Stellar Echo (Wilder Archetype)
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Arcforge Players Compendium
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Drawing upon the ethereal reverberations of long-lost cosmic civilizations, the stellar echo calls up visions of ruin and decay to inhibit the abilities of their foes. This power is utilized by those who wish to bring devastation upon a culture as well as those who wish to stop such ends.

Casting

The stellar echo may combine spheres and talents to create magical effects. The stellar echo is considered a High-Caster. (Note: All casters gain 2 bonus talents and a casting tradition the first time they gain the casting class feature.)

This replaces the powers class feature.

Spell Points

The stellar echo gains a small reservoir of energy she can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to her class level + her casting ability modifier (minimum 1). This pool replenishes once per day after roughly 8 hours of rest.

Magic Talents

A stellar echo gains 3/4ths of a magic talent per level. The stellar echo may choose to lose the surging euphoria class feature to instead gain a magic talent every level.

Condemnation

At 1st level, each stellar echo comes to embody a unique facet of a civilization’s self-destruction, drawing power from a specific pattern of ruin.

This replaces surge blast, surge bond, improved surge bond, and perfect surge.

Ruin Surge (Su)

By unleashing the memories and pain of the countless civilizations which have fallen in ages past, the stellar echo can unleash a suppressive force known as a ruin surge. The stellar echo may choose to invoke her ruin surge whenever she casts a spell or sphere effect; if she does, treat the caster level of that effect as 1 lower (to a minimum of 1) when calculating caster level-dependent effects (including DC). When the stellar echo invokes ruin surge, all hostile creatures within close range (25 feet plus 5 feet per 2 class levels) treat their caster levels and MSBs (and thus MSDs) as 1 lower when calculating caster level-dependent effects and for the purposes of dispelling attempts (minimum 0). Creatures with a caster level of 0 or lower cannot create magic sphere effects. Targets do not suffer any penalties outside of those related to caster levels, MSB, and MSD (for example, level-dependent class abilities are not reduced in power). The penalties inflicted by ruin surge last until the beginning of the stellar echo’s next turn.

At 3rd level and every 4 levels thereafter, the penalties inflicted by this ability increase by 1 (-2 at 3rd level, –3 at 7th level, –4 at 11th level, –5 at 15th level, –6 at 19th level, etc.). The stellar echo may not intentionally lower these penalties; the ruin surge always draws power into itself at its maximum intensity. A stellar echo can benefit from items, effects, and abilities that would normally increase the bonus of a wilder’s wild surge class feature. Any such effect, when applied to the stellar echo, instead increases the penalties of her ruin surge by an equal amount. For the purposes of prerequisites and requirements, ruin surge counts as wild surge with a bonus equal to the penalty inflicted.

This ability replaces wild surge and psychic enervation

Surging Euphoria (Ex)

The stellar echo gains the benefits of the surging euphoria ability when she invokes her ruin surge. This alters surging euphoria and may be replaced to improve the stellar echo’s talent progression.

Stellar Echo Condemnations

Conflict

Echoes of conflict embody the ruin brought down by endless warfare, where civilizations starve themselves in perpetual conquest or futile crusades.

Bloodshed Surge (Su)

Whenever a stellar echo of conflict invokes her ruin surge, she and any hostile creatures in range take a penalty to AC equal to the penalty from ruin surge for the duration of the ruin surge.

Martial Lore

In addition to the wilder’s normal weapon and armor proficiencies, a stellar echo of conflict selects a single martial tradition at 1st level. She may select either combat talents or magic talents when she would gain talents from her stellar echo progression.

Martial Knowledge

At 5th level and every 4 levels thereafter, the stellar echo gains a bonus combat feat.

Mutually Assured Destruction (Su)

At 20th level, once per day as a free action, the stellar echo may invoke absolute devastation on herself and everyone around her. This functions as ruin surge, save that the penalty increases to -10 and affected creatures (including the stellar echo) take 10d6 additional points of damage from all sources for the duration of the ruin surge.

Decadence

Echoes of decadence reflect the collapse of civilizations through excess or lassitude, the neglect of culture and industry leaving it open to overthrow.

Indolence Surge (Su)

Whenever a stellar echo of decadence invokes her ruin surge, she and any hostile creatures in range take a penalty to attack rolls and skill checks equal to the penalty from ruin surge for the duration of the ruin surge.

Treasures of the Vault (Su)

At 1st level, the stellar echo gains a single piece of bound equipment ability of an armoristUSoP of her stellar echo level. The stellar echo does not gain additional pieces of bound equipment at higher levels.

Vaunted Spoils

At 5th level and every 4 levels thereafter, the stellar echo gains an armorist arsenal trick, using her stellar echo level in place of her armorist level. The stellar echo may select the additional binding arsenal trick up to three times.

Twilight of Idols (Su)

At 20th level, once per day as a free action, the stellar echo may harness visions of sudden downfall to unleash on her opponents. This functions as ruin surge, save that the penalty increases to -10 and all targets suffer 2d4 negative levels. These negative levels ignore any immunity to negative levels targets might possess.

Desolation

Echoes of desolation invoke civilizations who have destroyed themselves by ruining their environment with pollution or overconsumption.

Contaminant Surge (Su)

Whenever a stellar echo of desolation invokes her ruin surge, she and any hostile creatures in range take a penalty to Fortitude saving throws equal to the penalty from ruin surge for the duration of the ruin surge.

Lost Developments

At 1st level, the stellar echo gains an alchemical discipline as a legendary alchemistLAlc. She uses her stellar echo level as her legendary alchemist level and her casting ability modifier in place of her Intelligence modifier for the purpose of determining its effects and gains the respective discipline breakthroughs at 5th, 11th, and 17th levels as well as the discipline defenses at 9th and 19th levels. The stellar echo also gains a pool of quintessence as a legendary alchemist of her stellar echo level and may select legendary alchemist discoveries in place of feats.

Stillborn Dream (Su)

At 20th level, once per day as a free action, the stellar echo may swallow her foes in a lifeless, inhospitable landscape. This functions as ruin surge, save that the penalty increases to -10 and all targets take 2d6 points of Constitution drain and become exhausted.

Schism

Echoes of schism channel the demise of nations and cultures through infighting and division, where neighbor is set against neighbor until no unity can be sustained.

Fanatic Surge (Su)

Whenever a stellar echo of schism invokes her ruin surge, she and any hostile creatures in range take a penalty to Will saving throws equal to the penalty from ruin surge for the duration of the ruin surge.

Severed Self (Su)

At 1st level, the stellar echo gains a second identity which may be at odds with her normal identity. This severed self shares memories and basic goals with the stellar echo’s normal personality but goes about meeting those goals in a different manner. The severed self may even appear to be a different race or gender than her normal form; they may look as different as two unrelated people. The severed self often has their own name and may attempt to maintain independent relationships and strongholds. The severed self even has their own alignment (which is selected by the player but must be different from the stellar echo’s normal alignment). The change in alignment only affects the stellar echo while in her severed self.

The stellar echo’s severed self and normal self occupy the same body and can be swapped between in a process that takes 1 hour. The severed self and normal self each have their own set of magic talents and rogue talents gained from stellar echo levels, meaning that the severed self and normal self could have very different abilities.

Tools of Subterfuge

At 5th level and every 4 levels thereafter, the stellar echo gains a rogue talent of her choice, using her stellar echo as her rogue level for the purpose of prerequisites and effects. Starting at 13th level, she may select advanced rogue talents.

Weapons of Thought (Su)

At 20th level, once per day as a free action, the stellar echo may shatter the perceptions of hostiles within range. This functions as ruin surge, save that the penalty increases to -10 and affected creatures become enragedSoG towards other targets of the stellar echo’s choice.

Stagnation

Echoes of stagnation evoke an obsession with established traditions and a refusal to change from set ways, ensuring collapse as a culture perpetuates endemic failures.

Rigidity Surge (Su)

Whenever a stellar echo of conflict invokes her ruin surge, she and any hostile creatures in range take a penalty to Reflex saving throws equal to the penalty from ruin surge for the duration of the ruin surge.

Immaculate Doctrine (Su)

At 1st level, the stellar echo gains the judgment ability of an inquisitorAPG of her class level, gaining the second judgment class feature at 8th level and the third judgment class feature at 16th level.

Syncretized Word

At 5th level and every 4 levels thereafter, the stellar echo gains a bonus metamagic feat.

World Without End (Su)

At 20th level, once per day as a free action, the stellar echo may induce a false reality in which the world as it is known is rejected in place of primeval doctrine. This functions as ruin surge, save that the penalty increases to -10 and all targets must roll twice on all d20 rolls, taking the lower result.


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