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Divine Epic Destiny

Exalted Angel

Subtle Flame 0/3
Subtle Flame
Ranks: 3 Cost: 1 AP Requires: 1 AP
-10% Spell Threat
Born by Flame 0/3
Born by Flame
Ranks: 3 Cost: 1 AP Requires: 1 AP
+5 Fire and Light Resistance.
Destiny Mantle 0/1
Destiny Mantle
Ranks: 1 Cost: 2 AP Requires: 1 AP
Select a Destiny Mantle.
Holy Strike 0/1
Holy Strike
Ranks: 1 Cost: 1 AP Requires: 1 AP
Pick a Fire, Light, or Healing Epic Strike.
Bane of Undeath 0/3
Bane of Undeath
Ranks: 3 Cost: 1 AP Requires: 1 AP
You gain the Turn Undead feat, and your Turn Undead now uses your Character level instead of your Cleric or Paladin level. +1 uses of Turn Undead.
Divine Protection 0/3
Divine Protection
Ranks: 3 Cost: 1 AP Requires: 5 AP
+1 Armor Class and Physical and Magical Resistance Rating
Stand and Be Judged 0/1
Stand and Be Judged
Ranks: 1 Cost: 2 AP Requires: 5 AP
Targeted foe at any range (but with line of sight) is Dazed for 8 seconds. (Taking damage breaks the Daze). Bosses and Raid Bosses do not take this effect, but this otherwise affects creatures normally immune to Daze.
Angelic Body 0/1
Angelic Body
Ranks: 1 Cost: 2 AP Requires: 5 AP
While in your Exalted Angel Destiny Mantle, you gain +5 Armor Class and Physical and Magical Resistance Rating, and you are immune to Natural Poisons and Natural Diseases.
Saving Grace 0/3
Saving Grace
Ranks: 3 Cost: 1 AP Requires: 5 AP
+2 to Will Saving Throws.
Endless Turning 0/3
Endless Turning
Ranks: 3 Cost: 1 AP Requires: 5 AP
Turn Undead regenerates 10% faster.
Exalted Angel Spell Focus 0/3
Exalted Angel Spell Focus
Ranks: 3 Cost: 1 AP Requires: 10 AP
Select a Spell School to enhance.
Noble Affinity 0/1
Noble Affinity
Ranks: 1 Cost: 2 AP Requires: 10 AP
Pick a Light, Fire, or Healing SLA
Angelic Soul 0/1
Angelic Soul
Ranks: 1 Cost: 2 AP Requires: 10 AP
You apply Consecrated Cinders to enemies when you damage them with your Exalted Angel Destiny Mantle, and you apply Consecrated Sparks to allies that you heal with your Exalted Angel Destiny Mantle.

Consecrated Cinders: -5 Armor Class and Physical and Magical Resistance Rating

Consecrated Sparks: +5 Armor Class and Physical and Magical Resistance Rating
Purity of Mind and Soul 0/3
Purity of Mind and Soul
Ranks: 3 Cost: 1 AP Requires: 10 AP
+5 Positive, Negative, and Repair Amplification
Shadows Upon You 0/1
Shadows Upon You
Ranks: 1 Cost: 2 AP Requires: 10 AP
When you Turn Undead, foes in the area become cursed with Shadows Upon You, reducing all Saving Throws, their Armor Class, and their Physical and Magical Resistance Rating by -1 for 20 seconds. Whenever this foe is damaged by spells or attacks, these values are reduced by an additional -1 for 5 seconds. Stacks up to 5 times.
Blood and Radiance 0/1
Blood and Radiance
Ranks: 1 Cost: 2 AP Requires: 20 AP
+10 Fire, Light, Positive, Alignment, and Universal Spell Power
Delayed Judgement 0/1
Delayed Judgement
Ranks: 1 Cost: 2 AP Requires: 20 AP
Foes affected by Stand And Be Judged must now also make Will saving throw (20 + Highest of INT/WIS/CHA modifiers + Enchantment bonuses) or be Stunned for 8 seconds. Bosses and Raid Bosses do not take this effect, but this otherwise affects creatures normally immune to Stun. If stunned, after 6 seconds they take 10d50 Fire damage and 10d50 Light damage. This damage scales with Spell Power.
Holy Presence 0/1
Holy Presence
Ranks: 1 Cost: 2 AP Requires: 20 AP
While in your Exalted Angel Destiny Mantle, you gain 15% damage absorption to all Elemental (Fire, Cold, Electric, Acid, Poison, Sonic) and Alignment (Good, Evil, Lawful, Chaotic) damage.
Holy Command 0/1
Holy Command
Ranks: 1 Cost: 1 AP Requires: 20 AP
When you hit enemies with Sun Pillar, Flame Pillar, or Healing Pillar Epic Strike they must make a Will saving throw (DC: 20 + Highest of INT/WIS/CHA modifiers + Evocation bonuses) or be tripped, blinded, and made helpless for 12 seconds.
Enhanced Metamagics 0/3
Enhanced Metamagics
Ranks: 3 Cost: 1 AP Requires: 20 AP
Pick a type of Metamagic to reduce its cost
Enhanced Angelic Spell Focus 0/3
Enhanced Angelic Spell Focus
Ranks: 3 Cost: 1 AP Requires: 30 AP
+1 Spell DCs
Heavenly Magic 0/1
Heavenly Magic
Ranks: 1 Cost: 2 AP Requires: 30 AP
Select Holy Fireball or Chain Cure
Blessed Water 0/3
Blessed Water
Ranks: 3 Cost: 1 AP Requires: 30 AP
+1 to Effective Level for Turn Undead, +1 to Maximum Hit Dice for Turn Undead, and +1 Hit Dice for Turn Undead.
Ascendance 0/1
Ascendance
Ranks: 1 Cost: 2 AP Requires: 30 AP
Epic Moment: Your single-target Cure Wounds spells and Healing Pillar Epic Strike you cast on any target now instead apply to all allies, regardless of distance. These spells cannot crit. Raise Dead and Resurrection spells also raise your target to full HP like True Resurrection does. Finally, your Turn Undead may now turn any type of creature instead of just Undead, will destroy anything it Turns, and you gain +3 Turn Undead Effective Level, Maximum Hit Dice, and Hit Dice per Religious Lore feat you have.
Enhanced Metamagics 0/1
Enhanced Metamagics
Ranks: 1 Cost: 2 AP Requires: 30 AP
Pick a type of Metamagic to reduce its cost
Core Enhancements
Astral Touch 0/1
Astral Touch
Ranks: 1 Cost: 1 AP
You gain the Magical Training feat.

Each Core ability in this tree, including this one, grants the following:

+1 Epic bonus to all Spell DCs
+50 Maximum Spell Points
+5 Fire, Light, Alignment, Positive, and Universal Spell Power
Deepening Faith 0/1
Deepening Faith
Ranks: 1 Cost: 1 AP Requires: 5 AP
You gain a +10% Destiny bonus to Maximum Spell Points, and your Echoes of Power now restores up to 30 Spell Points. This ability does not stack with other Epic Destiny abilities that modify your Echoes of Power.
Angelic Charge 0/1
Angelic Charge
Ranks: 1 Cost: 1 AP Requires: 10 AP
You are able to leap through the air to bring the fight to your enemies or traverse chasms that make normal adventurers balk. Uses of this ability recharge at a rate of one every 15 seconds in private areas, and 3 seconds in public areas. If you already have the Leap of Faith feat, it now recharges at a rate of one every 12 seconds in private areas instead.
Heavenly Leap 0/1
Heavenly Leap
Ranks: 1 Cost: 1 AP Requires: 20 AP
Select an option to improve your Angelic Charge or Leap of Faith
Core Enhancements
Enhancement Description
Astral Touch Astral Touch
You gain the Magical Training feat.

Each Core ability in this tree, including this one, grants the following:

+1 Epic bonus to all Spell DCs
+50 Maximum Spell Points
+5 Fire, Light, Alignment, Positive, and Universal Spell Power
AP Cost
1
Ranks
1
Progression
0
Deepening Faith Deepening Faith
You gain a +10% Destiny bonus to Maximum Spell Points, and your Echoes of Power now restores up to 30 Spell Points. This ability does not stack with other Epic Destiny abilities that modify your Echoes of Power.
AP Cost
1
Ranks
1
Progression
5
Angelic Charge Angelic Charge
You are able to leap through the air to bring the fight to your enemies or traverse chasms that make normal adventurers balk. Uses of this ability recharge at a rate of one every 15 seconds in private areas, and 3 seconds in public areas. If you already have the Leap of Faith feat, it now recharges at a rate of one every 12 seconds in private areas instead.
AP Cost
1
Ranks
1
Progression
10
Heavenly Leap Heavenly Leap
Select an option to improve your Angelic Charge or Leap of Faith
Heavenly WrathWhen you use Angelic Charge or Leap of Faith, enemies you fly through take 1d6+3 Light damage per caster level and 1d6+3 Fire damage per caster level. This damage scales with Spell Power.
Heavenly BlessingWhen you finish an Angelic Charge or Leap of Faith, you and allies near you take 1d6+2 plus 1 per caster level Positive Healing. This healing scales with Spell Power.
AP Cost
1
Ranks
1
Progression
20
Tier 1
Enhancement Description
Subtle Flame Subtle Flame
Rank 1
-10% Spell Threat
Rank 2
-20% Spell Threat
Rank 3
-30% Spell Threat. Rank 3: +5 Fire, Light, Positive, Alignment, and Universal Spell Power
AP Cost
1
Ranks
3
Progression
1
Born by Flame Born by Flame
Rank 1
+5 Fire and Light Resistance.
Rank 2
+10 Fire and Light Resistance.
Rank 3
+15 Fire and Light Resistance. You gain +5% Fire and Light Absorption.
AP Cost
1
Ranks
3
Progression
1
Destiny Mantle Destiny Mantle
Select a Destiny Mantle.
Wrathful FormExalted Angel Destiny Mantle: Casting a Fire, Light, Alignment, or Positive Spell causes you to be surrounded by fire and light for 5 seconds, damaging all enemies nearby every 2.5 seconds for 1d6 Fire and 1d6 Light damage per caster level. This damage will not strike dazed targets unless they are also stunned. Subsequent spellcasts extend the duration by an additional 5 seconds, up to a maximum of 15. This ability ends when you leave combat.

Your Positive Healing spells heal 1d6 extra Positive Healing per caster level. This has a cooldown of 5 seconds before it can trigger again.
Angelic FormExalted Angel Destiny Mantle: Your offensive Fire spells deal 1d6+6 bonus Fire damage per caster level, and your offensive Light and Alignment spells now deal 1d6+6 bonus Light damage per caster level. Your Positive Healing spells heal 1d6 extra Positive Healing per caster level. These effects each have a unique cooldown of 5 seconds.
AP Cost
2
Ranks
1
Progression
1
Holy Strike Holy Strike
Pick a Fire, Light, or Healing Epic Strike.
Sun PillarEpic Strike: Bring a beam of light down on a single enemy, dealing 1d8+8 Light damage per caster level up to a max Caster Level of 20.

Every Epic Strike shares a cooldown with every other Epic Strike. Using this ability will put every Epic Strike onto this ability's cooldown.
Flame PillarEpic Strike: Bring a pillar of fire down on a single enemy, dealing 1d8+8 Fire damage per caster level up to a max Caster Level of 20.

Every Epic Strike shares a cooldown with every other Epic Strike. Using this ability will put every Epic Strike onto this ability's cooldown.
Healing PillarEpic Strike: Bring a pillar of positive energy down on a single ally, healing them for 3d6+6 Hit Points, plus an additional 1 per Caster Level (Max Caster Level: 15). This is a Conjuration spell, and counts as both a Positive and Cure Wounds spell. Can be used on Undead enemies, who take that Positive healing as damage. Cooldown 6 seconds, cost 5 SP.

Every Epic Strike shares a cooldown with every other Epic Strike. Using this ability will put every Epic Strike onto this ability's cooldown.
AP Cost
1
Ranks
1
Progression
1
Bane of Undeath Bane of Undeath
Rank 1
You gain the Turn Undead feat, and your Turn Undead now uses your Character level instead of your Cleric or Paladin level. +1 uses of Turn Undead.
Rank 2
You gain the Turn Undead feat, and your Turn Undead now uses your Character level instead of your Cleric or Paladin level.. +2 uses of Turn Undead.
Rank 3
You gain the Turn Undead feat, and your Turn Undead now uses your Character level instead of your Cleric or Paladin level.. +3 uses of Turn Undead. Rank 3: If you have the Improved Turning feat, increases your Turn skills DCs and max hit dice by 3.
AP Cost
1
Ranks
3
Progression
1
Tier 2
Enhancement Description
Divine Protection Divine Protection
Rank 1
+1 Armor Class and Physical and Magical Resistance Rating
Rank 2
+2 Armor Class and Physical and Magical Resistance Rating
Rank 3
+3 Armor Class and Physical and Magical Resistance Rating. Rank 3: +5 Fire, Light, Alignment, Positive, and Universal Spell Power
AP Cost
1
Ranks
3
Progression
5
Stand and Be Judged Stand and Be Judged
Targeted foe at any range (but with line of sight) is Dazed for 8 seconds. (Taking damage breaks the Daze). Bosses and Raid Bosses do not take this effect, but this otherwise affects creatures normally immune to Daze.
AP Cost
2
Ranks
1
Progression
5
Angelic Body Angelic Body
While in your Exalted Angel Destiny Mantle, you gain +5 Armor Class and Physical and Magical Resistance Rating, and you are immune to Natural Poisons and Natural Diseases.
AP Cost
2
Ranks
1
Progression
5
Prereqs
Destiny Mantle
Saving Grace Saving Grace
Rank 1
+2 to Will Saving Throws.
Rank 2
+4 to Will Saving Throws.
Rank 3
+6 to Will Saving Throws. Rank 3: You no longer fail Will Saves on a Natural 1.
AP Cost
1
Ranks
3
Progression
5
Endless Turning Endless Turning
Rank 1
Turn Undead regenerates 10% faster.
Rank 2
Turn Undead regenerates 20% faster.
Rank 3
Turn Undead regenerates 30% faster. Rank 3: When you Turn Undead, you apply Restoration to allies in the Turn.
AP Cost
1
Ranks
3
Progression
5
Prereqs
Bane of Undeath
Tier 3
Enhancement Description
Exalted Angel Spell Focus Exalted Angel Spell Focus
Select a Spell School to enhance.
Rank 1
Exalted Angel Spell Focus: Evocation+1 Evocation Spell DCs
Exalted Angel Spell Focus: Conjuration+1 Conjuration Spell DCs
Exalted Angel Spell Focus: Necromancy+1 Necromancy Spell DCs
Exalted Angel Spell Focus: Enchantment+1 Enchantment Spell DCs
Rank 2
Exalted Angel Spell Focus: Evocation+2 Evocation Spell DCs
Exalted Angel Spell Focus: Conjuration+2 Conjuration Spell DCs
Exalted Angel Spell Focus: Necromancy+2 Necromancy Spell DCs
Exalted Angel Spell Focus: Enchantment+2 Enchantment Spell DCs
Rank 3
Exalted Angel Spell Focus: Evocation+3 Evocation Spell DCs
Exalted Angel Spell Focus: Conjuration+3 Conjuration Spell DCs
Exalted Angel Spell Focus: Necromancy+3 Necromancy Spell DCs
Exalted Angel Spell Focus: Enchantment+3 Enchantment Spell DCs
AP Cost
1
Ranks
3
Progression
10
Noble Affinity Noble Affinity
Pick a Light, Fire, or Healing SLA
Mass Cure Moderate WoundsCasts Cure Moderate Wounds on multiple targets. Positive energy is channeled to heal moderate wounds of allies or damage undead for 6 to 16 hit points plus an additional 1 for every caster level up to caster level 30. Undead who make a successful Will save reduce the damage by half.

D&D Dice: Heals 2d6+4 hp plus 1 point per caster level (max 30).
Sun BoltA powerful bolt of light deals 5 to 8 light damage per caster level (up to a maximum of 75 to 120 damage at caster level 15) to targets in its path. A successful Reflex save reduces the damage by half, vs. DC(10 + Character Level + Ability Score Modifier (Best of WIS/CHA)).

This spell is a bolt and has double range.

D&D Dice: Deals 1d4+4 light damage per caster level (max 15d3+60).
Flaming SphereCreates a ball of flame that rolls around slowly, burning enemies it encounters and doing 2 to 12 points of fire damage. A successful Reflex save negates this effect.

D&D Dice: Deals 2d6 fire damage.
AP Cost
2
Ranks
1
Progression
10
Angelic Soul Angelic Soul
You apply Consecrated Cinders to enemies when you damage them with your Exalted Angel Destiny Mantle, and you apply Consecrated Sparks to allies that you heal with your Exalted Angel Destiny Mantle.

Consecrated Cinders: -5 Armor Class and Physical and Magical Resistance Rating

Consecrated Sparks: +5 Armor Class and Physical and Magical Resistance Rating
AP Cost
2
Ranks
1
Progression
10
Prereqs
Angelic Body
Purity of Mind and Soul Purity of Mind and Soul
Rank 1
+5 Positive, Negative, and Repair Amplification
Rank 2
+10 Positive, Negative, and Repair Amplification
Rank 3
+15 Positive, Negative, and Repair Amplification
AP Cost
1
Ranks
3
Progression
10
Shadows Upon You Shadows Upon You
When you Turn Undead, foes in the area become cursed with Shadows Upon You, reducing all Saving Throws, their Armor Class, and their Physical and Magical Resistance Rating by -1 for 20 seconds. Whenever this foe is damaged by spells or attacks, these values are reduced by an additional -1 for 5 seconds. Stacks up to 5 times.
AP Cost
2
Ranks
1
Progression
10
Tier 4
Enhancement Description
Blood and Radiance Blood and Radiance
+10 Fire, Light, Positive, Alignment, and Universal Spell Power
AP Cost
2
Ranks
1
Progression
20
Delayed Judgement Delayed Judgement
Foes affected by Stand And Be Judged must now also make Will saving throw (20 + Highest of INT/WIS/CHA modifiers + Enchantment bonuses) or be Stunned for 8 seconds. Bosses and Raid Bosses do not take this effect, but this otherwise affects creatures normally immune to Stun. If stunned, after 6 seconds they take 10d50 Fire damage and 10d50 Light damage. This damage scales with Spell Power.
AP Cost
2
Ranks
1
Progression
20
Holy Presence Holy Presence
While in your Exalted Angel Destiny Mantle, you gain 15% damage absorption to all Elemental (Fire, Cold, Electric, Acid, Poison, Sonic) and Alignment (Good, Evil, Lawful, Chaotic) damage.
AP Cost
2
Ranks
1
Progression
20
Prereqs
Angelic Soul
Holy Command Holy Command
When you hit enemies with Sun Pillar, Flame Pillar, or Healing Pillar Epic Strike they must make a Will saving throw (DC: 20 + Highest of INT/WIS/CHA modifiers + Evocation bonuses) or be tripped, blinded, and made helpless for 12 seconds.
AP Cost
1
Ranks
1
Progression
20
Enhanced Metamagics Enhanced Metamagics
Pick a type of Metamagic to reduce its cost
Rank 1
Enhanced Metamagics: MaximizeUsing the Maximize Spell Metamagic costs you 3 fewer Spell Points.
Enhanced Metamagics: EmpowerUsing the Empower Spell Metamagic costs you 2 fewer Spell Points.
Enhanced Metamagics: QuickenUsing the Quicken Spell Metamagic costs you 1 fewer Spell Points.
Rank 2
Enhanced Metamagics: MaximizeUsing the Maximize Spell Metamagic costs you 6 fewer Spell Points.
Enhanced Metamagics: EmpowerUsing the Empower Spell Metamagic costs you 4 fewer Spell Points.
Enhanced Metamagics: QuickenUsing the Quicken Spell Metamagic costs you 2 fewer Spell Points.
Rank 3
Enhanced Metamagics: MaximizeUsing the Maximize Spell Metamagic costs you 9 fewer Spell Points.
Enhanced Metamagics: EmpowerUsing the Empower Spell Metamagic costs you 6 fewer Spell Points.
Enhanced Metamagics: QuickenUsing the Quicken Spell Metamagic costs you 4 fewer Spell Points.
AP Cost
1
Ranks
3
Progression
20
Tier 5
Enhancement Description
Enhanced Angelic Spell Focus Enhanced Angelic Spell Focus
Rank 1
+1 Spell DCs
Rank 2
+2 Spell DCs
Rank 3
+3 Spell DCs
AP Cost
1
Ranks
3
Progression
30
Heavenly Magic Heavenly Magic
Select Holy Fireball or Chain Cure
Holy FireballCreates a ball of fire that detonates on impact, causing an explosion of light and flame that deals 1d6+4 light damage and 1d6+4 fire damage per caster level to targets in its path. A successful Reflex save (DC: 20 + Highest of INT/WIS/CHA Mod + Evocation DC bonuses) reduces the damage by half. This counts as both a Fire and Light spell.
Chain CureA powerful discharge of Positive energy strikes a primary Ally or Undead Foe for 1d6+3 Positive Healing per Caster Level and then arcs to other nearby Allies and Undead Foes hitting each of them with a similar bolt of Positive energy. This is considered a Cure Wounds spell. This spell receives reduced benefit from Spell Power.
AP Cost
2
Ranks
1
Progression
30
Blessed Water Blessed Water
Rank 1
+1 to Effective Level for Turn Undead, +1 to Maximum Hit Dice for Turn Undead, and +1 Hit Dice for Turn Undead.
Rank 2
+2 to Effective Level for Turn Undead, +2 to Maximum Hit Dice for Turn Undead, and +2 Hit Dice for Turn Undead.
Rank 3
+3 to Effective Level for Turn Undead, +3 to Maximum Hit Dice for Turn Undead, and +3 Hit Dice for Turn Undead. Rank 3: If you have the Fount of Life feat, you gain +15 Armor Class and Physical and Magical Resistance Rating.
AP Cost
1
Ranks
3
Progression
30
Ascendance Ascendance
Epic Moment: Your single-target Cure Wounds spells and Healing Pillar Epic Strike you cast on any target now instead apply to all allies, regardless of distance. These spells cannot crit. Raise Dead and Resurrection spells also raise your target to full HP like True Resurrection does. Finally, your Turn Undead may now turn any type of creature instead of just Undead, will destroy anything it Turns, and you gain +3 Turn Undead Effective Level, Maximum Hit Dice, and Hit Dice per Religious Lore feat you have.
AP Cost
2
Ranks
1
Progression
30
Enhanced Metamagics Enhanced Metamagics
Pick a type of Metamagic to reduce its cost
Enhanced Metamagics: Empower HealingThe Empower Healing Metamagic no longer costs Spell Points.
Enhanced Metamagics: IntensifyThe Intensify Metamagic no longer costs Spell Points.
AP Cost
2
Ranks
1
Progression
30