Great Sage

In the endless war between good and evil, the gods have placed their extraplanar armies under the command of powerful outsiders of similar disposition and philosophical outlook. As solars and planetars stand in benevolent leadership of the Hosts of Heaven, pit fiends and balors dominate and bend the vast Legions of Hell or the Abyssal Hordes to their own wills. However, on those rare occasions when the servants of righteousness are marshaled to war against the servants of evil upon the Prime Material plane, the gods of light must call upon a powerful mortal to lead the call to arms–the Anuil-Elhar or Lord General of the forces of light. 

Chosen from among the ranks of their most battle-tested and faithful followers, the Lord General of Light is given, through divine investiture, the mantle of authority and leadership over all the followers of light upon the mortal realm. The Lord General of Light is called to service only during the most dire of circumstances, when the world and its very survival hangs in the balance.

Lord Generals of Light are always of good alignment, and most commonly lawful good for obvious reasons. They are typically powerful clerics or paladins in the service of one of the greater good deities, though those who serve lesser deities of light, or who possess a pure and holy heart while claiming no direct affiliation to a particular sect have been known to wear the mantle of Lord General of Light. Regardless of the circumstances, the one chosen has a great responsibility as both leader and representative of the holy powers bestowed upon him.

Lord General of Light is an acquired template that can be added to any living, corporeal creature of good alignment with 14 HD (or class levels) or higher. A Lord General of Light retains the base creature's statistics and special abilities except as noted here.

CR: +2

Class: Arcanist, sorcerer, or wizard. Additional classes may be considered at the GM’s discretion.

HD: 14 or higher.

Alignment: Any nonevil.

Defenses/Qualities: A great sage gains immunity to all cantrips, SR 6 + her character level (if HD are 17 or less) or SR 11 + her character level (if HD are 18 or more), +8 bonus on her Concentration checks, and a +4 bonus on all Knowledge (arcana) and Spellcraft skill checks. If the great sage already has spell resistance from another source, it increases by 5.

Special Abilities: A great sage gains the following special abilities:

Arcane Knowledge: A great sage possess knowledge beyond that of normal arcane practitioners. She can select one arcane discovery at 14th level, and an additional arcane discovery every two levels thereafter, up to a maximum of 4 at 20th level. 

Aura of Arcane Power (Su)
: A great sage 
radiates an aura of arcane power in a 10-foot radius. This aura increases the variables and numeric effects of any spell or spell-like ability used by an ally (or the great sage) while within the aura’s radius by half, including bonuses to those dice rolls. Saving throws and opposed rolls are not affected. A creature cannot be the recipient of a spell or spell-like ability affected by the great sage's arcane power aura more than once in a 24-hour period.

Channeled Casting (Su): The 
great sage is able to channel allied spells to increase the effective level of her own. For each allied spellcaster that has the same spell prepared (or known with a slot available if they are spontaneous spellcasters) that is adjacent to the great sage, the effective spell level of her spell increases by 1 (up to a maximum of 9th level) as the Heightened Spell metamagic feat. All effects dependent on spell level (such as saving throw DCs and ability to penetrate a lesser globe of invulnerability) are calculated according to the spells new effective level. Despite the effects, the channeled spell expends the same spell slot as the great sage’s original spell. The great sage can use this ability once per day.

Detect Magic (Sp): At will, a 
great sgae can use detect magic as a paladin of the same level as its Hit Dice. If the great sage has detect magic as a class feature, it only takes 1 round for her to determine the number of magic auras and the power and location of each aura.

Magic Blast (Su): Once per day, as a swift action, the great sage can unleash a ray of raw arcane energy up to 30 feet that deals 1d6 points of damage per Hit Dice (or class levels). 

Spell-Like Abilities: A great sage
 gains the following spell-like abilities: At willdetect magicidentify, 3/day–greater dispel magic, true seeing; 1/day–greater spell absorption, spellbane. Caster level equals the great sage’s HD (or character level of the base creature, whichever is higher).

Abilities: A great sage gains a +4 bonus on one ability score of her choice and a +2 bonus on two other ability scores of her choice.