Archmage
(PRESTIGE CLASS)

- Hit Die: d4.
- Proficiencies: An Archmage does not gain any additional weapon or armor proficiencies.
- Skill Points: 2 + Int Modifier.
REQUIREMENTS:
Arcane Spellcasting: Level 7 or higher.
Feats: Skill Focus(Spellcraft), Any Spell Focus.
Skills: Spellcraft 15 or more ranks, Lore 15 or more ranks.
ABILITIES:
Level
1: High Arcana*, Mastery of Elements(Normal)
2: High Arcana*
3: High Arcana*
4: High Arcana*
5: High Arcana*
BONUS SPELLS
The Archmage sacrifices the bonus spell slots he should gain in order to take a High Arcana feat at each levels.
He does however add his level to the base caster class when determining spell powers(damage, duration...).
HIGH ARCANA:
Each level the Archmage must choose one High Arcana feat of those:
* Arcane Fire: This feat allows the Archmage to convert any spells he knows into a powerfull bolt of raw magical energy.
* Mastery of Elements: This feat allows the Archmage to change on the fly the damage type of any elemental spells. The feat to set them back to normal is free at level 1, the fire, cold, acid, electrical and sonic damages are separated in their own feats and must be selected.
* Mastery of Shapes: This feat allows the Archmage to create "holes" in his area of effects spells to protect his companions from the effects.
* Spell Power: This feat allows the Archmage to increase his effective caster level by 1(cummulative with the normal level bonusthey get).
Mastery of Elements(Normal)
The archmage can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. This ability sets the damage back to normal.
NOTE: This feat is only usefull if you take an other Mastery of Elements feat as it is used ot counter the effects.
Mastery of Elements(Fire)
The archmage can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. This ability sets the damage to fire.
Mastery of Elements(Cold)
The archmage can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. This ability sets the damage to cold.
Mastery of Elements(Acid)
The archmage can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. This ability sets the damage to acid.
Mastery of Elements(Electricity)
The archmage can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. This ability sets the damage to electricity.
Mastery of Elements(Sonic)
The archmage can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. This ability sets the damage to sonic.
Mastery of Shaping
The archmage can alter area and effect spells that use one of the following shapes: burst, cone, cylinder, emanation, or spread. The alteration consists of creating spaces within the spell's area or effect that are not subject to the spell.
This allows the Archmage to not harm friends with area of effect spells.
Spell Power I
Spell Power II
Spell Power III
Spell Power IV
Spell Power V
This ability increases the archmage's effective caster level by +1 (for purposes of determining level-dependent spell variables such as damage dice or range, and caster level checks only).
Mastery of Elements
The archmage can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor.
Arcane Fire
The archmage gains the ability to change arcane spell energy into arcane fire, manifesting it as a bolt of raw magical energy. The bolt is a ranged touch attack with long range that deals 1d6 points of damage per class level of the archmage plus 1d6 points of damage per level of the spell used to create the effect.
Spell-Like Ability
An archmage who selects this type of high arcana can permanently prepare one of his arcane spells as a spell-like ability that can be used twice per day.
The spell-like ability normally uses a spell slot of the spell's level, although the archmage can choose to make a spell modified by a metamagic feat into a spell-like ability at the appropriate spell level.
Astral sage
(PRESTIGE CLASS)

Arcane casters who study the stars, constellations, and other planetary objects are astral sages. Drawing power from the immense complex, yet simple, workings of these beings, Astral Sages can shatter what it means to exist. Able to divine the future, and adept at holding foes to their fate, Astral Sages can quickly turn a battle in their favor. The immensity of the universe always devestates the immensity of any one being.
-Hit Die: d4
-Proficiencies: Astral Sages gain no additional armor or weapon proficiencies.
-Skill Points: 4+Int Modifier
REQUIREMENTS:
Skills: Spellcraft 8, Concentration 8
Feats: Spell Focus (Divination)
ABILITES:
Level 1: Astral Focus
Level 2: Charisma +1
Level 3: Planetary Alignment
Level 4: Great Thunderclap 2/day
Level 5: Charima +2
Level 6: Premonition 2/day
Level 7: Time Stop 1/day
Level 8: Charisma +3
Level 9: Orion's Blessing
Level 10: Foreshadowing
Astral Focus
By careful constellational meditation an Astral Sage gains a +4 bonus to attack and damage, and administers it to himself and all allies around his. This bonus increases to +5 at the 3rd, +6 at the 5th, +7 at the 7th, and +8 at the 9th. It lasts 20 rounds
Planetary Alignment
Through Planetary Alignment the Astral Sage gains a +3 bonus to AC Bonus to Deflection, Armor Enchantment, Natural Armor and Dodge. Only the Dodge AC stacks.
Orion's Blessing
Once a day for 5 turns, the Astral Sage gains a +8 bonus to all saving throws, plus an additional +2 to every three levels after. This is a supernatural ability.
Foreshadowing
Once per day, due to advanced foreseeing, an Astral Sage gains 2d12 +18 spell level absorbtion, and 30/+8 damage reduction for a number of rounds equal to Astral Sage caster level times four.
Epic Astral Sage
Upon reaching the epic levels, the Astral Sage gains the following per level bonuses:
Orion's Blessing
+2 bonus per level continues into the epic realm.
Foreshadowing
Damage Reduction increases by 5/+1 every nine levels after the tenth.
Arachnid adept
(PRESTIGE CLASS)

Humanoid arcane casters that are masters of arachnid beasts, they take on many spider abilities through their relationship with these vermin. Able to create webs and use deadly poison attacks, Arachnid Adepts can use a wide variety of strange abilities. Also masters of hiding from all but the eyes of true seeing, Arachnid Adepts can employ a wide variety of methods to exploit the weakness of their foes.
-Hit Die: d4
-Proficiencies: The Arachnid Adept gains no additional weapon or armor proficiencies.
-Skill Points: 2+Int Modifier
REQUIREMENTS:
Feats: Weapon Finesse
Arcane Spellcasting - Level 3 or Higher
Skills: Spellcraft 8
ABILITES:
Level 1: Spider Companion; Mild Poison Touch Attack
Level 2: Web; Hide In Plain Sight
Level 3: Dexterity +1; Moderate Poison Touch Attack
Level 4: Blinding Speed
Level 5: Exemplary Globe of Invulnerability; Severe Poison Touch Attack
Level 6: Dexterity +2
Level 7: Deadly Poison Touch Attack
Level 8: Exemplary Greater Stoneskin
Level 9: Dexterity +3; Fatal Poison Touch Attack
Level 10: Life Drain
The Arachnid Adept receives a mild poison touch attack at the 1st level, moderate at the 3rd, severe at the 5th, deadly at the 7th, and a fatal poison touch attack at the 9th. All poisons are spider venom ranging from Small-Colossal.
Mild Poison Touch Attack
Moderate Poison Touch Attack
Severe Poison Touch Attack
Deadly Poison Touch Attack
Fatal Poison Touch Attack
Spider Companion
The Arachnid Adept gains a spider companion that increases in power with each level in this class.
Exemplary Globe of Invulnerability
A version of Globe of Invulnerability that resists spells of the 6th level and lower.
Exemplary Greater Stoneskin
A version of Greater Stoneskin that gives 30/+8 damage reduction.
Life Drain
The Arachnid Adept gains the ability to use a powerful touch attack that siphons twelve points from each of the enemies abilities if they fail a will saving throw.
Epic Arachnid Adept
Upon reaching the epic levels, the Arachnid Adept gains the following per level bonuses:
Life Drain
Ability drain increases by +1 every five levels after the tenth.
Dexterity
The Arachnid Adept gains an additional +1 to Dexterity every five levels after the tenth.
Construct devotee
(PRESTIGE CLASS)

Though most arcane casters are known to make golems to protect them, Construct Devotees are the most proficient at doing so. Able to create, and eventually from their deep bond with the process, take on the powers of the constructs. Construct Devotees and their pets can reduce a group of creatures to a group of corpses in a matter of minutes, and their physical prowess is surreal. With the right parts, and a little bit of magic, and arcane devotee can create an unstoppable dreadnaught.
-Hit Die: d4
-Proficiencies: The Arachnid Adept gains no additional weapon or armor proficiencies.
-Skill Points: 2+Int Modifier
REQUIREMENTS:
Feats: Power Attack
Arcane Spellcasting - Level 3 or Higher
Skills: Spellcraft 13
ABILITES:
Level 1: Damage Reduction 3/-; Strength/Constitution +1
Level 2: Create Golem
Level 3: Strength/Constitution +2
Level 4: Strength/Constitution +3
Level 5: Greater Spell Mantle; Damage Reduction 6/-
Level 6: Strength/Constitution +4
Level 7: Strength/Constitution +5
Level 8: Amazing Spell Mantle
Level 9: Strength/Constitution +6
Level 10: Damage Reduction 9/-
Create Golem
A Construct Devotee can create a golem once per day, twice per day at the 10th level. Can create the following golem at each level:
Level 1: Flesh
Level 2-3: Clay
Level 4-5: Bone
Level 6-7: Stone
Level 8-9: Shield Guardian
Level 10-15: Iron
Level 16-20: Huge Iron
Level 21-25: Demonflesh
Level 26-29: Adamantine
Level 30: Mithral
Amazing Spell Mantle
A version of Greater Spell Mantle with 2d12 + 18 Spell Level Absorbtion.
Epic Construct Devotee
Upon reaching the epic levels, the Construct Devotee gains the following per level bonuses:
Great Strength/Constitution
Continues to gain Great Strength/Constitution at the rate of +1 every 5 levels.
Create Golem
Continues to be able to create more powerful golems at the rate of every five levels.
Spectral templar
(PRESTIGE CLASS)

Spectral Templars are arcane casters who have mastery over souls, and spirits. There studies lead them to even imbue themselves with souls, to increase there magical prowess. They have perfected the summoning of apparations, and illusionary tactics, and can hide from all but true seeing eyes. Drawing there power from the fugue plane, Spectral Templars are a force to be reckoned with.
-Hit Die: d6
-Proficiencies: Spectral Templars gain no additional weapon or armor proficiencies.
-Skill Points: 4+Int Modifier
REQUIREMENTS:
Feats: Spiritual Atonement, Spell Focus (Illusion)
Skills: 5 Lore, 6 Hide, 13 Spellcraft
Arcane Spellcasting: Level 3 or Higher
ABILITES:
Level 1: Self-Concealment; Ghostly Companion
Level 2: Illusion Gaze; Hide In Plain Sight; Dexterity +1
Level 3: Self Concealment II; Greater Spell Focus (Illusion)
Level 4: Darkness; Dexterity +2
Level 5: Self-Concealment III
Level 6: Ethereal Visage; Dexterity +3
Level 7: Self-Concealment IV
Level 8: Dexterity +4; Epic Spell Focus (Illusion)
Level 9: Self-Concealment V
Level 10: Specter Transformation
Illusion Gaze
Once a day, plus once more a day for every other templar level afterwards, the Spectral Templar may make attempt a gaze to affect all foes in a cone, and if he succeeds cause the confusion effect for 2d6 + 2 rounds (3d6 + 4 at the 10th level). The gaze is made against the will save and the DC is measured by 12 + Hit Dice, /2 (/1 at the 10th Level).
Every five levels after the tenth, the DC increases by +2.
Ghostly Companion
The Spectral Templar can summon a ghost-like companion to aid him once a day, the power of this spectral being increases with level.
Specter Transformation
The Spectral Templar is transformed into and ethereal form, and gains 30/+8 damage reduction, spell level absorbtion level 8 and lower, and 80% concealment.
Every nine levels after the tenth, damage reduction increases by 5/+1
Spiritual Atonement
Atones the creature to the spirit world. This is required for several prestige classes.
Epic Spectral Templar
Upon reaching the epic levels, the Spectral Templar gains the following per level bonuses:
Specter Transformation - Every nine levels after the tenth, damage reduction increases by 5/+1
Illusion Gaze - Every five levels after the tenth, the DC increases by +2.
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