresaw that this would ultimately doom them to dwindle and stagnate, and so they crafted a hyper-spell of their own design; a sentient, self-guiding force that would seek out brilliant and worthy souls and gift them with the powers of the Proteans, allowing them to preserve the race by preserving their spirit. Such Lords of Chaos are one in a million; brilliant, beautiful, willful and creative all at once, enough to be considered worthy heirs. Those Lords of Chaos who survive to master their powers go on to achieve many things, always drawn to the challenge of shaping and ordering their own private universe.*

**Requirements:** 21st level; Must have a Chaotic Alignment.

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**Whim of Creation (Su):** At 21st level, The Lord of Chaos is willful and makes the world as it pleases. They gain the Whim of Creation power, which lets them use a standard action to remove difficult terrain, create difficult terrain, or create non-damaging weather conditions of your choice in a 5-foot burst within 60 feet. Whichever effect you desire, it lasts as long as you wish.

**Lawful Failing (Ex):** At 21st level, the Lord of Chaos’ chaotic nature rejects the law and those that follow it. A caster within 30 feet of the Lord of Chaos casting any spell or spell-like ability with the lawful descriptor or who is lawfully aligned must succeed on a caster level check (1d20 + caster level), or the ability fails and is wasted. DC is equal to 10+½ HD+Con.

**Rapid Reincarnation (Su):** At 24th level, the Lord of Chaos’ own reality is out of synch with the true one. You gain the Rapid Reincarnation feature. Once per day you can choose to dissolve your body and gear into golden motes of light and revive at a point of your choosing up to 1 mile away with half your hit points as an immediate action. Reviving when you use this feature takes 1 minute.

**Warpwave (Su):** At 27th level, the Lord of Chaos has protected his gifts from the Proteans. His attacks now affect their target with a warpwave. Each attack rolls a d20 to determine the effects. The target rolls a Fort save to negate the effect, DC equal to 10+½ HD+Con.

**Table: Warpwave Effects**

d20    Warpwave effect

1    Target takes 2 Strength damage.

2    Target takes 2 Dexterity damage.

3    Target takes 2 Constitution damage.

4    Target takes 2 Intelligence damage.

5    Target takes 2 Wisdom damage.

6    Target takes 2 Charisma damage.

7    Target gains 1 negative level.

8    Target is blinded or deafened for 1d4 rounds.

9    Target is confused for 1d4 rounds.

10    Target is entangled by filaments of energy for 1d4 rounds.

11    Target becomes fatigued (or exhausted if already fatigued).

12    Target becomes nauseated for 1d4 rounds.

13    Target is stunned for 1d4 rounds.

14    Target is sickened for 1d4 rounds.

15    Target is staggered for 1d4 rounds.

16    Target gains 4d6 temporary hit points.

17    Target is affected by a heal spell (CL = Lord of Chaos’ HD).

18    Target is turned to stone.

19    Target is affected by a harm spell (CL = Lord of Chaos’ HD)

20    Portions of target’s body burst with energy of a random type (acid, cold, electricity, or fire, rolling a 1d4), dealing 100 points of damage of the appropriate type to the target. This bypasses resistances and half of the damage bypasses immunities.

**Master of Chaos (Su):** At 30th level, the Lord of Chaos has mastered the world around them. He gains the Master of Chaos ability, whenever they confirm a critical hit on an enemy they can teleport both them and the target up to 50 feet as a free action.

**Immortality of the Chaotic:** Few of your kind remain anywhere in the multiverse. You and your kindred souls are not mortals, nor gods, nor elemental beings; you are something else. As a Lord of Chaos, you might commit yourself to shaping a vast swath of the elemental plane into a domain of your own. You or your descendants could rule over an extraplanar kingdom forged by your will and imagination. Or you might choose to roam the multiverse, immersing yourself in every interest and experience that catches your eye. Whatever path you take, you eventually leave your adventuring career behind, drawn by the challenge of shaping and ordering your own private plane.

## Lorekeeper

*When a Lorekeeper gathers enough knowledge, there comes a point where they are a living repository of all sorts of knowledge. If anyone ever has a problem or a question, they will turn to this veritable genius to hear what wisdom they hold, for it may be the answer to any great crisis that arises in the land.*

**Requirements:** 21st level; trained in at least 6 Knowledge skills

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**Lorekeeper’s Wisdom (Ex):** At 21st level, the Lorekeeper’s breadth of knowledge aids in their task of laying low foes who step in the way of their pursuit of knowledge. A Lorekeeper may re-roll knowledge checks, taking the higher of the two, as well as giving a +2 bonus to damage against enemies that are covered under their trained skills (for example if a Lorekeeper is trained in Arcana, this bonus is added against constructs, dragons, and magical beasts).

**Lorekeeper’s Cunning (Su):** At 21st level a Lorekeeper’s horde of knowledge allows them access to secret, lost arts and the true, far more efficient form of occult rituals. They may re-roll any skill check for a ritual, taking the higher of the two, and double the time any occult ritual takes in exchange for halving the cost needed for it.

**Lorekeeper’s Luxurious Library (Su):** At 24th level, a Lorekeeper conjures up an extra-dimensional library that is permanent and its entrance can be summoned to their location as a full-round action. The entry point looks like a faint shimmering in the air that is 4 feet wide and 8 feet high. Only those the Lorekeeper designates may enter the Library, and the portal is shut and made invisible behind the Lorekeeper when they enter. They may open it again from their own side at will. Once observers have passed beyond the entrance, they are in a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.

They can create any floor plan they desire to the limit of the spell’s effect. The place is furnished and contains sufficient foodstuffs to serve a nine-course banquet to a dozen people per caster level. A staff of near-transparent servants (as many as two per HD), liveried and obedient, wait upon all who enter. The servants function as unseen servant spells except that they are visible and can go anywhere in the mansion.

Since the place can be entered only through its special portal, outside conditions do not affect the library, nor do conditions inside it pass to the plane beyond.

This functions as a Library downtime building, granting no monetary gain but giving an additional +5 on all knowledge checks using the resources in the library and any inside may make any knowledge check untrained.

**True Name (Su):** At 27th level, a Lorekeeper has spent the time and energy to unlock the true name of their foes hidden in the breadth of their knowledge. For one turn, The weaknesses of an enemy are revealed and their allies may add their Intelligence modifier to any damage rolls against any enemy they have successfully identified via a knowledge check. This ability can only be used a number of times equal to ½ HD of the Lorekeeper per day. Only one creature at a time can be selected with this ability.

**Weak Point (Su):** At 30th level, a Lorekeeper gains the ability to break preconceived notions of what was previously known about the protections built into a creature. Three times a day if a Lorekeeper successfully identifies a creature they may aid their allies in cracking its typical defenses by exploiting the fundamental properties of its existence. For 1 minute, allies can ignore a defensive ability of the Lorekeeper’s choice (for instance damage reduction, resistances, and spell resistance, etc.).

**Immortality of Knowledge:** When finally reaching the end of your destiny quest, you become a guardian of the Akashic Records. The immortal researcher that haunts the halls of the greatest stretch of knowledge in the known Great Beyond. Few reach this place sane, far fewer still leave with their minds intact. Will you share this knowledge with the world? Or keep it in the warm dark bookshelf of the library in the stars?