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2006-09-13, 03:47 AM
Initiate of the Morningstar

To qualify to become an Initiate of the Morningstar, a character must fulfill the following criteria.
Skill: Knowledge (arcane lore) 6 ranks, Knowledge (theology and philosophy) 6 ranks, Knowledge (any) 6 ranks, Bluff 6 ranks, Intimidate 6 ranks.
Feats: Confident, Educated.
Class Information
Hit Die: 1d6
Action Points: 6 + one-half character level, rounded down, every time the character attains a new level in this class.
Class Skills
The Initiate of the Morningstar’s class skills (and the key ability for each skill) are: Bluff (Cha), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Forgery (Int), Gamble (Wis), Cather Information (Cha), Intimidate (Cha), Knowledge (any) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis).
Skill Points at Each Level: 7 + Int modifier.

BAB: +1/2
Saves: Fort and Ref Medium, Will High
Defence: 1 + 1/2
Reputation: As Dedicated Hero

Class Features:

1: Arcane Skills: The Initiate of the Morningstar gains Arcane Skills and Magical Affinity as bonus feats.
2: Inner Fire: The Initiate of the Morningstar is warmed from within by Samael's light. The Initiate is unaffected by extremes of temperature, although effects that deal fire or cold damage are still effective.
3: Bonus Feat (Alertness, Archaic Weapons Proficiency, Attentive, Combat Expertise, Deceptive, Frightful Presence, Heroic Surge, Iron Will, Low Profile, Personal Firearms Proficiency, Studious, Trustworthy)
4: Eyes of Flame: The Initiate of the Morningstar may take a full round action to concentrate on a flammable object within close range. The Initiate must have line of sight and effect to the object. The object bursts into flame and continues to burn until it is extinguished or it is entirely consumed. The fire is wholly natural and can ignite other nearby objects. If clothing or another object worn by a creature is ignited, the creature takes 1d6 damage and must make a Reflex save (DC 15) each round to avoid catching on fire until the object is removed or extinguished. The Initiate of the Morningstar may use this ability once per day for every two class levels.
5: Inner blaze: The Initiate of the Morningstar gains fire resistance 5.
6: Bonus feat.
7: Fiery command: The Initiate of the Morningstar may extinguish a burning object as a move action. If the Initiate is holding or wearing the item, this may be done as part of another move action. The Initiate cannot catch on fire.
8: Inner Inferno: The Initiate of the Morningstar gains fire resistance 10 and cold resistance 5.
9: Bonus feat.
10: Shepherd of Suns: The Initiate is aware of all flames within 10 feet. She can produce a small flame, equivalent to a cigarette lighter, from her hand at will as a free action. Three times per day, she can ignite something (a cigarette, scrap of paper, etc), with this flame or another, as an attack action and cause a creature within medium range to ignite. The save DC is 20 + Intiate's Cha modifier to avoid catching alight or to extinguish the flames. The Initiate must have seen the creature within one round before using this ability. (So she could use it on a pickpocket who has robbed her and run around a corner.)

2006-09-14, 04:31 AM
Something? Anything?