Ziegander
2009-02-07, 10:09 PM
The Purelantern
Disclaimer: No, this class has nothing to do with Warrior's Way or Spellcaster's Sanctum, however it may have something to do with me rebalancing healing magic, and may be featured in a later installment of my rebalancing of 3.5. The class flavor? A physical embodiment of positive energy. This is everything the Healer class from the Miniatures Handbook wishes it was and more. Enjoy.
HD: d8
Saves: All Good
Lv Base Attack Special 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1. +0 Righteous Indignation, Conduit of Vitality 3
2. +1 4
3. +2 Glorious Stride (-1) 4 1
4. +3 Celestial Jaunt 1/enc 5 1
5. +3 5 2 1
6. +4 Evasion 5 2 2
7. +5 Glorious Stride (-2) 6 2 2 1
8. +6/+1 Celestial Jaunt 2/enc 6 3 2 2
9. +6/+1 Warning Shout 6 3 3 2 1
10. +7/+2 7 3 3 2 2
11. +8/+3 Glorious Stride (Deafness) 7 4 3 3 2 1
12. +9/+4 Celestial Jaunt 3/enc 7 4 4 3 2 2
13. +9/+4 Mettle 7 4 4 3 3 2 0
14. +10/+5 7 5 4 4 3 2 1
15. +11/+6/+1 Glorious Stride (Blindness) 7 5 5 4 3 3 1 0
16. +12/+7/+2 Celestial Jaunt 4/enc, Bolstering Cry 7 5 5 4 4 3 1 1
17. +12/+7/+2 Improved Evasion 7 6 5 5 4 3 2 1 0
18. +13/+8/+3 7 6 6 5 4 4 2 1 1
19. +14/+9/+4 Glorious Stride (Dazed) 7 6 6 5 5 4 2 2 1
20. +15/+10/+5 Celestial Jaunt 5/enc, Improved Mettle 7 7 6 6 5 4 3 2 1
Class Skills (6+Int): Balance, Climb, Concentration, Craft, Diplomacy, Escape Artist, Handle Animal, Heal, Jump, Knowledge (Nature, Religion), Profession, Ride, Sense Motive, Spellcraft, Survival, Swim, Tumble
Proficiencies: All simple weapons, short sword and shortbow. Light and Medium armor and light shields.
Spellcasting: Purelanterns spontaneously cast divine spells drawn from the Purelantern spell list. Purelanterns know all spells for each level of spell available to him in his spell list. Purelanterns must have a Constitution score of 10+spell level to cast a given spell, their bonus spells are dependent on Constitution, and the saving throws of their spells are dependent on Charisma.
Righteous Indignation (Su): Purelanterns have an Indignation pool with a maximum capacity of 20 points per class level. Whenever a Purelantern is dealt damage add that amount of damage to their Indignation pool (up to their maximum capacity). For every 10 points of damage in the pool, whenever the Purelantern would use any effect that restores hitpoints to another creature that effect restores 1 additional hitpoint. At the end of any turn in which the Purelantern uses an effect that restores a creature's hitpoints remove all points from his Indignation pool. As long as a Purelantern has points in his Indignation pool he gains a +1 divine bonus to all saving throws.
Conduit of Vitality (Su): By manipulating positive energies a Purelantern can move life forces from one creature to another through touch, being able to damage his foes and heal his allies simultaneously. As a standard action you can touch two creatures adjacent to yourself and damage one of them to restore hitpoints to the other. Each encounter you can drain up to a number of hitpoints equal to 3 x your Constitution modifier from one creature to move to another, and you do not have to use it all at once. Using Conduit of Vitality requires touch attacks against unwilling targets.
Starting at 6th level, whenever you use this ability you can move the Dazzled, Shaken, Frightened, Blinded, Deafened, Fatigued, or Immobilized conditions from one of the touched creatures to the other. You can now drain hitpoints up to 5 x your Constitution modifier each encounter. Further, for each 5 hitpoints you move from one creature to another during your use of this ability you can move up to 1 point of ability penalty, damage or drain.
Starting at 11th level, whenever you use this ability you can move the Panicked, Sickened, Exhausted, Dazed, and Stunned conditions as well as any Sleep effect, any Poisons or Diseases from one of the touched creatures to the other. Further, for each 10 hitpoints you move from one creature to another during your use of this ability you can move up to 3 points of ability penalty, damage or drain.
Starting at 16th level, whenever you use this ability you can move the Nauseated, Paralyzed, Confused, Cowering conditions from one of the touched creatures to the other. Further, for each 10 hitpoints you move from one creature to another during your use of this ability you can move up to 4 points of ability penalty, damage or drain, and up to 1 negative level.
Glorious Stride (Su): Starting at 3rd level, if you move through an enemy's threatened area and you have restored hitpoints to a creature during this round or the last round that enemy must succeed on a Fort save (DC 10+1/2 Class level+Charisma modifier) or take a -1 penalty to attack rolls, AC, skill and ability checks, and caster level until the end of its next turn. This penalty increases to -2 at 7th level.
Starting at 11th level whenever an enemy fails its save against Glorious Stride it becomes Deafened until the end of its next turn.
Starting at 15th level whenever an enemy fails its save against Glorious Stride it becomes Blinded until the end of its next turn.
Starting at 19th level whenever an enemy fails its save against Glorious Stride it becomes Dazed until the end of its next turn.
Creatures normally immune to effects requiring a Fort save are not immune to Glorious Stride, however if a creature is immune to the Deafened, Blinded, or Dazed conditions specifically that creature will not be effected by those conditions even if it fails its save to resist Glorious Stride.
Celestial Jaunt (Su): Starting at 4th level a Purelantern can spend a swift or immediate action to teleport as the spell Dimension Door up to twice their land speed once per encounter, but they must end their movement adjacent to a ally. Purelanterns gain additional uses of this ability each encounter every four levels hereafter.
Evasion (Ex): As Rogue. At 17th level this ability becomes Improved Evasion.
Warning Shout (Ex): Starting at 9th level a Purelantern can remove 20 points from his Indignation pool as an immediate action to grant one ally within 60ft the benefit of Evasion and a +4 morale bonus to Reflex saves for 1 round.
Mettle (Ex): As Hexblade. At 20th level this ability becomes Improved Mettle.
Bolstering Cry (Ex): Starting at 16th level a Purelantern can remove 40 points from his Indignation pool as an immediate action to grant one ally within 60ft the benefit of Mettle and a +4 morale bonus to Fortitude and Will saves for 1 round.
Purelantern Spell List
1st - Cure Light Wounds*, Minor Heal*, Bless, Deathwatch, Gentle Repose, Lesser Restoration, Magic Circle Against Chaos/Evil/Good/Law, Obscuring Mist, Resist Energy, Santuary, Summon Monster
2nd - Augury, Bear's Endurance, Bull's Strength, Consecrate, Cure Moderate Wounds*, Daylight, Death Knell, Eagle's Splendor, Owl's Wisdom, Protection from Energy, Status, Summon Monster II
3rd - Cure Serious Wounds*, Close Wounds*, Lesser Heal*, Dispel Magic, Invisibility Purge, Mass Cure Light Wounds*, Prayer, Remove Curse, Summon Monster III, Death Ward, Restoration
4th - Cure Critical Wounds*, Dismissal, Divination, Freedom of Movement, Lesser Planar Ally, Sending, Spell Immunity, Summon Monster IV
5th - Mass Cure Moderate Wounds*, Heal*, Atonement, Hallow, Plane Shift, Raise Dead, Scrying, Spell Resistance, Summon Monster V, True Seeing, Greater Restoration
6th - Banishment, Mass Bear's Endurance, Mass Bull's Strength, Greater Dispel Magic, Mass Eagle's Splendor, Heroes' Feast, Mass Owl's Wisdom, Planar Ally, Summon Monster VI, Word of Recall, Regenerate
7th - Mass Cure Serious Wounds*, Ethereal Jaunt, Refuge, Resurrection, Greater Scrying, Summon Monster VII
8th - Mass Cure Critical Wounds*, Greater Planar Ally, Greater Spell Immunity, Summon Monster VIII
9th - Astral Projection, Etherealness, Mass Heal*, Miracle, Summon Monster IX, True Resurrection
*As found here - http://brilliantgameologists.com/boards/index.php?topic=3520.0
~~~~~~~
Do I think a class like this is at all necessary? No. But some people do like to play pure support classes, and the Healer BLOWS hard. This class seeks to make pure support actually combat viable. It does it's job, it does it well, it is difficult to keep from doing its job, and it debuffs the enemy all the while.
Disclaimer: No, this class has nothing to do with Warrior's Way or Spellcaster's Sanctum, however it may have something to do with me rebalancing healing magic, and may be featured in a later installment of my rebalancing of 3.5. The class flavor? A physical embodiment of positive energy. This is everything the Healer class from the Miniatures Handbook wishes it was and more. Enjoy.
HD: d8
Saves: All Good
Lv Base Attack Special 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1. +0 Righteous Indignation, Conduit of Vitality 3
2. +1 4
3. +2 Glorious Stride (-1) 4 1
4. +3 Celestial Jaunt 1/enc 5 1
5. +3 5 2 1
6. +4 Evasion 5 2 2
7. +5 Glorious Stride (-2) 6 2 2 1
8. +6/+1 Celestial Jaunt 2/enc 6 3 2 2
9. +6/+1 Warning Shout 6 3 3 2 1
10. +7/+2 7 3 3 2 2
11. +8/+3 Glorious Stride (Deafness) 7 4 3 3 2 1
12. +9/+4 Celestial Jaunt 3/enc 7 4 4 3 2 2
13. +9/+4 Mettle 7 4 4 3 3 2 0
14. +10/+5 7 5 4 4 3 2 1
15. +11/+6/+1 Glorious Stride (Blindness) 7 5 5 4 3 3 1 0
16. +12/+7/+2 Celestial Jaunt 4/enc, Bolstering Cry 7 5 5 4 4 3 1 1
17. +12/+7/+2 Improved Evasion 7 6 5 5 4 3 2 1 0
18. +13/+8/+3 7 6 6 5 4 4 2 1 1
19. +14/+9/+4 Glorious Stride (Dazed) 7 6 6 5 5 4 2 2 1
20. +15/+10/+5 Celestial Jaunt 5/enc, Improved Mettle 7 7 6 6 5 4 3 2 1
Class Skills (6+Int): Balance, Climb, Concentration, Craft, Diplomacy, Escape Artist, Handle Animal, Heal, Jump, Knowledge (Nature, Religion), Profession, Ride, Sense Motive, Spellcraft, Survival, Swim, Tumble
Proficiencies: All simple weapons, short sword and shortbow. Light and Medium armor and light shields.
Spellcasting: Purelanterns spontaneously cast divine spells drawn from the Purelantern spell list. Purelanterns know all spells for each level of spell available to him in his spell list. Purelanterns must have a Constitution score of 10+spell level to cast a given spell, their bonus spells are dependent on Constitution, and the saving throws of their spells are dependent on Charisma.
Righteous Indignation (Su): Purelanterns have an Indignation pool with a maximum capacity of 20 points per class level. Whenever a Purelantern is dealt damage add that amount of damage to their Indignation pool (up to their maximum capacity). For every 10 points of damage in the pool, whenever the Purelantern would use any effect that restores hitpoints to another creature that effect restores 1 additional hitpoint. At the end of any turn in which the Purelantern uses an effect that restores a creature's hitpoints remove all points from his Indignation pool. As long as a Purelantern has points in his Indignation pool he gains a +1 divine bonus to all saving throws.
Conduit of Vitality (Su): By manipulating positive energies a Purelantern can move life forces from one creature to another through touch, being able to damage his foes and heal his allies simultaneously. As a standard action you can touch two creatures adjacent to yourself and damage one of them to restore hitpoints to the other. Each encounter you can drain up to a number of hitpoints equal to 3 x your Constitution modifier from one creature to move to another, and you do not have to use it all at once. Using Conduit of Vitality requires touch attacks against unwilling targets.
Starting at 6th level, whenever you use this ability you can move the Dazzled, Shaken, Frightened, Blinded, Deafened, Fatigued, or Immobilized conditions from one of the touched creatures to the other. You can now drain hitpoints up to 5 x your Constitution modifier each encounter. Further, for each 5 hitpoints you move from one creature to another during your use of this ability you can move up to 1 point of ability penalty, damage or drain.
Starting at 11th level, whenever you use this ability you can move the Panicked, Sickened, Exhausted, Dazed, and Stunned conditions as well as any Sleep effect, any Poisons or Diseases from one of the touched creatures to the other. Further, for each 10 hitpoints you move from one creature to another during your use of this ability you can move up to 3 points of ability penalty, damage or drain.
Starting at 16th level, whenever you use this ability you can move the Nauseated, Paralyzed, Confused, Cowering conditions from one of the touched creatures to the other. Further, for each 10 hitpoints you move from one creature to another during your use of this ability you can move up to 4 points of ability penalty, damage or drain, and up to 1 negative level.
Glorious Stride (Su): Starting at 3rd level, if you move through an enemy's threatened area and you have restored hitpoints to a creature during this round or the last round that enemy must succeed on a Fort save (DC 10+1/2 Class level+Charisma modifier) or take a -1 penalty to attack rolls, AC, skill and ability checks, and caster level until the end of its next turn. This penalty increases to -2 at 7th level.
Starting at 11th level whenever an enemy fails its save against Glorious Stride it becomes Deafened until the end of its next turn.
Starting at 15th level whenever an enemy fails its save against Glorious Stride it becomes Blinded until the end of its next turn.
Starting at 19th level whenever an enemy fails its save against Glorious Stride it becomes Dazed until the end of its next turn.
Creatures normally immune to effects requiring a Fort save are not immune to Glorious Stride, however if a creature is immune to the Deafened, Blinded, or Dazed conditions specifically that creature will not be effected by those conditions even if it fails its save to resist Glorious Stride.
Celestial Jaunt (Su): Starting at 4th level a Purelantern can spend a swift or immediate action to teleport as the spell Dimension Door up to twice their land speed once per encounter, but they must end their movement adjacent to a ally. Purelanterns gain additional uses of this ability each encounter every four levels hereafter.
Evasion (Ex): As Rogue. At 17th level this ability becomes Improved Evasion.
Warning Shout (Ex): Starting at 9th level a Purelantern can remove 20 points from his Indignation pool as an immediate action to grant one ally within 60ft the benefit of Evasion and a +4 morale bonus to Reflex saves for 1 round.
Mettle (Ex): As Hexblade. At 20th level this ability becomes Improved Mettle.
Bolstering Cry (Ex): Starting at 16th level a Purelantern can remove 40 points from his Indignation pool as an immediate action to grant one ally within 60ft the benefit of Mettle and a +4 morale bonus to Fortitude and Will saves for 1 round.
Purelantern Spell List
1st - Cure Light Wounds*, Minor Heal*, Bless, Deathwatch, Gentle Repose, Lesser Restoration, Magic Circle Against Chaos/Evil/Good/Law, Obscuring Mist, Resist Energy, Santuary, Summon Monster
2nd - Augury, Bear's Endurance, Bull's Strength, Consecrate, Cure Moderate Wounds*, Daylight, Death Knell, Eagle's Splendor, Owl's Wisdom, Protection from Energy, Status, Summon Monster II
3rd - Cure Serious Wounds*, Close Wounds*, Lesser Heal*, Dispel Magic, Invisibility Purge, Mass Cure Light Wounds*, Prayer, Remove Curse, Summon Monster III, Death Ward, Restoration
4th - Cure Critical Wounds*, Dismissal, Divination, Freedom of Movement, Lesser Planar Ally, Sending, Spell Immunity, Summon Monster IV
5th - Mass Cure Moderate Wounds*, Heal*, Atonement, Hallow, Plane Shift, Raise Dead, Scrying, Spell Resistance, Summon Monster V, True Seeing, Greater Restoration
6th - Banishment, Mass Bear's Endurance, Mass Bull's Strength, Greater Dispel Magic, Mass Eagle's Splendor, Heroes' Feast, Mass Owl's Wisdom, Planar Ally, Summon Monster VI, Word of Recall, Regenerate
7th - Mass Cure Serious Wounds*, Ethereal Jaunt, Refuge, Resurrection, Greater Scrying, Summon Monster VII
8th - Mass Cure Critical Wounds*, Greater Planar Ally, Greater Spell Immunity, Summon Monster VIII
9th - Astral Projection, Etherealness, Mass Heal*, Miracle, Summon Monster IX, True Resurrection
*As found here - http://brilliantgameologists.com/boards/index.php?topic=3520.0
~~~~~~~
Do I think a class like this is at all necessary? No. But some people do like to play pure support classes, and the Healer BLOWS hard. This class seeks to make pure support actually combat viable. It does it's job, it does it well, it is difficult to keep from doing its job, and it debuffs the enemy all the while.