Exaltations: You gain the first set of abilities at 1st level, the second at 5th level, the 3rd at 9th level, and the 4th at 13th level. You may only have a single Exaltation connected to a given character, and you cannot have them removed or changed in any way, except through completely rebuilding your character from the ground up.
In addition, each type of Exaltation supplies a certain overarching Thematic Ability. All Exaltation abilities are Ex abilities.
Exaltations as Combat Techniques: If your group allows it and is using this rules variant, you may take an Exaltation as a Combat Technique; however, treat your BAB as if it were equal to your character level for this purpose, and all your class levels as if they were associated with the Exaltation.
Special Note: All of these abilities are adapted from The Demented One's Exalted Epic Destinies over on the Giantitp boards.
Solar Thematic AbilityA Creature with a Solar Exaltation receives a single Temporary Action Point at the beginning of any encounter, which goes away at the end of the encounter.
At 5th, 9th, and 13th levels, they gain an additional action point.
Dawn Caste1. Solar Hero Supremacy: All of your attacks are Good-aligned for the purpose of bypassing Regeneration and Damage Reduction; in addition, you may elect to replace a +1 equivalent bonus on any weapon you wield with the Holy property. You make this decision upon drawing or wielding that weapon; this replacement only lasts until you sheathe or otherwise put away that weapon, only applies to attacks you make, and may replace either an actual +1 enhancement bonus or a +1 equivalent property, such as Keen or Flaming.
5. Iron Whirlwind: You gain a bonus on all attack after the first one that you make during your action equal to 1/3 of your character level times the number of attacks that you make in a full-round action -1. This bonus cannot make your attack bonuses on any later attacks higher than that of your first attack that round; finally, you never take penalties to the first attack that you make in a given round due to wielding more than 1 weapon or due to feats or class features that give you additional attacks in exchange for giving a penalty to attack rolls.
9. Heavenly Guardian Defense: Whenever you are attacked with a melee or ranged weapon, you may make an attack roll at your highest base attack bonus as an Immediate action. If you do so, you may use the higher of your attack roll or your AC against all attacks made against you until the beginning of your next turn. In addition, you may use the result of this attack roll in the place of any attack rolls you make as an Attack of Opportunity.
13. Invincible Fury of Dawn: All of your attack rolls automatically succeed unless you roll a natural 1 or your opponent's AC is higher than twice your character level, plus 2 for every 5 BAB that you have. You still must roll an attack roll as normal.
Zenith Caste1. Sun's Glance: If you have the ability to Turn Undead from a class feature, you can choose to use one of the following effects each time you attempt to Turn Undead:
1. You may attempt to Turn (but not Destroy) Evil Outsiders as if they were Undead.
2. You may Turn Undead as a Swift Action.
3. You may deal 1d8 damage per two Effective Turning levels that you have to Turned undead.
If you do not have the ability to Turn Undead, you gain the ability to Turn Undead as if you were a Cleric of 1/2 your Character level; however, you may not use any of the above options, and you lose this special Turning pool if you ever gain the ability to Turn Undead through a class feature.
5. Solar Judgement: Any Evil Outsider within 40 ft of you receives a penalty to their Spell Resistance equal to 1/2 your character level, and automatically fail all saves against spells and effects that would send them back to their home plane unless they have more HD than twice the character level of the creature casting the spells or using the effects.
Finally, if you ever get the ability to cast Hallow, you gain the Permanent Emanation (Hallow) feat for free; however, any spells you attach to your Hallow effect only last for up to 24 hours, and are removed from the Hallow effect if it is dispelled.
9. Transcendent Hero: You gain immunity to all mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, and death effects; in addition, you are immune to all effects that require a Fortitude save that aren't Harmless or that can't be used to affect objects.
13. God-King Benevolence: Every allied creature within 60' gains the benefits of your Transcendent Hero ability. In addition, whenever you cast a beneficial spell that can target a limited number of creatures that scales with your caster level, you may expend any number of Turning Attempts to increase the number of targets for that spell by the number of Turning Attempts expended.
Twilight Caste1. Legendary Scholar: You are treated as if you had a number of ranks in every Knowledge skill equal to your Cross-Class skill rank cap for the purpose of making Knowledge checks. In addition, you may see magical auras as if you had concentrated for 3 rounds using the Detect Magic spell. Finally, you may Counterspell spells without having to ready an action to do so; however, if you do so, you must forgo your standard action on your next round.
5. Solar Metamagic: Select a single Metamagic feat with at most a +1 cost that you possess; you may apply it to all of your spells without increasing casting time or adjusting the level of the spell. You do not have to declare that you are applying this metamagic feat to a given spell until you cast it.
At 9th, 13th, and 17th levels, you may select an additional Metamagic feat that falls under the boundaries as stated above to also receive the same treatment.
9. Infinite Mastery of Artifice: The GP cost, XP costs, and time necessary for you to create magic items is reduced by 25%; this reduction does not stack with other reductions from other sources.
At 17th level, you gain the ability to craft Minor Artifacts; treat this as if you were crafting a normal magic item, except that you cannot reduce any of the costs for creating it in any way, and you do not need to supply spells for it to be created. Treat Minor Artifacts as if they had a market cost of 50000 GP times their caster level for the purpose of how long it takes to create them.
13. Supreme Perfection of Magic: Your spells cannot be dispelled except by spells or effects that have a CL that is at least 4 more than your character level. In addition, your spells and any magical items that you craft function inside antimagic fields, and your spells ignore all non-Deific SR lower than twice your character level.
Night Caste1. Shroud of Night's Law: You may cast Swift Invisibility as an Extraordinary ability once every 5 rounds; at 5th level, the duration of the effect is doubled, and at 9th, 13th, and 17th levels, the duration increases by 2 rounds. This invisibility may only be pierced or removed by spells or effects whose caster level is equal to at least twice your HD.
5. Going Elsewhere: Whenever you are under the effects of your Swift Invisibility effect, you may elect to pass through solid material as if you were Ethereal, and to pass through Force effects with a caster level of less than twice your caster level as if they weren't there. If you do so, your invisibility ends, and you must wait 5 rounds before casting Swift Invisibility again.
In addition, you may steal items from extradimensional storage, such as Bags of Holding or Portable Holes, as if they were normal pockets; you may do this even if the item that allows access to that extradimensional storage is not activated at that moment.
9. Seven Shadows Evasion: As long as you aren't flat-footed or helpless, you may make a Reflex save as an Immediate action in response to being attacked by a melee or ranged weapon; if you do so, reduce the amount of damage you would take from that attack by the result of your Reflex save.
Alternatively, as long as you aren't flat-footed, helpless, or willing, if you are targeted by a spell, you may choose to, as an Immediate action, replace the Saving Throw entry of that spell with Reflex None. This change only applies to you, and only for this casting of that spell.
13. Unconquered Guile: Any creature that you attack is deprived of it's Dexterity to AC, even if they have an ability or effect that would normally prevent them from losing their bonus. In addition, all of your attacks against someone who is already denied their Dexterity to AC automatically threaten critical hits. Neither of these effects apply to either deities or creatures whose AC is equal to or higher than twice your character level.
Eclipse Caste1. Words within Words: Any time you cast an Enchantment spell on a creature, and they fail their save, you may delay the spell's effects until some condition is met; as soon as the condition is met, the spell applies as if it were just cast at that moment. This condition may be anything that the creature would be consciously aware of; any given spell may only have one condition applied to it, and if the condition is not met within a number of days equal to your Charisma modifier, the spell dissipates with no effect.
5. Excellent Emissary's Tongue: Whenever you cast a Mind-Affecting spell or use a Mind-Affecting effect, it bypasses any immunity that your target might have, unless they are either a deity or mindless. However, creatures who are normally Immune to Mind-Affecting abilities gain a +6 bonus to their save; this is reduced to +4 at 9th level, +2 at 13th level, and to +0 at 17th level.
9. Golden Courtier Misdirection: Whenever you are subject to a Mind-Affecting ability, you may gain a bonus on your save equal to 1/2 your character level to your save. In addition, if you succeed on your save while benefiting from this bonus, you may instead cause the effect to target the original user, with you being treated as if you generated the effect for all purposes except for the Save DC and Caster Level of the effect.
13. Unbreakable Fascination: You may, by spending one minute speaking to creature, duplicate the effects of a Dominate Monster spell, with a Save DC equal to your ranks in your choice of Bluff, Diplomacy, or Intimidate plus your Charisma modifier. The creature must be able to speak a language that you speak, and if they fail their save, they are Dominated for a number of days equal to your Charisma modifier. You may attempt to Dominate a creature more than once; however, if they succeed on even one save against this ability, they are permanently immune.
You may only keep a number of creatures Dominated in this way equal to your Charisma modifier. This is a Mind-Affecting extraordinary effect.
Tips on fluffing these abilitiesSolars are damn flashy. For example, Solar Hero Supremacy should literally make your sword flash as though it were polished bronze in the dawn. Yes, even in deep, dank catacombs. And the Holy Property replacement should totally turn the flaming property on your weapon into golden, holy flames.
Remember, people, the themes we are dealing with here are majesty and general glorious shininess
So, if anyone likes these, I'll convert the rest of the destinies.